Wednesday, 12 December 2012

Why do beginnings have to suck




Having been back at WoW with a vengeance, I have been playing my high level paladin, shaman and rogue (the pally and shaman currently level 86 and the rogue is 82 at this time). These are all characters that I had when I quit playing 18 months ago, and I have to confess that playing them again, especially the shammy, has proven challenging.  Dozens of skills, some of which are new, to figure out, what they do and the best time to use them. This combined with the interesting (and very pretty) newer areas have lead me to having a whale of a time, testing out the strengths and weaknesses of each of them.

But on Sunday afternoon we (me and the wife) decided to have a go at one of the other big features of the expansion, the pandas and their new class, the monk. First impressions are good, I create a character that can easily be described as adorable, and from what I saw of the starting area it is gorgeous and has some very fun quests. So why wasn't I enjoying myself? Well I felt the character wasn't challenging me. It starts,  as most mmo's do, with just the one skill, and by the time I hit level six, I had a total of 3 skills.

And I was bored. It wasn't the world that was boring, more that I was finding the class unstimulating  There where certainly indications that the class could be good later on, I just didn't want to plod through early levels of limited interactivity.  This is far from a problem just with the Monk class,  or indeed World of Warcraft. These mmo's give you cool sounding classes, and then hide away all the cool stuff until you are much later in the game. It is not surprising that some people bounce off mmo's.

It is perhaps for this reason that at the moment Blizzard are offering a character boost to level 80 if you come back to WoW (the scroll of resurrection). My other half took advantage of this, creating a level 80 spellcaster druid.  It was confusing to play from her,  but it sure wasn't dull.

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