Lol, how this even a question?......
Removed
I saw some fantasy and fun in it, but it was terrible. The corruptions should have been unique and not stackable and I think the corruption vendor made it even worse.
Is there anyone who thinks it was a success, honestly?
I think a lot of people look to much at the dps meter. I think corruption was fine, as you needed something to do for 11 months, The problem was, the vendor was too late and it had a rotation. Having people get lucky the 1st few months before the vendor was super sad. As if I want to see something like corruption ever again. Probably not, because they don't know how to handle stuff like that and are always late. As I know PvP is a mess with it, so probably they need to be better at balancing that next time they do something like that, which they never do. So it was a nice idea, bad execution(balancing, vendor too late, rotation on the vendor).
Corruption started as fun, but it ended only widening the gap between optimal performance and doing negative damage.It is good they removed titanforging, that alone is big +! Don't like these gambling mechanics.
Absolutely no, awful system, based on extreme rng of getting it (until july), totally unbalanced (join a bg and look for a fire mage, you'll see). The only good thing for our guild is thr boost it gave us, so we cleared not a couple of bosses in mythic, but ten this time.
I enjoyed the basic premise of the corruption system: you are given a random item. This item can be empowered through various means. Depending on the power of this item, you are given leeway into balance your play style between a series of benefits weighed against additional mechanics you will have to work around. I enjoyed visions, and I enjoyed earning my corruptions and building up my character around the effects they gave, and even dealing with the consequences those benefits brought until I empowered my cloak enough to disable them or take on more corruption. It was a fun aspect of the game. The problem, as it has always been, is that the randomness ruined the fun and consequences were obnoxious to deal with. Randomness kills everything. Time gating slows progression unnecessarily. Allow us to grind out as much as we want to grind out. Allow the overachievers to push as far as they want to go. Keep the fun effects we can buy, remove the stuff that keeps us from earning it.
It's a bad system, i cant wait till prepatch
''Did Corruption Succeed in Patch 8.3?''Absolutely not, lol.
I will miss my rank 3 Twilight Devastation as tank, its too much fun whit it :)
i was totally full of suprise and new thing ofc so many people didnt like that but we could see high states that may we cant see in future and that was super fun i enjoyed and i know someday i'll miss this corruption days
"One of the most important elements of design in any MMORPG is ..." gambling, yesAddiction based gambling with real money. "no, that's not true! gold is not real!" -- right, players solely buy wow-tokens for game time.I don't like the direction Blizzard is going, greed is not everything there is. You can make item gear acquisition hard, challenging and requiring a lot of effort. Without the need of gambling mechanics. "But Blizzard needs money!" Obviously not to invest it back into the game. A lot of players don't fall for gambling. They don't participate in cloaks, corruption, and all the other stuff. And what is Blizzard doing? Force them to participate. No, something is just not right with this new business model. For what do we pay a monthly subscription? The focus needs to shift back to quality, story, and guaranteed specific item acquisition. The latter doesn't make anything easier, just reliable.
The system was absolutely amazing, I loved that these effects made me top of the meters while deep down inside I only have the brain capacity to press three buttons. Thanks Blizz! :-)
Did it succeed? Absolutely yes. That is pretty obvious because almost everyone liked the system post-vendor.It was just slightly bit too strong, but that was a benefit more often than not. Since everyone had it, it didn't matter in PvP so it just made farming PvE less jarring.
No, it was not a good system by any means.I can relate to the point of bringing some life to itemization, but even that is something no bigger than "neat". And definitely does not justify its implementation.The author's analysis doesn't even come close of addressing the whole spectrum of negative points the system brought.It was more than not having a vendor and relying initially on randomness, or having specific corruptions too powerful.Some examples that come to mind:- Ruined pvp completely. It's not only about having certain corruptions being too strong, but the impact of randomness on its proc effects (either positive and negative)- The discrepancy between the wearable levels of corruption between classes - some would deal with them fine, others couldn't have corruption that high because of the lack of tools to deal with it- Scaling between classes exacerbating corruptions effects differently, some more than others- Even the annoyance of having the first negative effect proc as soon as you started combat and affecting looting or mounting- The impact that had on logs, don't think we've ever seen a case this skewed in the entire wow's history- The slow and lack response on Blizzard addressing many of the flaws caused even more frustrationOpinions will always be opinions. I think the author tries to do a fair assessment, but underestimates the negative impact the system had.
No, I really didn't like the system at all. It felt like RNG upon RNG. The vendor was a good idea, but a rotation was just silly, people don't want to spend their game time farming one piece a gear, to then have another 3 tiers of extra damage or stats potentially proc on that item.
Big no