We are now about six weeks into Shadowlands, and I feel like I have enough experience to make a few judgments on its trajectory. In doing so, the rather ominous word that comes to mind is “eutectic”.
Eutectic is a chemical term. I am not a chemist, but I am a potter, and glazing and firing pottery is a total function of chemistry — not, as some people think, one of a paint palette. The term describes two substances that, when mixed together or layered over each other, melt at a lower temperature than either of them does individually. (This is the reason for many, many kiln catastrophes.)
Mildly interesting, Fi, but how does this relate to World of Warcraft?
I sometimes think of myself as having a “meltdown” phase for various activities in every expansion. It’s essentially the point at which I feel the activity no longer offers enough relaxation or fun or tangible reward to justify continuing to do it. So, for example, after a few months maybe I am done with world quests on my main — done them a jillion times, no surprises or even anticipation left, and the gear or earned currency or whatever is no longer useful to me. Later I may decide there is no longer any value in continuing to develop my professions. Eventually even my favorite activity, raiding, becomes dull and worthless. You get the idea.
These individual melting points, though, are almost always additive — just a collection of individual activities I lose interest in one by one. What I am finding in Shadowlands is that not only did I hit meltdown with some activities much earlier than I usually do, but that they are eutectic — they are causing the entire expansion to melt down much faster than the individual components of game play.
This is the only way I can explain the burnout I already feel in Shadowlands. The hard truth is that I have come closer to quitting WoW in the past couple of weeks than I ever did in Warlords of Draenor or even the darkest days of Battle for Azeroth.
Objectively, I know there are a significant number of game innovations and changes that, if they could be seen in isolation, would be creative and engaging. But the other parts layered over them are starting to make the whole piece melt down for me. In coming weeks I’l try to dissect each of these parts in some detail, but for now I just want to sort out the additives causing this eutectic reaction. I think there are three.
The first is the unforgiving nature of very early game choices — Covenant and legendary. Full disclosure: I made poor choices for both, and I am paying a heavy price for it. Combined with Blizz’s near-total gutting of Beastmastery Hunters, my poor choices are resulting in damage numbers frequently below that of tanks, and tortuous, unfun play style. Even my own guild hesitates to take me on M+ runs at any level beyond 8 or 9, and there is practically zero chance of getting into M+ pugs.
My Kyrian Covenant power is measurably less powerful than the Night Fae one. The Soulforge Embers legendary — though it is still hyped by every theory crafter as the only real choice for BM hunters — is virtually impossible to play adequately, much less well. But Blizz has made it painful and tedious to change these items — realistically it will take 2-3 weeks (if not longer to level out a new legendary). This is beyond daunting when I already feel like I am running as fast as I can just to not fall behind my raid team.
The second is the horrible design and synergy of the Maw and Torghast. That they are time gated to deliberately slow progress may not in itself be objectionable. But the fact that they are integral to one’s legendary, and that the legendary is required for any end game group activity, means that no matter how much you hate doing them, you will be doing them for months.
The idea of Torghast seemed decent at first, and indeed the first couple of times I went through it I found it entertaining. But it is still overtuned for some classes, it takes at least an hour or even more to solo it at higher levels, and if you fail on the final overtuned boss, you have absolutely nothing to show for it. That this is the only real way to earn soul ash — the only currency for your legendary development — is beyond stupid. And annoying. And tedious. And soul-suckingly grindy.
The Maw design does not even have the few redeeming points of Torghast. It is simply one of the worst designs Blizz has ever come up with. It is esthetically disgusting — a lazy mishmash of the worst, least artistic zones Blizz has done. The decision to disallow not only eventual flying but indeed any mounts whatsoever makes it a slow, tedious, horrible experience, compounded by Blizz’s delight in funneling players through endless high-health mobs. It is miserable to go anywhere for any quest in the zone.
Combine the misery of even entering the Maw with the snail’s pace of earning rep with Ve’nari (yet another useless, pretentious, confusing apostrophe name) tempts many to just say screw it, but in typical fashion, Mr. Game Director Hazzikostas a few days ago dropped one of his smarmy hints that we better get our asses in gear and do it or we will regret it. He didn’t use those exact words, but that was the thrust of it. I don’t know about you, but that sure makes me want to dig in and have some fun in the Maw!! 🙄
The third component of this eutectic mix is the Vault mechanic. I know for the most part people are happy that they can get a weekly pseudo-choice of gear, and that they can earn choices through several paths. But the effect I am seeing is that people who do not ordinarily like certain end game activities end up participating in them anyway because it is natural to want to maximize your Vault options every week. It’s just human nature.
What this means is that people who ordinarily do not raid, for example, now demand to be part of progression raiding simply to increase their weekly Vault options. Similarly, people who may not actually enjoy Mythic+ runs now try to become part of at least four every week. Same, I assume, for the PvP component which must be rated to count in the final weekly tally.
We have certainly seen this behavior in our guild. I assume it is playing out in similar fashion in other guilds that offer a range of end game group activities. Maybe it is not a bad thing for players to try out new activities, but the problem is they usually have not done them because they do not like doing them. So doing them simply to up their gear choices does not improve the experiences for those who do enjoy doing them.
And feeling like you “have to” participate in high end activities you do not enjoy, every week, does not make for a fun game. Sure, you can say screw it I don’t need gear, but realistically how many people actually do that? World of Warcraft is about gear, nothing more. It may have started out to be about fun and social gaming and whimsy, but for several expansions now it has been first and foremost about gear. If you got it and if you keep grinding it, you get to do the things you love in the game. If not, you may as well go play Second Life. (If that is still a thing.)
The net effect of these three mechanics/trends in Shadowlands, I contend, is enough to sink the expansion for many players. No one likes to feel burned out a scant 6 weeks into a new expansion. No one enjoys feeling constantly “behind”, and that if they fail to log in for several hours every night they will actually be behind their teammates for whatever group activity they ultimately play the game for.
Taken separately, none of these things would be a meltdown catastrophe, each could be dealt with. And the other Shadowlands designs — dungeons, battlegrounds, farming mats, crafting, raiding, chasing mounts and pets and achievements, leveling alts, exploring different class specs — could be enjoyed to their fullest. But together they significantly lower the melting point of the entire expansion, threatening final failure.