My last post laid out what I think Blizz got right about Legion. It was a long post, because I think on balance Legion is a decent expansion — certainly leagues better than WoD. As I said in the post, I give Legion a “solid B”. The reasons it does not make the cut for an “A” is the subject of this post.
All expansions have good and bad points. And of course what is one person’s “good” is another’s “bad”. Something I hate about the game may be the one thing that keeps you coming back to it. In weighing what I was going to include in this post, I tried to evaluate the big picture of things in Legion that make me grimly grit my teeth and slog through, knowing for me they detract significantly from the fun of the game, but they must be endured if I wish to get to the fun parts.
As I began to outline what I was going to include in this post, I noticed there were there design approaches that seemed to play a major role — singly or together — in every area I find troubling about this expansion: RNG, the drive to increase the Monthly Active User (MAU) metric, and what I think of as “class chaos”. These seem to me to be meta-mistakes in Legion, fundamentally flawed design philosophies that give rise to a host of unpopular and/or fun-killing aspects of the game.
RNG (random number generator, or more properly, pseudo-random number generator) is at the heart of nearly every computer game — I don’t know of a way to code complex combat simulations without it. The extent to which randomness is used, however, is where people begin to get uncomfortable with it. For example, if every time you cast a spell in WoW, it was like spinning a huge wheel of fortune, and you got truly random outcomes anywhere in a range of one to ten million hit points, most people — Blizz devs included — would consider that bad design. Similarly, if absolutely every aspect of the game — even things like where you end up when you interact with a flight master, or how many health points you get when you down a health potion — were RNG-controlled, again almost everyone would consider that to be unacceptable game design.
But there is a vast area between minimal combat-outcome RNG and the extremes I just cited. And it is in this area where reasonable people differ in their opinions of “how much is too much”. I would argue that Blizz has a years-long history of RNG creep, in the sense of expanding its use to more and more areas of the game. Some form of RNG seems to be their preferred design approach for as many aspects of the game as they can apply it to, and we have seen it noticeably expanded in Legion, to the extent that for me it has crossed the line into “too much” territory.
This trend to making everything RNG is closely tied with the MAU motive: if you want certain gear — including legendaries — or certain profession recipes, there is absolutely no way to get them other than to keep playing until they magically appear for you. If you are exceptionally lucky, this will not take long. But if you have normal or bad luck, this means that the only thing you can do to “increase” your chances to get this stuff is to play more hours. If you are someone who is limited in your daily play time, this means it could take months — or never — before you get whatever it is you are seeking. We have all read the stories of how the world-first mythic guild members ran literally hundreds of instances in the first couple of weeks of Legion just to get their legendaries, or to advance their artifacts.
This is a demoralizing effect — no matter how skilled you are, no matter how diligently you work at a goal, you have zero control over obtaining items you are seeking. It is a lottery, and the only way to succeed is to keep buying more and more tickets, but even then there is no guarantee of a prize.
The concept of “class chaos” is this: Blizz had reasonably well-balanced classes and specs at the end of WoD. There were exceptions, of course (priests — both shadow disc, for different reasons — come immediately to mind, as do of course survival hunters), but overall most of the classes had reached a decent equilibrium. This was no small feat, as it had taken most of WoD to achieve this somewhat wobbly balance in what is undeniably a vastly complex system.
So what did Blizz decide to do? Rework nearly every class and spec (except for some unfathomable reason mages and druids), almost from the ground up, add in the huge complicating factor of artifact weapons, and create a new class. What could possibly go wrong? Well, we have seen. Patch 7.1.5 promises some improvement to the horrible unbalanced mess Blizz has made, but I believe the problems with many classes are so fundamental that they cannot be resolved in Legion. They can possibly be resolved in the next expansion, but only if Blizz exercises some discipline and refrains from yet another total rebuilding of every class.
These three basic design mistakes — expansion of RNG, drive to increase MAU, and class chaos — are the primary factors that result in what for me are fun-killing aspects of Legion:
Artifact weapon. I was leery of this idea to begin with, and four months have only served to confirm for me that it is a design I endure rather than embrace. It seems to me to have been created solely for increasing the MAU metric for the game. Some of my pet peeves about it:
- It permeates most aspects of the game — nearly all activities are centered around this single piece of uber-gear. Want to switch specs within your class? Got to consider how to handle a new artifact weapon. Want to level an alt? Got to pretty much pick a spec and stick with it for many levels, as there is that artifact to consider. Want to run just a couple world quests? Better weigh the relative trade-offs between the ones that award AP or relics and any others you may actually prefer to do. Not a big fan of dungeons? Too bad, you better run them so you can get the gobs of AP they award.
- There is no feeling of achievement or accomplishment with it, as the trait table is for all practical purposes endless. Once you get the last gold trait at level 34, you get to chase tiny power increments for 20 more levels at ever-increasing AP costs well into the millions for each. And new patches bring even more traits and levels. There is no goal to work towards, just an endless slog grubbing for artifact stuff.
- While some classes and specs got artifacts with real lore and game history behind them, many others got made-up lore with absolutely zero history. I can’t escape the feeling that Blizz first made the decision that there would be 36 separate artifacts, then looked around and said “Holy shit, that’s a lot of design work, well just get something out there, bring in the interns to help!”
- Which leads me to one of the worst artifact decisions Blizz made — having spec weapons instead of class weapons. I understand there are some technical problems with having the same weapon for hybrid classes, but I cannot imagine those would be worse than the current state of affairs. I suppose the corporate suits are happy that players must grub out more game hours to make off spec weapons viable, but it is a real joy-killer for me.
- Last, the decision to make artifact weapons mandatory for all players. Again, forcing players down a specific game style path. Why could there not have been a choice — artifact weapon for any character that wishes to raid, normal weapon for others?
Legendaries. I think even Blizz is starting to realize this was a terrible design decision, but of course now they cannot back out of it, they are stuck trying to make chicken salad out of chicken sh*t. (Another RNG-based MAU-driven decision.)
- The fact that getting them is based completely on luck just does not seem very “legendary” to me. It’s kind of like getting a Pulitzer Prize in a box of cereal. Yeah, it was a nice surprise, but you did not work for it, you did nothing to deserve it, it was just pure luck.
- Worse, if you do not get such a prize, you feel deficient because all your friends got one and you have munched your way through about 100 boxes of Lucky Charms and still have nothing but a sugar high to show for it.
- Still worse, some of the Pulitzers come with actual monetary awards, and some are just gimmicky little jokes. You of course, want the “really good” Pulitzer, but even when you finally get one in your 101st box of Lucky Charms, it turns out to be just a piece of fancy paper folded up into an origami bird. Whoopty doo.
Other gear. I’ll cover this in my next post, where I’ll talk about things I think Blizz can still reasonably fix in Legion. But some of the gear decisions that do not work for me are:
- Crafted gear. It is prohibitively expensive to upgrade, and even when you do, you have what is at best mediocre gear. Worse, you can only upgrade soulbound gear, meaning you cannot sell upgraded gear or even craft it for an alt.
- World quest gear does not mesh well with the gear levels most people have by the time they are regularly running WQs. Except for the odd piece here and there, the WQ gear rewards are seldom worth pursuing, unless you are the lucky type that can reasonably hope for a random upgrade.
- Order hall gear. Again, by the time a character has done everything necessary to qualify for most of this gear, it is not an upgrade, even with the upgrade tokens.
In general, I think Blizz has pretty much destroyed any satisfaction I ever enjoyed from professions. This is another design that seems completely RNG/MAU driven.
I think one of the reasons they have done this is because they have undergone one of their signature pendulum swings from a previous expansion. In WoD, pretty much anyone could enjoy the benefits of most professions; in Legion, almost no one can enjoy the benefits of any profession other than the ones they have on their main.
I think the other reason they have done this is as part of a conscious effort to implement Ion Hazzikostas’s pet theory that no one should be able to have a stable of alts that in any way benefits their main.
I am not against doing quest lines in order to level professions, but I think it is going overboard to require a certain play style to do so. In Legion, you cannot level a profession — especially a crafting profession — unless you not only complete a long quest line, but also run dailies and instances and in some cases raids, and get lucky enough for the RNG gods to award you with recipes. And of course, in order to do this, you must be properly geared which means if you do not have something close to main-character time commitment, you will not max out your profession.
- One especially galling change in profession quests is that when you gather/craft something to fulfill a quest requirement, you have to give it up. This is unlike most pre-Legion profession quests, where when you gathered or made something, the quest was completed by the act of doing that activity, and you got to use/sell the proceeds of your quest.
- The whole recipe level concept does not work for me. For one thing, it is hard to keep track of. For another, it is just a way to extend the amount of time required to reach a goal. Some recipe levels are only available from faction vendors, requiring long weeks of rep to qualify for. Some recipes and levels require relatively large amounts of expensive/rare non-related mats. Again, by the time one is able to amass these items, it is seldom worth it to craft them any more, with the possible exception of flasks and food.
- There was — and still is — a design bias that vastly favors herbalism and alchemy in Legion, and to a lesser degree jewel crafting and enchanting. Nearly all other professions are close to worthless, both for gold making and for assisting other characters in your account.
- Nomi. ‘Nuff said.
The points I have made above converge to have an extremely negative effect on alt play. And yes, I know there are people out there who will claim “I only play two hours a day, and I have leveled up 11 alts and maxed out their professions and still raid at the Heroic level with my main” — to which I will cry horse hockey! Anyone who wants to merely level up alts can do so easily. But to gear them even minimally for heroic instances, or to a level for LFR — much less for normal raiding or Mythic dungeons — takes main-level time commitments.
My preferred play style for years — and I suspect it is a fairly common play style — has been to gear up, progress on, and raid with a main, meanwhile leveling and minimally gearing up 6-7 alts for instances, guild alt raids, and professions. That play style is just not tenable in Legion unless I am willing/able to vastly increase my play time.
Ion Hazzikostas has finally put the mechanisms in place to force everyone to play every character in the approved play style, and any attempt at deviating from this approved style comes at tremendous cost to the player in terms of time.
I have titled this post “What Blizz got wrong in Legion”, but from Blizz’s point of view I suspect it is considered to be brilliant design. One of their main metrics — MAU — is almost certainly way up. The never-ending story of artefacts and world quests, along with drawn-out quest lines and random awards for professions and legendaries, means quashing the “I’m BOOOOORRRRED!” whines of a certain segment of the player population, even if it is at the expense of players like myself.
As I have said before, Legion is a fantastic expansion for high-end hardcore players and for super-casuals, but it is seriously flawed for those of us in the middle of those two extremes. Like I pointed out in my last post, this does not mean it is a bad expansion, but it does have significant failures that detract from my enjoyment of it. And I bet I am not alone.
My two cents.