Originally Posted by
Steridin
After reading all comments here, i think there are some who failed to understand that the hardship we had back then wasn't as much about the fight mechanism as today. Like some mentioned, back then, you don't simply look for pugs and go into the raid, there are the basic of endless grinding of gear that involve rare materials and reputations, some even involve the need of helps from your guildies. Throughout the grinding of gear and pots and repair bot (including its rare schematic and levelling engineering), there are also endless gankage if you're on pvp servers and a time consuming of picking up your body, both spirit running and resurrection pending time from multiple death. Of course, we then come to the mechanics of the fight, on top of each raid requiring almost the bis outside of the current raid (including those from previous raids), we also need to farm for certain items and pots specifically to increase the chance of success for the attempts, fire resistance gear for the first 2 tier, then nature resistance and shadow resistance for zg and aq, and then shadow and frost for naxx. Ok, only then we start talking about executing strategies, with limited networking technologies and the less common of game streaming and guides back then (well, if you're raiding, you belong to the elite 10%), even Blizzard admit that it was trial and error back then (talk about the first time attempting pre nerf C thun, the balls-breaking frustration). Oh, so you got the perfect strategies, now we talk about the perfect setup. What? you got elemental boss like Gaar? holy hell rogue poisons wouldn't work, fire mage wouldn't work, etc. What do you do? call out to the 20-60 (i have seen more than that waiting to be invited into the raid) members awaiting to be invited into raid that do frost damage, or good physical damage, etc. After that, what? you got a boss that is not immune to nature elements? oh, remove the guy and bring back the rogue that deal more dps than him when poisons work. Good, you got that part. 8-12 hours past and you finally got past 2nd or third boss as there was too much time spent on trial and error determining the fight mechanics, and your tanks' eyes are bleeding, you need to get your second and fourth rank tanks in. Oh wait, the 4th tank don't have enough gear? ask the other raiding guild if they have sufficient geared tank that isn't locked. They don't? oh screw that, your first or third rank tank need to stay on with like 6 packs of red bulls and twinkles, while ultimatum to the 4th tank to grind for gear at the mean time. The grind, the strats, the roster were just some of the hardships we've had back then, I'm not trying to be elitism but while i made a lot of friends and great memories (ts meltdown from 1% onyx wipe, first time hammer falling, knocking on aq gongs, etc) in my early college days, i think the game has come a long way to be friendlier to a larger spectrum of players. As somebody had said, good players will still strive regardless of which expansions, it's not just about how intelligent the player is, but also how much time he spent in game that allow him to be that bit familiar than others. It's hard to imagine if blizz intro naxx 40 now first time, as the game has come a long way to accommodate the other 90% of the player base. Like someone mentioned, ae heals were a luxury back then, survival skills are mostly for tanks, the viable specs are limited, the grind is real, the roster (especially as a raid leader of a world first pushing team) were a nightmare, and the game was more like a full time job than just a game, thanks to elitism from EQ. However, the community within server were tighter, people log on just to connect with each others online were real before Facebook, ninja loot is a god-forbidden thing and name change was just a dream. While the lore of the game is just retcon feeding on previous success, Blizz had definitely set a high benchmark and standard for the genre, with its story telling and players participation. Lastly, i think blizz should just learn from Square Enix model of FF11 and FF14, an MMO doesn't need to go on forever, sticking to its limited foundation of the whole game systems, such as graphic, but to bravely introduce a different version that continues from previous stories, and build on from there. Let's face it, the game has lasted more than a decades, it has its glorious days, it is time to let it fade into hall of fame of pc gaming, and bring back the innovation and authenticity of the good old Blizzard Entertainment for the next in the franchise. I grew up playing every single Blizz games, the Blizzard Entertainment i knew was a quality oriented developer, bold, creative, and authentic. Blizzard that i know now, is all but a spoilt child feeding off late dad coffer. We had one generation of Warcraft 1/2 heroes such as Durotan and Lothar, then we had the 2nd generation of heroes in Warcraft 3 in Malfurion, Vol'jin, and Thrall. We have been with the 2nd generations for almost 20 years. It is time to just introduce a totally new version of the franchise, with 3rd generation heroes, and of course, new classes idea, better graphic, or even game mechanism. I look at my new born son and thought to myself, his generations is going to be all about becoming with the game, participating in it, such as VR. What are keyboard and mouse to them in 10-20 years time? When someone said there would be at least another 10 years of exciting times for wow, i hear nothing but a last stance struggle of pride and public liaison. I just hope Blizzard can figure out something soon, with the ideas of other franchise running out, the profit of other franchise might be able to allow some leeway for developing a brand new WoW 2.0. Sorry for the wall of text, just my 2 cents.