There was Zero tank Aoe, unless you count Tt5/6 pallys picking up flowers in bot. ( I don't know how any tank besides a pally handledReliquary of Souls, or for that matter Hyjal. ( I did Hyjal with two warrior tanks and an awesome hunter. /wave Vandalist)
As for the five man thing. CC and interrupts and Tank Skill/Knowledge (which is a joke today) was Paramount.
Did I mention CC? And making sure you built a proper group?
I think alot of you played since 360 degree swipe became a thing, tanks being crushable? by a dungeon boss? WTF do you mean???
It's a completely different game now. If you want to talk about cat? as a holy priest early it was hell. teaching people to CC and not stand in crap after Wrath? even as I had and was in a server 1st HLK guild was painful, with some gear it became not so bad, TBC held Heroic difficulty much longer,
Vanilla though... Most people didn't aim to raid. ( I did eventually) It was all getting Keyed to do stuff to get some questlines ( attunments) and blues to go raid.
I've been retired for years. (early MOP) In my trash set I won't wear, without doing a real raid I hit 621... If I tried even a little I'd be 640. (last "raid" I pugged was NH Heroic, on a blind pug. I could run it weekly with my guild on alt night .. but meh, maybe last teir. M+? lolol = gogogogogo whats an interrupt?/ gogogo, don't stand by /in what??? gogogogogo
It's like wrath babys on meth.
BC heroics had 3 pain points:
- damage incoming to tank was FUCKING MASSIVE and spiky at some pulls. Undergeared tanks were sometimes literally globalled.
- many bosses had pretty heavy dps requirements, you just blasted them to fuck ignoring mechanics or you died
- healaggro - tanks were not so good at aoe tanking and heal aggro was sometimes massive due to point #1
Bringing 2-3 appropriate CC made most of these heroics pretty trivial.
Cata heroics were painful in the first weeks due to mana being an issue and tuning was really tight. It was really impossible to outheal mistakes on dungeon bosses. This is when they introduced a new healing paradigm: unavoidable damage was slow, healing was only equipped to heal this. Avoidable damage was huge and healers didn't have enough hps and mana to cover it. Then it got adjusted a bit + people started gearing up and the issue disappeared.
all i remember from cata launch was that you just cc'd everything you could and the bosses had a few instant death mechanics that you needed to waddle out of. everyone was used to pulling entire instance in a wrath dungeon so they called it hard in comparison to that but really it was just slower.
The difficulty was not only in terms of dmg taken, mob health, healing needed and so on.
The difficulty was the need of cc, harder job for tanks to keep aggro, way worse gear options and scaling as well as people being less informed about their classes and specs. It needed coordination similar to a raid to complete them in a timely fashion. It is more or less impossible to create a similar experience by now. Karazhan might have been closest we had to that (assuming no outgearing and a random group).
(Nonetheless the damage of several mob abilities and stuff surely were too high just for dungeons)
I can attest to this from having my memory jogged again when Warmane's BC servers first came up. Those dungeons were hard, and they were significantly harder based on your composition. Not every single group of 5 players would be as successful as others. Taking a warlock as your only form of CC was a nightmare. Taking warlock over a mage was also usually a nightmare. Having a rogue for Sap and a mage for poly were both super useful. Also, kidney shot and Blind were very useful tools as well, and kiting was frequently used. Tanks could get fucking destroyed.
I think the game has definitely gotten easier but players have also gotten a little better simply based on the tools available. People back then didn't have access to the same kind of resources that we have today. It's easier for a newb to get good now than it was back then. We have entire discords dedicated to our classes.
I do think that the difficulty has shifted as well. It was either a matter of dps or a matter of mechanics back then and I think very few fights are as barebones today. Gearing was also much more important. Some fights needed very specific resistance gear or they would be impossible. I also think mechanics were much more precise. Some of the strategies involved required people to stand in very specific spots without the use of markers and some of the addons we have today. The mechanics had to be easier simply because the tools available were not as good.
They were longer instances. It took actual cc like in pvp. And it wasn't button mashing just to do top dps in your easily high ilvl gear.
It's not the same, as it came out when people were already 855-867 from EN... I did the "Kara Reloaded" at about 855, sometimes with lower groups. ( but appropriate for content) Kara this Xpack came close. They did a good job at not making it a faceroll, unless you were in TOS gear. for the time and place, they did well.
Interrupts dps race, and moving from maiden? with trash that actually one shot idiots? (philanthropists)
I liked Kara revamped.
Hmm... How to compare..
You know, when Cata Heroics were just released and they were tougher than at the middle of Cata? Well, double that and that is how Heroic TBC dungeons felt. As for Mythic 20+, not touched them. I have the ilvl but apparently you need some separate ranking for you to be accepted.
FOMO: "Fear Of Missing Out", also commonly known as people with a mental issue of managing time and activities, many expecting others to fit into their schedule so they don't miss out on things to come. If FOMO becomes a problem for you, do seek help, it can be a very unhealthy lifestyle..
And now it's run in, maybe try not to stand in bad, AOE all things, press lit up CLC button on demand and... /win
I'd take actual pre thinking, skill and a threat meter over the mindless crap we have anyday.
Trash in TBC heroics was pretty brutal until SSC/TK gear came into play. Any ranged physical mob would annihilate clothies and leather, while shadowbolt-type casters would destroy tanks. Aggro generation was a complete bitch - I had a Protection paladin alt and it was still a massive effort to make sure people dont get instagibed.
Cata heroics were a bit different - I remember running revamped SFK and Deadmines, people were zerging hard and getting destroyed by mechanics. Many people never understood how to do the first boss in SFK. Trash was rather forgiving, but dungeons were quite clustered.
Mythic+ and 20+ are something like a breed between both and I personally love it. You can easily steam through M+10 to M+15, however after that things change. On Fortified week, you need to know what kind of control you need to apply to mobs to make sure you dont get 1shot. E.g., nearly every mob in DHT can 2-3-shot you on a +20 Fortified week, and this does not even account for affixes like Raging or Bolstering. On tyrannical weeks, you need to be just as smart when dealing with bosses - a few months ago, doing a high HoV Herja was only possible with sacrificing the tank on every beam and giving him a CR.
Personally, I would love to see how Mythic+ will look next expansion - it is probably one of the best features added for replay-ability!
Not really comparing apples to apples. They were difficult for different reasons.
TBC heroics were difficult more because of class design. Put TBC tanks/dps/healers into todays Dungeons and they would be pure misery.
For example, Thunder Clap was only usable in Battle Stance for the beginning of TBC. Revenge might have cleaved to two additional targets if talented, not sure on that, but regardless Prot Warriors which were the most common tank at the time had almost no AoE Threat tools.
In addition, the game as a whole lacked Significant AoE control, especially stuns like Shockwave. Cool downs werent homogenized as they are now. CDs were actually a core strength/weakness for rogues whereas now its a mandatory function for every class.
The biggest difference was in the punishment for failure. Not every healer had a res. Runbacks were incredibly long. Almost no dungeon allowed you to mount. Few classes had a sprint or movement ability in the first place. Think back to WoD and running UBRS. Now imagine instead of the dungeon having checkpoints, you had to run from the start of the instance to wherever you died. Now take it a step further and imagine you not only had to do that, but also return to the instance as a ghost as well. From a graveyard in searing gorge.
Bottom line is the game was very different than and the difficulties were different. The difficulties of basically anything Pre Cata, is thst the game punished failure by absorbing significant amounts of time from you. Some people would call that difficulty, some dont. Just as some people dont considered timed runs difficult.
That being said i think high Mythic + is harder than TBC.