the shadow nerfs and buffs of the battle royal was really bad. why remove loot from players you kill? like why?
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the shadow nerfs and buffs of the battle royal was really bad. why remove loot from players you kill? like why?
I loved the PvE towers event! Great fun. Pls bring it back next year!! ><
Loved the PVE Towers Event this year, but would have loves to see rewards beyond 30 waves. Our group pulled 75 waves twice and it would have been nice to see a few bonuses for pushing further into the event. <3 Please make it even bigger and better next year!
The event was great overall.
a few points of criticism:
the winterspring quest could have been longer, but I understand that there were some issues with getting that one out, which may be related to this.
I didnt play too much of the pvp event, enjoyed the dozen matches I played and the main criticism there is probably just obvious balance issues in such a different game mode. the 10win requirement probably made it more frustrating for weaker classes than it needed to be. as someone who didnt need any of the rewards anymore, I did enjoy just playing it for the fun of it though.
The Tower defense is what I played and enjoyed the most. thanks for bringing a pve event back this year. With the nature of the event, it will never be perfectly balanced, but with how upgrades worked, casters overall fell far behind melees, as melees get attackpower based on stats, however casters dont get spellpower, aswell as casters generally scaling worse on absurd haste numbers due to gcd limitations. if an upgrade-based event like this were to make a return, it would be lovely, if casters could get an option to increase their spellpower or something along those lines to make them keep up. I personally also think it could have benefitted from starting at the same, or a slightly lower difficulty, but then increase the difficulty faster as waves progress, to reduce match time for groups that go beyond 30 and make a more clear difficulty gap between the reward tiers (and potentially make it more enjoyable for groups that would otherwise wipe on wave 1, in case the starting difficulty is lower). If the same event with the same npcs were to return, some tweaks could be made about azuregos sometimes massgripping and tailswiping and breath-freezing the entire group at the same time, or ysondre mindcontrol not scaling on amount of players in the group or ragnaros often getting stuck. Other than that, espacially waves felt overall great, nothing was severely over or undertuned.
Some mixing up of the rewards in the future would also be nice (some t3 again would be the dream), but any costum pve event is truly appreciated. I love the talent points mechanic as it opens so many new doors to think about classes and produces so many unique and fun rotations and possibilities, and I really hope it keeps making comebacks, I dont see that ever get boring.
thank you
Quest chain event is still on but PvP is now on in Winterspring. Why?
Great tower defense event, again next year please <3 Always brings the community together.
#75WavesEnjoyer
PvE event
The PvE event was great, but in the last few days, it felt super dead. You had to find a premade and pray to god that most of your raid members would get into the same game lobby. If you bring this game mode back in the future, please consider letting us queue as a raid, just like you allowed us to queue as a 2-man team in the PvP event.
This was my first time playing this mode, and I found it very confusing at the start due to the lack of in-game information. Sure, you can still play without it and eventually figure things out just by playing, but I believe there’s no harm in providing that information upfront. After all, this mode isn’t about exploration—it’s about min-maxing. That said, it was still a very fun experience overall and there is nothing else that I could add.
PvP Event
Oh boy.
Let’s start with the positives. In my opinion, the gear rework was a great idea. There’s less RNG now, which means less frustration from not getting good loot after 10 chests in a row and being obliterated by someone who lucked out with their first chest. The 2-man premades were also a great addition—not as overpowered as full 3-man teams but enough to give players more consistency in their strategies. The decision to hide mount behind 10 wins was also a good one, but I'll talk about that later.
The map choice is more of a neutral point for me. Personally, I liked Alterac more, and Isle of Conquest doesn’t appeal to me visually (also, no Christmas/New Year vibes). But from a gameplay perspective, using a different map to avoid repetition was a good decision.
Now, onto the negatives. While the gear rework was great, it’s clear it was undertested. I mean, come on—how could you not expect players to abuse healing to level up their gear? It was glaringly obvious and completely broken. I have no idea how this slipped through testing. The same goes for paladins. How did their bubble not get nerfed during testing? It was one of the only abilities, aside from Mage’s Ice Block, that could allow a player to survive in the storm long enough for everyone else to die. Paladins could literally hide for the entire match, wait for the storm to cover the map, pop their bubble, and win.
But the most broken thing was the healers. I still don’t understand how this was overlooked. This led to absurd scenarios, like this one (youtube link). Even after all the nerfs, resto druids could hide in water and heal themselves in the storm for the ENTIRE game thanks to their endless mana. And no, that’s not an exaggeration—I personally saw players on my team doing this, and I faced opponents doing the same. I even witnessed ridiculous healer duels where both players just stood on opposite sides of the map in the storm, endlessly healing themselves. In one instance, a holy pala used like 20 mana potions and still lost to a resto druid.
These balance issues inevitably led to another problem: hotfixes. Sure, it was necessary to nerf all the broken stuff, but that’s what the testing phase is for. When you play a competitive mode, you expect to be well-informed about the rules. The constant rule changes, without proper informing, created a frustrating player experience. One day, using potions to level up your gear worked; the next day, it didn’t. Then suddenly, Ice Block no longer blocked storm damage, or players stop drop chests after death for god knows what reason and you’d lose matches because of these unannounced changes. You can say, “It’s just a fun game mode,” but that’s not entirely true. Sure, to some extent, it’s casual, but increasing the win requirement to 10 for the mount made it more competitive.
Don’t get me wrong—I think that change was excellent. Last year’s rewards were disappointing. Yes, Anzu is a cool mount, but one of the main reasons people wanted it was because it was rare. Imagine how players (like me), who spent months (or even years!) farming it, felt when every level 80 got it basically for free. This time, however, the 10-win requirement struck a much better balance. It’s not impossible, as some claimed, but it’s also not so easy that everyone could accomplish it on all their alts, like they did with Anzu. It felt like a real achievement this time, and for that, I want to thank you.
Of course, you’re not obligated to do any of this. After all, you’re not Blizzard with their limitless resources. I can understand the lack of testing due to a small team, limited time, and the complexity of the task. But the lack of information and communication is harder to justify. This isn’t the first time you’ve had communication issues with players, and it’s certainly not the hardest problem to address, while being one of the most critical. I understand this is your project, and you can run it however you like. Still, if bringing fun to players is one of your goals, I think the ability to take criticism is essential. I hope my feedback was helpful. Thanks for your efforts, and have fun!
happy holiday