World of Warcraft is currently going through a shortage of endgame content.

Here is how the 6.2 patch could fix that!

Its something many of us questioned back during the initial BlizzCon announcement two years ago.

Its even something we questioned as the expansion was released andearly endgame presented itself.

Now, were just past therelease of 6.1the first major content patch ofWoD.

Except that, well, there isnt a lot of new content to speak of after its implementation.

The expansion, overall, still seems rather light on new content and features.

The Apexis dailies are too supplementary in nature, too quick to complete, and dont provide enough benefits.

Even running Heroic dungeons, which seriously lack the benefits, are not worth the playthrough.

Players looking for alternatives to endgame dont have as much to choose from as they could, either.

Garrison content doesnt fulfill this objective since most garrison quests dont require leaving the garrison.

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Even the new crafting NPCs are gated behind random number generation (RNG).

Everything inWoDseems to be going the way of RNG.

When RNG is overdone, it becomes an artificial way to extend the lifeline of content.

This is part of the reason why raid bosses have large loot tables.

RNG is also problematic when it comes to immersion.

When overdone, RNG simply becomes a chore.

How much of a chore it is will depend entirely on each players individual luck.

Even grinding can be more immersive than pure RNG when implemented within reason.

Immersion is essential to a great expansion experience.

Its what makes us want to explore every nook and cranny and spend more time in the game world.

At this point of the expansion, thats just disappointing.

Hope is not all lost, however.

The only way forward is for Blizzard to provide players with solid, new open world content.

This would let us manage alts better.

Placing more NPCs outside of the garrisons would also give us reasons to leave now and then.

Cosmetic rewards and practical rewards need to both be in place.

Frankly, the same can be said about the current method for rewarding players for completing Heroic dungeons.

6.2 should allow players to earn Apexis crystals or some other form of reward for completing dungeons.

The lure of garrison resources isnt enough.

Another option is to give last bosses a chance to drop Savage Bloods.

With any luck, maybe well actually see some inWoD.

I totally wouldnt say no to a revamp of Karazhan or a new outdoor raid.

Newer players need to feel the magic that was Karazhan back in the day.

Tanaan Jungle and the promise of flying again in Draenor are also things to look forward to in 6.2.

The no-flying ruleset for Timeless Isle worked well.

Why not disallow flying in Tanaan Jungle while allowing it elsewhere in Draenor zones?

In fact, Id argue for the opposite, all things considered.

But players need real, immersive open world contentand soon.