True enough, Cataclysm's heroics were difficult and I expect were the "first attempt" at bringing back difficulty in a game where gameplay out-paced the AI of mobs and such. A shame it only lasted for two weeks, but it was a huge difficulty slope from Wrath's heroics.
That said, I strongly believe that the Timeless Isle, rare mobs, proving grounds, etc are all parts of the game where they are trying to ease the difficulty back into the game. And I welcome it.
Guild runs where you can guarantee the people you go with weren't idiots were always fun. The problem with group content and randomly thrown together groups is that the content may not be hard for you, but is certainly appears hard for the tank/dps/healer you go thrown in there with drooling on their keyboards. If you only got 1 bad player in your group you were lucky, but even with only 1 it was almost guaranteed to turn into a bunch of people screaming at each other at some point in the run.
First of all, A, private servers were just an example of the type of players that have been lost.. B, go ask them, a lot of them play BC because it has what current WoW doesn't. C, again, go ask them. Because your wrong.. your argument is basically ignorance.
Your only argument is that more people haven't left, when you don't know if your right or wrong.
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It also proves how whiny elitist jackwagons are when they are no longer catered to as they once were and how they continue to try and delude themselves into believing playing a video game a certain way makes them better than the other people who also play it.
Because most people don't want it "that hard". Most of those that thought they want it hard were bitching like crazy in Cata. "Back then when the game was sooooo hard and awesome" when people hit the wall they were like "oh, man, that's my level, I'm never going to raid anything, let's farm some shit, maybe I can buy a mount in 3 months". That was because WoW was like the only online game it was worth playing. Now they will say "fuck this piece of shit game, I can do better things" and they will go an play one of the other 13 million online games, most of them free too.
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Hmm i kind of agree i mean, i stopped playing a couple of weeks ago but i still tend to read some news when i got some time. I see the top guilds beeing 11/14 HC already, it was released this wednesday right ? HC content ( for EU wednesday , tuesday for US ) But still 3-4 days for 11 HC bosses? Seems abit under tuned tbh.
Took me 20 day's to lvl my first char to 60.
Took me about the same to level 10 more to 90.
Leveling gear, LFD, the new skills and talents system and all the xp buffs you can get makes leveling so damn easy these day's.
Which isn't a bad thing btw, I had my hard time leveling, now I am fine with how it is !
I transmog my gear so I can't even stand and flex with my gear.
I also don't really pay attention to the equipment of other people, but what I do notice is when someone like that comes into LFR and pulls out 300k dps on a boss.
About the rest: I don't think the addition of removal of anything is at fault for the lack of "world PvP", that died the moment we outnumbered the Alliance with 100 to 1 on our server.
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Similarly so, some of the Heroic bosses in Burning Crusade dungeons really were scaled-down raid bosses (the robot in Mechanar was just like Thaddius), but the difference between that and Cataclysm was a couple orders of magnitude of mechanics associated with them.
edit: Reading responses about dungeons as well. I find it highly amusing that Cata heroics were extremely harder than Wrath heroics at launch, and yet the 5m drake meta for Wrath was much more difficult than the Cata 5m drake meta.
Last edited by Krommm; 2013-09-20 at 09:02 AM.
This one time at Brand Camp, I got Singed.
The difficulty of Cata dungeons weren't from the dungeons themselves (although most of the trash was total garbage; I don't mind some CC but not every damn pack) but from the fact you were expected to use LFG and group with random people with random skills. The TBC model of hard heroics as a stepping stone to raids falls apart and gets shown for how bad it truly is when you group with random strangers that you can't gauge until you see them in action.
Personally, I think Blizzard drops the ball with heroic dungeons period. I'd rather them do what the original RIFT Experts had: You take the normal dungeon and you add more to it; more bosses, additional areas, even more lore tying it to a raid or even another dungeon. I'll cite one of my favorite dungeons from that game, The Iron Tomb: On normal (it's like a level 17 dungeon, one of the first you do) you have three bosses. On Expert, you have six bosses (two of which are in rooms that are empty on normal) and an entire extra area that opens up after what was the last boss on normal, PLUS it has additional lore that explains why an NPC from that dungeon shows up as a boss in another Expert dungeon.
That sort of approach would IMO make dungeons in general better; the issue is that they still have to be pretty easy because of LFG and because their intention is no longer to be endgame for non-raiders (for better or worse, Blizzard has decided to try and entice everyone to raid via LFR) but as something you want to chain run for points and/or gear to begin raiding. But wait, you say. Then Blizzard would have the old "We don't have enough resources for big raids" anymore, wouldn't they? Perhaps, but also IMO large raids are a bad thing as well. 12 and 14 bosses are just a bit much, and in any event I think they should be separated into multiple raids not one huge instance. To this day I don't understand why Blizzard refuses to have multiple raids per tier outside of the first tier of an expansion. If you capped bosses at say 10-12 (maybe with an extra heroic only boss although I dislike that idea as well), you can split them up into two different raids that are on the same tier level, and IMO that would be infinitely better than a gigantic raid.