Plunderstorm Review & Improvement Ideas for WoW Mode
  • 13:30, 03.04.2024

Plunderstorm Review & Improvement Ideas for WoW Mode

The temporary battle royale mode called Plunderstorm has also entered the World of Warcraft game, which was unexpected for players. Accordingly, reviews of this event were divided. Some see Plunderstorm as an interesting update that added "original content" to the game. Others are dissatisfied because, after a few sessions, they simply become uninterested in the game. After all, the gameplay becomes monotonous, or they are simply disappointed in certain components of the mode. We liked Plunderstorm, but at the same time, we also identified several points that could be fixed to make the game better.

A standalone game client

The developers' desire to add a new game client is quite understandable. After all, it is an opportunity to attract or return old players, and at the same time retain and interest fans who want a new gaming experience. However, we can already see the first problem here. To play this mode, you will have to download the game client. This is done to "force" players to download the game itself. This is a great move as a marketing ploy that will raise the overall online presence. After all, maybe someone will be able to drag someone in to try or return to the full WoW. However, this is not exactly how it works. Not everyone has the ability or desire to download a 100 GB game client just for one temporary game mode. The best option for Blizzard would be to make the game not a time-limited event, but a full-fledged standalone game with its launcher. This would help to attract more players and expand the series of spin-off games, as it was with Hearthstorm. A full-fledged battle royale could be interesting for fans of PUBG and Fortnite, but in a completely different setting and with atypical gameplay elements for this genre. Although there is already an opinion among fans that Plunderstorm will have a separate launcher in the future, the creators just want to know the reaction of players to their perception of this concept.

Plunderstorm character creation
Plunderstorm character creation

Make the game Free-to-Play

The first point leads to the second one — the need for a subscription. Players have to pay $15 to try to play this mode. Because to enter Plunderstorm, you need to have a subscription. Many people say that they are interested in the new game mode and would love to try it. However, they will not pay $15 for this opportunity, especially those with low purchasing power. The option of creating a separate game client for the game with an F2P business model looks quite optimal for several reasons. If the game is free, developers will be able to earn money in other ways, by introducing microtransactions, as other games based on the battle royale mode do.

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Battlepass

An obvious way to develop the game and enable the company to generate revenue is to introduce and develop various game elements, including a system of rewards and incentives for players. For example, there are currently many rewards in the mode that can be obtained through reputation points, but their acquisition looks very artificial and not all of them are available in the full version of the game. And given that this is a temporary game mode, some of the rewards that are tied to it will lose their relevance over time. This drawback could have been avoided in the full version of the game. The introduction of a full-fledged BattlePass and rank reward system, in which players would compete for championships and unique prizes (effects, skins, themes, etc.), would help maintain the relevance and permanence of players in this mode.

Keg Leg's Crew
Keg Leg's Crew

Balance and rank system

Games based on Battle Royale always have an element of chance at their core. After all, you never know what item you will get, and whether you will even be able to find something useful. In the case of Plunderstorm, there is a nuance in that the spawns of mobs and chests are fixed, except for the rewards in them. Players who play more and longer will have an advantage here in any case, as they will know what and where it is in advance. In addition, the abilities a hero can get do not depend on his level. This means that the one who finds a strong higher-level ability faster will be the winner. The absence of a ranking system also adds to the imbalance, as players with different experience and skill levels face off in the same arena, making the game unfair. A ranking system that separates players based on calibration matches would easily fix this problem. Weaker players will be able to fight against other people on the same level. At the same time, they will be able to improve their PvP skills. This is exactly what you can't do when you have to fight against a long-term and experienced PvP player right away. Another important aspect of balance is the system of changing the characteristics of the abilities themselves: damage, stun duration, recovery time, etc.

Plunderstorm star bomb
Plunderstorm star bomb

Lobby

When entering a match for the first time, players may be confused due to an incomplete understanding of what a local battle royale is, which is somewhat different from other games of this genre. There are no instructions or hints on what to do. Although at first, you appear in the lobby of a gathering of players, where you can try out certain game mechanics and understand what's what, this time is short. For the first few games, the player will not be able to comprehend exactly what this or that ability they have found does. Or what the gold is for. Everything has to be done at random or by reading descriptions of abilities on the go or even during the battle. Such a gaming experience leaves a not-very-pleasant impression of the mode. And some people will even give up on it. It would be rational and expedient to create a separate lobby or increase the time it lasts, supporting it with several tips on the interface and game principles.

Plunderstorm lobby
Plunderstorm lobby
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Add a tutorial

The best option for the game would be to introduce a game guide that would describe the entire list of abilities, how they work, how the hero's progress increases with experience, describe the bestiary, etc. It would help a lot to get acquainted with the mode and all its subtleties. Otherwise, even after playing 10–20 games, it is not a given that you will be able to learn everything you need for the next game. After all, many abilities will remain unexplored. It's not clear what damage they do. It's also uncertain whether these values depend on certain factors, such as constant values whose characteristics improve only if you find other scrolls of the same ability. Alternatively, they may depend on the base damage to the hero and their level. The bestiary could describe the creatures on the map, what rewards they can give, as well as their abilities and characteristics of armor, damage, health, etc.

A monkey with a saber
A monkey with a saber

Equipment system

Over time, the gameplay may indeed seem very monotonous. The whole game is based on farming mobs and luck to get a good ability that will help you farm even more or kill other players in PvP. This is one of the elements that distinguishes World of Warcraft Plunderstorm from other battle royale games, where the fight is mainly with small arms. Despite the departure from the typical set of mechanics, it would be more interesting if the heroes could collect not only rating points and abilities, but also various types of equipment: armor, armlets, robes, shoes, and weapons that the player can use. This would add more fascinating elements to the battles and PvP moments, as players will now fight not only for abilities but also for other items.

Plunderstorm chest
Plunderstorm chest

Expand the gameplay

There is always no limit to improvements, and this applies to Plundestorm. Although the mode looks interesting and the gameplay is addictive, the game quickly becomes monotonous, and the environment seems somehow empty, which cannot be said about other battle royale games. Perhaps it is worth adding more levels for abilities, adding a little more of them. Make active and one-time skills more intriguing, because among all of them, only the barrel has the most practical use. They can add more minibosses, and make elite mobs a little stronger because even at early levels they are easy to defeat.

   
   
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Team mode

Currently, Plunderstorm offers to play either in solo mode or in a duet with a friend. However, the battle royale is famous for the fact that you can usually assemble a team of up to 4 people by forming a so-called "squad". You can then go up against enemy teams, which makes the game more interesting and tests your teamwork skills. In addition, for people who have many friends and would like to play together, you have to limit the company to just one of them. In addition, it would be exciting to see the idea of a combined solo-team game, when a player wants to play alone but play against duo players and test their skills against them. This is another detail that allows players to raise the bar of hardcore and interest in the game.

   
   

Get rid of the pirate theme

This point, of course, is not directly related to the gameplay or any other aspects of the gameplay, but we believe that you will agree that the pirate theme of Plunderstorm mode looks very dry. It's not that the pirate setting looks bad, but it's not entirely clear why it's necessary, as it was possible to create the general surroundings of the game without reference to any specific cultural element. It is clear that pirates are present in World of Warcraft, but the decision to tie the entire mode to it, and without any plot or lore aspects, looks extremely strange. Furthermore, it would be possible to tie this event to a current or future add-on or something else, but no, we don't have that. Well, let's hope that if Plunderstorm is released as a standalone game, the battle royale theme in World of Warcraft will have some sort of cyclical change.

   
   
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