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New Players Immune to Scourge Invasion in the Shadowlands Pre-Patch

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New players who leave Exile's Reach, the new player experience in the Shadowlands pre-patch, will be affected by the New RecruitNew Recruit buff, which renders them immune to Scourge Invasions in major cities.

Scourge Invasions are back in major cities in the pre-patch, but Blizzard does not want to ruin the gameplay experience for new players, so they will be granted immunity to zombies and blight effects after completing Exile's Reach.

  • New RecruitNew Recruit - Immune to Infectious Zombies and blight effects during the Death Rising events.
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Some other things we noticed during testing:

  • New Allied Race characters did not have the New RecruitNew Recruit buff at Level 10.
  • A new Level 1 Orc character that went to Orgrimmar also did not have the New RecruitNew Recruit buff.

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Exile's Reach is the New Player Experience that will be mandatory for new players in the Shadowlands pre-patch. It culminates in an AI-controlled dungeon, and you will be Level 10 after leaving the zone.

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I love the implementation of AI-controlled NPCs. Islands and Warfronts were awesome, I'm looking forward to seeing that AI unfold in zones like the Maw.

While WOW is an MMORPG, adding more faux-group content like the Exile's Reach dungeon could be a huge plus for players who love WOW but are intimidated by what is perceived to be high-pressure group content. A lot of new/less-skilled/less-experienced players remain nervous to even try the dungeon finder tool because of the learning curve and community expectations. 

Personally, I love group content but I know a lot of players prefer to carve a single player experience through the multiplayer world. 

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3 hours ago, durdyenglish said:

I love the implementation of AI-controlled NPCs. Islands and Warfronts were awesome, I'm looking forward to seeing that AI unfold in zones like the Maw.

While WOW is an MMORPG, adding more faux-group content like the Exile's Reach dungeon could be a huge plus for players who love WOW but are intimidated by what is perceived to be high-pressure group content. A lot of new/less-skilled/less-experienced players remain nervous to even try the dungeon finder tool because of the learning curve and community expectations. 

Personally, I love group content but I know a lot of players prefer to carve a single player experience through the multiplayer world. 

I personally think Blizzard should design solo versions of dungeons and raids, special versions that have no loot, but it entirely for story purposes.

My experiences with the group finder is that it can take 30-60mins depending on time of day, the way i see it, if i have a quest to go into say........deadmines after completing Westfall Story arc, then they should have a solo version of deadmines, where you go through it with AI controlled team mates, that scales to your level, where you can learn the tactics of the dungeons and raids without the pressure of a group or raid groups full of players that get vey toxic when you mess up even slightly.

This suggestion could be similar to the beginner zone end dungeon, which can be done solo with a tank and healer npc, which did rather well to be honest and they really could do more with this.

It could be like this:

You get quest at the end of a story arc to go into a dungeon/raid, which means for a dps on their own could be 30-120mins depending on time of day, so you set the difficulty to story/solo mode and it says in a little window 'if you set it to story mode, you will waiver the rights to any standard loot in this dungeon, are you sure you want to do this?' that way hardcore groupers will not have a hissy fit about the idea.

This idea generally would help the players learn the mechanics without the toxic responses to mistakes.

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