Originally Posted by
themaelstorm
Most people make a big mistake of comparing things directly.
Yes, you had to do some other things then. Yes, you have more mechanics now.
You can't take one part of a complex mechanism, like boss mechanics, and compare it directly with tbc and say
"See, now we have more complex mechanisms, people were bad then."
You have to look at the bigger picture. The meta of it.
I would say that there are some key changes
1. Niches vs Homogenization Back then it was "we need warlock tank for this boss" or "we need humanoid CC for this dungeon." Now it's "Every tank should be able to tank single and multi target. Every dps needs to be viable at any time."
As a rogue, I had it rather easy in TBC. All dungeons had something I could CC.
I can't imagine how shamans must have felt. I was in a close-knit guild and we carried our own but I can see them being shut out purely because they didn't have CC.
So, classes had specialized kits back then and the situations called for it.
Now, we have wider kits and no special calls.
2. Mental checklist shifting from tools to mechanics Yes, sapping a mob isn't hard. Yes, it isn't "hard" to go back and blind that mob. But then again, is it really hard to remember you have to move away when you get a certain debuff? Especially when DBM shouts you to run away and even shows the cooldowns on the screen?
I think it's actually similar to first point. Mechanics are for everyone, while tools were up to classes. I mean, you can watch a video of any ranged dps and get a good idea of what you need to do. Back then, you would have needed to watch a mage do it or a warlock do it.
3. Game being more punishing I disagree that hard design is just wrong. I'm not big on nostalgia and I like where the game is going but what game toned down was things being less punishing. This is due to several reasons. For example, more classes have CC and kite mechanisms now. More aoe heals and ability to do aoe damage, keep threat easier. These means it's easier to recover from mistakes in tactical levels.
Also, CCing may not be hard, but it's definitely hardER than the aoefest wotlk started. Because if you aren't good at aoe, you kill mobs slowly. If you fail your CC, you're in a world of pain.
4. Game being more personal and local community oriented This is something people oversee. I'm not against LFG or anything but let's face it. If you were a good tank, people knew you in your server. If you were a ninja looter, that too. People would add each other because they needed good people. Because you needed personal coordination. You needed to know that particular person did its job and it was visible because, see below. It was easier to point fingers positively or negatively. Nowadays the other role slots are just that: slots to fill. I still meet and add people but it's much easier to find a random person. Back in the day, we had no chance.
Mythic kinda brings that sense but still you have a sea of players.
I think both of these have an important result.
You had tools others didn't.
You used your own kit.
You felt like you did something.
Even if it wasn't like you were doing something super creative and you did what everyone and their mother did, the feeling was different.
Now it feels like you are just obeying some rules someone made. Someone designed the content. Someone found the best way to play against it. You just follow the rules.
It doesn't feel like you accomplished something on your own.
And feeling, my friends, is what we make of the world.