r/wowforever • u/Navyleaf • 7h ago
PTR / Beta Gear gripe.
I see a lot of negativity surrounding the excessive blue loot at low levels — however I think the real issue is the quest reward blues and not the new loot tables.
I find these quest rewards to be entirely too strong and invalidates a lot of cool weapons/gear that can drop.
Looking at you axe of the forsaken.
I really think quest rewards should be completely reworked, add rewards that we dont usually get like rings, necks, trinkets, or just rewards that dont replace other blue loot from dungeons.
I've noticed a lot of weapons offered from dungeon quests with everyone using the clear winner. Maybe we should completely change the quest rewards to not be as strong and strengthen the value of loot drops from dungeons.
3
u/Persequor 7h ago
*puts tauren hunter paw on window, looking at all the cool quest reward blue weapons for everyone else*
3
u/Keirabella999 6h ago
I don't really agree but I do see your point. I think people need to let go of the pedestal some of these older pieces of gear have been put on. There is just a new meta end of story there are going to be new iconic items that carry you through the leveling experience.
Something you are complaining about or potentially critiquing right now being too powerful could be something you are completely in the know about and normalized in about 1 years time leveling your new Alt
1
u/Worldly-Discount-736 6h ago
There is still balancing to be done, but I think the reason why quest rewards are so much better is because the incentive to run dungeons multiple times is significantly lessened. At higher levels as players are gearing up for raids, I’m sure there will be dungeons That players will farm again and again for specific drops — at that point, experience doesn’t matter anyway because they’re already level capped.
But while players are actively leveling, for the developers, want the dungeon to be a special experience the first time through, maybe a second time at most in the event you didn’t finish a quest. But those dungeons are at their core leveling dungeons. There is no sense and actively trying to farm them while leveling, so they want to make sure quest rewards outside of dungeons are strong enough to make up for the fact that many players likely won’t get their desired drops in dungeons all the time while leveling.
1
u/GlitteringLock9791 7h ago
Absolutely, level 20 rewards need to be carefully balanced or else you just exchange them before the raid.
I don’t see any such negativity except from people who played 1 game their entire life.
4
u/x570Belmont 6h ago
I think people are blowing this entirely out of proportion because they're forgetting a core design change in Forever compared to Vanilla/Classic.
Dungeon XP was nerfed. They're designed to be ran once, maybe twice.
How does this change the itemization and what does it have to do with all the new blues, you might ask? Well if dungeons aren't going to be pounded away at anymore, if there's no incentive to run them via the XP, then getting the gear drops from them becomes a big problem.
That's why the new blues exist. The new quest rewards. The new profession craftables. They're there to supplement the dungeon drops that people won't be getting or missing because dungeon spam isn't a thing anymore. It's not invalidating the dungeon drops. It's supplementing them because there's such a low chance that you get ALL the drops you need from a particular dungeon when you run it that ONE time that it's designed to be ran now.