Alex said:
It's hard to really judge any of that based on early game. Honestly, outside of cap I don't think they ever try to balance anything in this game.
Leveling is mostly just an adventure game nowadays, fun once and then you never wanna see it again. Asking for challenge and thoughtful design in that venue seems to be a big no-no to Blizzard. =/
That's why I bitch, I like to be challenged and I like to use all of the mechanics they've put in the game.... When this game is running on full blast it's SO much fun but you just never get the chance to outside of like of the VERY tippy top content.
It's insulting to medium-tier players and to high who want to see things outside of a raid or an arena as well.
WTB: Heroic Questing!
Heroic Questing is actually a brilliant idea and would be something to do at endgame besides dungeons/raids/pvp. If they were solo quests, some classes might have it easier than others, but you could tailor different ones to favor certain classes at different times akin to raid bosses favoring melee or ranged.
I'm thinking about quests you would have to be prepared for - buff up, use potions, etc. things that would be a real challenge of skill (e.g. kiting). It could be the bridge Blizzard needs to actually teach people how to play with the more complex mechanics of dungeons and raids without having to let down a group if you fail. A tanking one, for example, could be an escort mission where a bunch of adds spawn and you have to maintain aggro on all of them for a certain amount of time, but they won't die until the time runs out or you reach a destination with more powerful dps NPCs. Another tanking example would be to have to move a mob to specific locations while dodging environmental hazards - a very applicable raid mechanic that isn't demonstrated in current quests.
Some quests could be group quests as well, akin to 5 person quests but more difficult. Hell, a quest that isn't part of a raid/legendary weapon that requires a raid group to complete would be interesting.
In my eyes, a stream of difficult quest content like the examples I mentioned above would definitely draw me back in at least for awhile. I know WoW is a social game, but something where the challenge is on the shoulders of the individual player would do a lot towards improving the skill of the playerbase as a whole and be something to do for awhile if you don't feel like jumping through hoops to find and gel with a raid/pvp group that shares your mindset/goals.
Something like heroic questing, trading gold for time (ala PLEX), and/or cheaper/group rates for character transfers would draw me back into the game. Otherwise the molasses pace of content releases will keep me away.
Quick edit:
Alex - heroic leveling would be interesting too. (Level without dying to get an accountwide-feat of strength? We know it has been done at least once, though there is no actual reward for it.) Otherwise, possibly making all mobs the equivalent of being orange to you - game-wide phasing of mobs with a toggle? There are some other interesting things that could be done.
My account isn't active so I can't post about this on the Blizzard forums, but maybe I'll chuck them an email once I can collect all my thoughts on the subject. For some reason I'm just infatuated with the idea of heroic questing as a way to expand and improve the game.