Timewalking and Unintended Consequences
The new Timewalking feature that is coming out in 6.2 will present you with the opportunity to run a dungeon of the past – say, BC or WotLK dungeons – with your iLevel and other stats scaled down to match that instance.
They’re also providing rewards that scale UP to your current Level 100 badassedness, which is kind of interesting. This is a clear example of how well the core design team has progressed in abstracting item and character statistics to the point that all they have to do is pull a few levers to tweak an item in a very precise way. Five years ago, this would have been unthinkable.
But as much as I’d like to go down that rabbit hole, I’m more interested in looking at the whole Timewalking experience, and the potential consequences of letting players romp around in old instances at appropriate levels with other players of suitable skill and maturity levels.
Simply stated … what if, in the process of timewalking, players come to realize that the old instances were a lot more FUN than the current batch?
Or, conversely, what if longtime players find out that their memories of older instances were somewhat skewed by the influence of nostalgia?
I have one specific instance in mind. Hellfire Ramparts. You remember it, I’m sure. The endless, slogging, crawl up that front causeway only to end up in a densely packed terrace full of angry mobs ready to rush you if you twitched the wrong way. The planning. The CC. The precision required, especially at Heroic difficulty.
Was Ramps an exemplar of a well-done instance that called for the best in a group, or was it a poorly implemented meat grinder that people saw WAY too much of?
It’ll be interesting to see how people react to this when 6.2 goes live.