The garrison isn't playable content, it's a place, in effect WoW's bastardised version of instanced player housing with all customisation and personalisation stripped out, and humanoid vending machines added to dispense each profession's single universal crafting material. The follower missions located there are a timer-based mobile-app minigame and operate like retainers without any of the depth, customisation or rewards. The shipyard is a reskin of the exact same thing, and was introduced to artificially reset player progress while simultaneously contradicting the lore of the expansion.
Mythic dungeons and timewalker dungeons are the exact same dungeons that have always been in the game, with no notable changes other than having mob damage and health numbers scaled slightly (unlike FFXIV's hard modes, which are usually almost completely different dungeons to the originals). By the time they were introduced, they were rewarding gear worse than the majority of players already had or could collect out in the world. Unlike FFXIV's permanent dungeon scaling, in WoW the timewalker dungeons are also only available for a few days once every seven weeks.
Blizzard actually had to go back and add further incentives to get people to run these dungeons at all, because they simply weren't fun, they weren't challenging, they weren't rewarding, and "timewalking" wasn't even faithful to the original experience (TW is about as faithful and challenging as running FFXIV's low-level dungeons unsynced as a decked-out level 60).
The PVP zone Ashran has been so broken and imbalanced since the very launch of the expansion that Blizzard has spent every month since it arrived repeatedly changing the rules of the place completely in order keep players in, keep players out, reward them, not reward them, encourage one side to join, encourage the other side to join, get players to participate in the main fight, and then get them to focus on the side events instead. Recently they ultimately just washed their hands of the whole affair, said, "Eh, good enough", upped the rewards again so that at least some players would go there once a week, and have otherwise left it to rot.
Tanaan Jungle was initially supposed to be added at launch, but was pushed back when Blizzard decided to change the story of the expansion halfway through development. When it finally turned up, it added grinds. That's all, simple repetitive storyless grinds and a handful of rare mobs and treasures that were cleaned out in the space of an afternoon or two, except for the mandatorily gated daily quests. Players wanting to earn their flying back (which still isn't back in the game yet, mind you) were required to kill hundreds of completely irrelevant and arbitrary mobs in a small area to build up reputation with a shoehorned and entirely unexplained faction, as well as spend a few weeks running the same shallow daily quests over and over.
The very limited selection of Apexis daily quests involve players going to a specific area in the zone, then simply grinding mobs and clicking widgets until a bar reaches 100%; all of these dailies operate the exact same way. They also solely reward an alternate currency which has been appropriately criticised as being useless for the majority of the playerbase, given that the one thing of note the currency can buy is a mount, which itself is just a simple recolour of the mount that came with the CE, and even that was only introduced alongside Tanaan.
On the subject of rep factions, Blizzard admitted they originally weren't even going to add any to WoD, which is why the factions that were added at the last minute are all quite literally grinds worse than anything that exists in the current version of FFXIV. To reach exalted with the Sha'tari Defense or Laughing Skull, players were required to gain approximately 45k worth of reputation from a pool of mobs that gave just 5 rep per kill. It wasn't challenging or clever content, it was just tedious and lazy, and even Blizzard finally gave in and admitted they were embarrassed about it and should have tried harder.
So no, a couple of mindless menu-based minigames, the ability to be scaled down (but still keep all your max-level skills) to run easy old dungeons once every two months, the option to run a handful of identical daily quests for a nigh-worthless currency, and the choice to grind literally 9,000 mobs to unlock faction rewards do not constitute "notable content". Adding insult to injury, the entirety of Warlords of Draenor has less main story narrative or character development in total than FFXIV's chain of Hildibrand sidequests, and most of it makes considerably less sense.
WoW didn't lose half its playerbase within six months for no reason.


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