Blizzard changes WoW Purchasable Game Time Options
Blizzard announced new changes regarding its purchasable game time available on the Blizzard Store. To raise awareness, this doesn’t change the current subscription model, which will still be available for the same price, but only changes the purchasable game time itself. So far, there was only 30, 60, 120 days of game time available to purchase. Now, there’s only 60-day game time available to purchase for $29.99, with both the 30 days and 120 day game time no longer available as an option.To get more news about buy world warcraft items, you can visit lootwowgold official website.
The main intention from this change is that Blizzard most likely wants to have active subscriptions rather than allowing people to purchase game time “on-demand.” This is already proven to be an effective change for Blizzard, while it may lead to further indirect complications. That is forgetting and leaving the subscription active, leading to unintentional recursive subscription without even being aware of. Players have already started rebelling against the changes, and we are looking forward to seeing Blizzard’s response (if there is going to be any).
There hasn’t been a single change regarding the WoW Token and its price, and its purpose most likely remains the same. Blizzard declared the changes in a recent bluepost which you can find below.
In years past, obtaining "best-in-slot" gear in World of Warcraft was a relatively straightforward affair. You knew what bosses you'd have to kill. You'd even know roughly how many times you'd have to kill them before you could get an item. Heck, you could even do a guild run with master looter activated, allowing the group leader to pass you the item, if everyone else in your team agreed. In the interests of player retention, Blizzard spent years adding layer upon layer of randomness to the loot process, making the chances of you actually getting the item you want remote at best. FFXIV feels far closer to the "old school" WoW-style item implementation system, where players actually have a degree of control over targeting and obtaining those powerful sought-after gear pieces.
In World of Warcraft, the game basically decides for you whether or not you deserve a piece of gear. Master looter was removed, preventing guilds from allocating items, removing control away from players. Blizzard claimed this was to reduce "drama" which may arise from players disagreeing with a master looter's decision, but I'd argue the impersonal RNG wizard that exists in World of Warcraft serves as a worse solution.