No, they had one boss that took longer than HFC clear. Four horsemen. OK Loatheb too and the insane consumable grind, forgot about him.
4H was "hard" because the raid required EIGHT TANKS with T3 4set to kill it world first.
If blizzard overtuned archi mythic to the point where he could only be killed with 795 rings, he would take even longer.
And again - don't forget that world 1st guilds back then raided in a week as much as Method raided in 48h in HFC.
Last edited by stevenho; 2016-06-21 at 01:04 AM.
Of course not. It belies the wow is for hardcore romantic bullshit that gets spewed around here. Regardless of the denial you people have its clear vanilla and tbc were far less complex and far more approachable for the casual player even if the demands on time were greater. It is precisely the point that wow got stupidly complex (cata) that the game jumped the shark for most players. It's also precisely why the devs are desperately trying to walk back complexity through never ending ability reductions. They just need to do the same to encounter design as well.
Noone denied that vanilla and tbc were less skill and more time, lol.
However.
As the game evolved the game changed. WotLK was the first expansion where you actually had to avoid shit, where personal performance mattered.
But yeah, it's whatever.
I like the way the game has changed. Endless grinds for disappointing bosses was tons of fun
Also casual =! lazy.
Some people like having a challenge.
I'm not arguing that Vanilla bosses were hard in the mechanical sense, but you started off this conversation by saying that progression in Vanilla was not slower than it is now. For top guilds it may not be, but for average guilds it was. Going into those raids night after night trying to get enough gear to kill the next boss was a reality for many guilds, especially when a boss dropped 2 pieces for 40 players.
That being said, with multiple difficulties, you can't really compare the two because which difficulty of HFC would be equivalent to the only difficulty of Naxx, or BWL or AQ?
Well it is probably true, but you can't eally compare the two.
Vanilla was 2-3 items per boss per 40 people. HFC is twice as much. Progress was slowed by gearing, be it resistance gear or just number of drops, or by consumable farming. Trash between bosses took up to 30 minutes and respawns were a thing. There was no such thing as 30 attempts raid nights in Naxx.
Would you like to go through this again in legion? I don't think so.
A guild that cleared Dragon Soul in 6 months would have been world 5500. A guild that cleared Hellfire Citadel in 6 months would be world 600. Mythic raiding is not sustainable for the majority of guilds. They cannibalize each other and disband due to recruiting pressure. You can argue this is a good thing, in that it winnows out all the middling hardmode progression guilds I suppose, but that's nothing to do with whether it's sustainable.
Who cares? What about it? Why is this important enough to eliminate one format? "10-man cannot be allowed to exist because Thok was undertuned." Try saying this out loud and seeing how it sounds.
I'm not sure what you mean, as Norushen week one was defeated by zerging it down and people ignoring the mechanics of the encounter. This is certainly hard in one sense, but Norushen was mechanically tuned UP by the changes that required people to actually obey the fight design.
No, we didn't. There was no "struggle" or "breakdown" in 10-man participation or design.
Last edited by Mahourai; 2016-06-21 at 02:48 AM.
I'm watching this conversation go in circles round and round... I have no stake in your fight, let me help you get out of this eternal circle. The correct and true statement would be:
"10-man cannot be allowed to exist because 10 and 25 fights need to happen in different-sized rooms to be interesting and balanced, and creating rooms is the most expensive part of WoW development".
Numbers tuning is trivial and unimportant. They chose not to make separate 10-mans in WotLK to reduce development costs. Cata unification was a mistake, and to fix that mistake they chose to cut one set of numbers instead of adding a second set of rooms in WoD.
I`m not agree with you
First of all you get much less room for all these 25 ppl to spread.Second dediation need is much bigger no need to say the amount of powers who GM/Officers have t throw to keep a steady team.And for last Garrosh 10 was just laugh for me most easyest boss ever.As strictly 25 man raider i think that 10 mans just make ppl to lazy yes some bosses was more hard in one team or another but we see the results in WoD 20 mans
Now back to topic.From 25 player point of View it is success.Its helps alot on guilds who never turn back to 25 man raiding and also my guild is one of the biggest one from our community with alot of ppl online 24/7 not some epty desert
Last edited by mmoc2b5ad7a33a; 2016-06-21 at 04:41 AM.
Your claim is laughable. Just about everyone involved says that Garrosh 10 man was harder, and rightfully so. Go google "Garrosh 10 man vs 25 man". Literally every thread says 10 man is harder. A lot of that is due to parts like the phase 1 transition and the adds in phase 3; those parts are stupidly easy in 25 man when you have far more different people to handle the adds/interrupts, not to mention just 1 battle res v.s. 3. This was the story for most fights. The fights that were harder on 25 man were the ones were space was an issue, like Klaxxi.
Oh, and what you said about recruitment is exactly the issue people like me have: the hardest part about 20/25 man is the recruitment boss. Actual bosses tend to be EASIER provided you aren't carrying too many people. In 10 man you really can't carry anyone.
Please, only the most biased fucking idiot would call garrosh harder on 25 man.
10 man had 15 adds in the intermission. 25 man had 15 adds in the intermission. How much better do you think 10 people have to play to keep 15 adds stunned or interrupted so they can't cast? 25 people can almost roll their faces along the keyboard and chances are you've nailed that part.
This isn't even talking about the first phase where ironstars hurt and 25's had infinitely more CD's for them (and ways to control the adds)
Then we get to the phase with the sha adds that spawn. 25 man took *any* undergeared monk that could kite the adds for eternity without being touched. That negated a mechanic and allowed that dps saved from killing adds to be pumped into the boss.
So tell me again how 25 man was harder...