@HelloJTello I love these chance on hit items. Reminds me of Diablo ii itemization. It kinda forces some players build around the items. Hope we get more of it.
@DocEvilVag The walk from night elf city to the harbor was the rite of passage. You die along the way but when you get there it feels good. Same as walking to major city so you can pick up mining and bs skills. Forever is retail. Hand holding once again.
A game made for everyone is a game made for no one. Thats why you see so many retailers asking for more QoL changes when there already is and classic purist wants them to remove and keep it classic. Forever is just another wow retail minus. Watch this video! #wowforever https://t.co/d7PeZHmuuj
@PneumaTime i play a warrior and after each mob i have to eat. i hope they keep it that way, but from what i've it sure does look retaily. i think they're implenting a design where they want players to feel powerful which is poor design. thats retail.
@sivhades As a warrior each encounter was a puzzle for us lol. 2 mobs and im most likely dead. But yes 100 percent, make the world feel dangerous. Pulling mobs like a puzzle and finally killing that enemy and looting the head for quest is so rewarding.
@SPECTRA_XII Retail also has too many things to do. Which kinda interferes with the immersion also. Classic was simple. quest, group, dungeon and it was slow. You meet people along the way and once you hit 60 you remember questing with them and how you helped each other. Makes it much better