With most of the new features of WoW: Dragonflight, the Blizzard developers avoid excessive risks. Instead, one prefers to reflect on the basic virtues of the MMO and enriches them with long-demanded content. And the two features that could be described as risky, the new talent trees and dragon riding, have been extensively tested for months and have been adjusted countless times based on feedback.
At another point, however, the developers are now leaning far out of the window and experimenting with a new loot category. The “Very Rare” items are, so to speak, a mixture of old ideas. And if our editor Phil has anything to do with it, they’re doomed from the start. Because they bring back all the problems of the past – without bringing any relevant advantages.
WoW: Dragonflight: Trailer reveals the launch date
Best Item available
The “Very Rare” items, which do not yet have an official German name, will cause some trouble in my opinion. If you take a closer look at the items, you quickly realize that these are simply the best items that players can wear. Although they are “only” six item levels higher than the boss’s other loot, they have additional effects that make them even stronger – similar to Sylvanas’ bow or daggers.
Currently there is a bow, a trinket, and two rings – all four items are currently best-in slots for most classes that can use them. Source: Buffed Of course there is always a “best item on the slot”. The difference to the second best is very, very much higher with the new items. As a result, there really is no choice. If they want to play competitively, hunters need the “Very Rare” bow from the final boss in WoW (buy now): Dragonflight. The Hunters already know that from Sylvanas. Now it applies to all classes. Because the four previous items are so strong that they actually want every spec.
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The hero of the world must be lucky
The mere fact that there is one item that is clearly better than everything else would be unfavourable. But it gets really bad because the “Very Rare” items are … well, very rare, that is, extremely rare.
So the game tells you very clearly: This item is the best! And at the same time ensures that your chance of it is vanishingly small. Because in contrast to the Sylvanas bow, which had almost the same drop chance as other items, the new items should really be very rare. Probably more in the category of special Garrosh shoulders. But they were only so popular because of the cool look and not necessarily better than others.
In practice, this probably ensures that countless players chase the items for the entire first season and will probably visit the raid several times a week. Because even the LFR version of some items trumps (at least for now) the mythical versions of the alternatives. Of course, this does not keep the raid fresh, but ensures that the players no longer feel like the vault of the incarnations as quickly as possible.
Play through all difficulty levels every week to get the particularly strong and rare items. No thank you. Source: buffed
The alternative will probably be to come to terms with the fact that you can only keep up with the top with a lot of luck. That’s what it will come down to. If the numbers stay anywhere near where they are now, players without the rare items won’t stand a chance against their happier competitors.
The difference to other strong items is obvious here. While as a player I could still be reasonably relaxed about very strong items such as the Seal of the First or the Hammer of the First Judge, every visit to the bosses in question will now frustrate me much more. Because in Shadowlands, given the “normal” drop rate, I knew that I would still get the item in the next three or four weeks. But not with the “Very Rare” items.
Is there anything positive? no
Just because a new feature has a lot of negative points doesn’t necessarily mean it’s bad. As long as the positive sides outweigh it, it can definitely be described as “okay”. But that is not the case here. Frankly, I don’t see a single advantage of the new system.
All the arguments presented by the developers are either complete nonsense or contradict other decisions.
“More Excitement from Bosses, that are no longer challenging by spiking up their loot tables”: Does this statement sound familiar to you? Could be because it was used as an argument for Titanforged in more or less the same way. And we all know how well this system was received by the WoW community and why it was thrown out of the game again.”Give more long-term goals for difficult encounters”: Do difficult bosses really need more long-term motivation? If a boss is really hard, defeating it a few times will take you long enough anyway. Do you then need an item that drops once every 20 kills?
Elsewhere there has been more specific talk of keeping early bosses more relevant to players. That might even make sense. But then maybe you should let the items drop at the front bosses as well? How an item in the final boss is supposed to keep the front bosses relevant, someone will have to explain to me in more detail when I get a chance. And I don’t quite understand why we can skip the front bosses even faster in the future if they are supposed to remain more relevant.
WoW: Dragonflight: Die Dungeons von Dragonflight
Blizzard combines an increased level of randomness and luck (low drop chance) with plenty of grind (LFR, normal, heroic, mythic each week) to provide us with player power. Neither one nor the other is particularly elegant or great. And both variants have already caused displeasure among players individually in the past. Think of the high degree of randomness in Legion’s Legendaries, or the endless grind in… pretty much every expansion for the past decade. Both together don’t make things any better.
Perhaps my reaction to four items in a single raid tier may have been exaggerated. But I don’t like the direction this experiment is going in at all. Especially since it flies a little under the radar since the announcement was nested in a big blog post. I might end up completely wrong and sit in the quiet corner, but do you like this very rare item system?