World of Warcraft & # 39; s patches have often seen a wide variety and content in the game. From impressive experimental concepts such as the region-based progression of the island of Thunder to injections of new reward content such as The Argent Tournament. With the release of Rise of Azshara, Blizzard has tried to inject two large and incredibly invasive zones Battle for Azeroth. Both have their own independent purposes, but cross over into different conceptual ideas. This week, with the start of the Mythic Raid race and the completion of the introduction of Rise, it's a good idea to look at what works and what doesn't work World of Warcraft & # 39; s newest patch.
The main focus of Rise of Azshara is of course her new homeland. Nazjatar is a land deep under the oceans of Azeroth and the last remaining prison of the ancient God N’zoth. Here the queen of the Naga has collected a very interesting cavalcade of characters for her final plans. Farewell to the deep waters of the world with the help of the Tidestone of Golganneth, she has opened the land to the country walkers. Now, with a race against time, they must secure the Tidestone and break through the eternal palace of Azshara before being overwhelmed.
Nazjatar is more of a traditional patch zone in its design. With an updated Bodyguard system from Warlords of Draenor, zone progression is based on leveling different faction-based characters and low-level exploration. Unlocking further missions, which are necessary for access to the current raid, requires daily compliance in the long term. By strengthening your reputation with the local resistance forces of your faction, further missions and variability are unlocked.
Nazjatar, for those who want to experience the endgame, is the mandatory zone for Rise or Azshara. The Essence system cannot be unlocked without participating in various quests. The attack on the Eternal Palace cannot be unlocked without completing an annoying series of reputation-gated quests. Unlocking new raid-level craft recipes for armor and weapons is behind the reputation. The currency that upgrades new Benthic acceleration coins and is used to purchase items cannot be obtained without a constant dependence on recurring daily missions. Things are very simple at first sight and often call back to previous zones such as the Broken Shore.
Mechagon, on the other hand, is far from its sister zone. Based on the civil war of the Mechagnomes and their ideals about the Curse of the Flesh, the island is built on a system akin to the Timeless Island. Cosmetic and transversal effects are unlocked while exploring and completing basic non-linear goals. Although there is a cosmetic mount reward from a series of daily missions, the other rewards of the island are based on merit and time; the more you participate, the more you can unlock. Although the Rustbolt resistance group has unique rewards, Mechagon has nothing to do with anything but a few introductory quests to open the island. Although there are daily missions, they are not required for your progress in the rewards of the zone. Instead, the rewards are more focused on grinding zone-specific craft materials.
It is clear that these two zones are as different as day and night. From progression to rewards Nazjatar and Mechagon are drastically different from the others. The clear separation between the two comes down to their basic design concepts. However, one is clearly better than the other. Both have quite a few implementation issues, such as Mechagon & # 39; s strong dependence on grinding powerful mobs to deliver its rewards. However, Nazjatar is clearly not designed for long-lasting gameplay, apart from the daily repeatable content.
Every aspect of Nazjatar's gameplay design feels like a roadblock in one form or another. No matter how your content enters when you first start designing the zone feels instantly designed to delay your experience. Creatures in Nazjatar are incredibly more powerful than even creatures introduced in the Battle for Dazar'alors Invasion World Content. In combination with an incredibly high density of creatures and the almost violent levels of verticality present in the level design of the zone, simply crossing the landscape without Mount Equipment is a task in itself.
The storylines of Nazjatar are also unbelievably missing. Whether it is the fact that they replace characters that simply do not fit well (such as Tyrande Whisperwind for Thalyssra) or just the fact that there are only three important search lines, nothing feels impactful. Even the splashing of side quests feels less than real, introducing and exchanging newer characters who more than likely will never see the light of day again. Quests feel more like previous World Quests by only killing so many enemies or communicating with a number of predetermined objects.
Daily and World Quests feel about the same. There is simply no life or creativity in most of what the zone offers. Although there are several unlockable items and additional content, the only one that really stands out is the Mrrl exchange game between Murlocs. Everything else feels recycled from earlier zones Battle for Azeroth and Legion.
Mechagon, on the other hand, feels much freer. Despite the fact that it has little depth of its importance or the need to grind, the breadth of rewards immediately makes it more attractive. Even if you participate in daily quests for reputation or your mount, you can pursue other cosmetic rewards at the same time. Various blueprints that can be made through the island's unique crafting system when traversing, such as the Anti-Grav Jetpack. Others, such as the Mechanocat Laser Pointer, can be used for cosmetic rewards outside of Mechagon. Even if you only want to use sufficient resources to create construction projects throughout the zone, these are paths to other goals that you want to achieve.
Mechagon is a zone that, wherever you go, realistically returns. Playing through and exploring the rolling landscape feels incredibly inviting. It is not a chore to only get from point A to point B safely. Even the minimal storylines and missions feel uniquely refreshing in their tone. Goals and goals, while using similar concepts as "Kill this and go here," have often pushed enough taste into their goals to make them exciting. Nazjatar just feels lifeless in comparison.
Battle for Azeroth has featured conflicting design concepts since its release. The new zones of Rise or Azshara, however, appear to be dichotimous. Although Mechagon is fun to be absorbed in, there is little on the island if your routine is complete. Conversely, Nazjatar has plenty to explore once you've completed the entire zone, but completing it is so incredibly painful and awful that it's almost better to avoid it. That is, if you could; completing Nazjatar is required to unlock not only a huge benefit for your account, but also the current layer of attack and therefore the endgame. It creates a strange situation for Rise of Azshara. Why would you play the content that you hate when you can complete what you like until you don't have it anymore?
Related: Blizzard Entertainment, Column, End Game, MMORPG, rise of Azshara, World of Warcraft, WoW, WoW Wednesday