Cataclysm: The name says it all.
What am I looking forward to experiencing in the new expansion? Simply put: I want to see how Blizzard takes what it has learned from introducing its previous expansions and puts it into play in a raucous upheaval of the continents that I have called home since 2005.
I’m looking for changes like the intuitive, improved flow of questing that came with Burning Crusades. I’m looking for exciting, technical achievements like the use of phasing that has made gaming in Outland and Northrend such a joy.
Goblin and Worgen toons, Heroic Deadmines,: need I say more?
I also have some reservations. I’m cautiously optimistic about the changes in the nitty-gritty behind spell power for mages, particularly those following the arcane arts. Will moving Spell Power off of my armor and recalibrating it as a derivative of Intellect work, or will it have an unintended consequence that makes playing my main not as fun?
And just What will happen when Blizzard imagineers (sorry, Disney) start messing around with the talent trees? I must know…
What else is exciting? One word: archaeology. If it was merely another new main profession, I may not be as interested. After all, my toons all are Grand Masters in their chosen fields and I’m not likely to drop an old one just to take up a new one. But, introducing it as a new secondary profession? What could be more awesome to a Gnome Miner/Engineer than the possibility of ALSO being able to hunt for buried treasure? Or better yet: new and interesting lore-related storytelling fodder. But, again, how is it going to work? There’s no way to know until I can pull out my Gnomish Army Knife and go prodding around in the disturbed Azerothian clay…
Most important! Guild perks and achievements? Are you serious? The introduction of the Dungeon Finder, in my view, solved so many negative side-effects of having to align yourself with “the big club on campus” because it was the only way to support your toon’s advancement. My personal friends, all fiercely-competitive short-timers, all play together too infrequently to experience the ever-burgeoning end-game content. Getting involved with an established raiding guild is a lot like getting hired at a trans-national corporation: sure you can say you’re a company man, but how long will you pay a monthly fee just to be reminded on a daily basis at the Dalaran water cooler that you’re the guy in the mail-room? The bargain-store slacks and paint-chipped Scirocco are a dead giveaway. So, the Dungeon Finder as a way to temporarily team-up with other players in a cross-realm concerted effort toward toon epic-ness? Perfect solution! But, if Blizzard can entice players to once again band together in common enterprise and have it be a meaningful collaboration that is not frustrating? I have to see this in action.
As a side-note, I’m curious to see if my idea for a guild bank disenchantment capability much like you have in a dungeon/raiding party ever gets implemented. If a guild has at least one enchanter of sufficient level, then why should it not be the case that you could D/E your own old gear or whatnot in-house without having to pay some roving profiteer to do it? Hell, make it fee-based and have it work in the favor of the guild’s coffers. It’s a good idea.
All in all, I put a lot of faith in the powers-that-be in that far-off wonderland called Oz, er…Blizzard Entertainment. Can they and will they pull it off? Is there something I can do to ensure that its production form is a rewarding experience by providing feedback about my experiences in a test environment? Let me find out.
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Edited, Jul 28th 2010 10:42pm by RavingNoah