So I´ve been holding out on playing weaves after the Winds of Magic release due to all the negative reception surrounding them. The last few days I decided to do something with all the stockpiled essence I had from playing regular missions, upgraded a character and went out for a few rounds.
I have to say, I am positively surprised. Weaves are actually fun! They break up the pace of the regular missions with their enemy wave and miniboss structure quite nicely. The maps look gorgeous with the various Wind effects, and playing them backwards provides a whole new challenge. The obstacles each wind provides get you to try new tactics, like building thorn walls in green or stacking metal buffs in yellow or directling lightning strikes at enemy groups in blue. They combine this with various interesting challenges, like Ratlings having super armor or max HP ticking down unless you are near a shrine… those who played some weaves know what I mean.
Ontop of this, the upgrade system is way better than that of the regular game, as it has no randomization and lets you build your equipment exactly as you want, and even change properties around anytime with no cost. This is really, really good.
(The only minor complain I have is that I have no idea what curse resistance does in weave mode).
However… overall, the mode is just not well implemented. I´ll try to list the problems I have in order of importance:
- Matchmaking
Its completely bonked/none-existing. Players climb up the weaves one after the other, and there is no motivation to redo any weave you have completed, as they grant nearly no rewards. Thus, the people that play weaves are split across 120 levels, making it basically impossible to find teammates for the weave you are on, especially later in a season. The fact that bots are not allowed (why?) and that weaves dont scale based on player count means you cannot even do solo-catch up. I actually wanted to play weaves, but simply couldnt. Weave mode pretty much screams “have a premade group or go home”. - Separation
There is harldy any connection between the weaves mode and the base game, neither lore-wise nor gameplay wise. Weaves only offer only rewards usable for more weaves apart from framens (that dont even look that good) and the occasional commodation chest for reaching milestones or from the measly XP output. There really isnt any grinding motivation here, which hampers the mode a lot. - Progression from zero
Having to level your heros from anew, not just once but every season, is a pain in the ass. I remember the first weave I played and how incapable my hero felt, slow and painful and really jarring when you are used to high level characters. Thank Sigmar I had a huge stockpile of essence from doing normal missions to level up my heros quickly, otherwise I might not have bothered. - Focus on leaderboards
I´m ranking this low because it doesnt really bother me, I can freely ignore it. But I have no idea what the focus on leaderboards is supposed to add here, and there are rumours it affects other parts of the game, like the frequency of balance patches. I could do away with this aspect entirely.
And now, here are some suggestions. These are by no means all original, but I hope you find something useful.
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Move away from 120 step-after-step model. Instead integrate weaves into the quickplay queue. Make getting sorted into weaves a checkbox that grants better rewards if checked (whether or not you actually end up getting a weave level or not) and put them on the same difficulty scales as the ones we currently have - so have a selection of all winds for Recruit, Veteran, Champion, Legend and Cataclysm. You could multiply the quick play level pool easily and get a lot more variety, for those who want it. Everyone else leaves the box unchecked.
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Make weaves have better payout. If weaves worked as more of a part of the normal level pool, as suggested above, they could also turn out XP and loot boxes as normal levels do. You can also keep the essence system and combine it with the lootbox system. Make it so you can either grind items the old way, by opening boxes and re-rolling stats… or take the item you want to the Athanor and spend essence points earned from weave levels to give it exactly the stats and properties you want.
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If you want leaderboards in your game, why dont you simply keep track of level clear time or some other metric, so the competetive-minded players could just go and compete for new best times? You could split the boards per patch, so any speed runner or so can brag that they had the best clear time of “Convocation of Decay, Champion” in patch 2.0.13 or “War Camp, Aqshy, Legend” in patch 2.1. That would actually give people more things to compete while doing nothing to hinder those who dont care.
Personally, I think these steps would bring the fun of weaves to a lot more people, bring more variety to quick play and imrpove the itemization system of the base game to boot. I´m not a seasoned game designer, but I think the weaves have a lot of potential and something along these lines could really bring that potential out.
Thank you for reading