And this is exactly why attunements are gone!!!
I will admit that I don't mind an attunement for a single raid in an expansion. I think it could be a lot of fun building up a nice story getting into the raid, but I feel Blizzard would just turn into go here and grab X go there and kill Y then go over there and speak to Z then you can enter.
You know what I've found hilarious all xpac ...
"Bring back attunements !" / "Legendary cape chain is too convoluted but it's mandatory for progress !"
Blizz can just not win. Every single decision has a disgruntled vocal minority screaming their heads off on the forums about how it's the worst thing ever. Some folks demanding a higher barrier to entry and mandatory progression through old content, other folks demanding the exact opposite. Not asking for, not presenting arguments for ... demanding.
- - - Updated - - -
It meant that if you had your Attunements, you probably knew what the hell your were doing. I still think this should be applied again. I don't think it should be account wide either... more so now with Purchased 90's or free boosts from WoD.
Just because I know one character doesn't mean I can cut it with another, and before I'm in wasting 9-29 other players time (because I've been selected completely off of gear alone) maybe I should have to do SOME actual leg work to know what the hell to do with that character/class.
The subtext to wanting "Hard Heroics" again, even if it is more perspective and dated than people would like to acknowledge, is because Hard Heroics shoe horned people into performance and learning. That meant that people, by the time they got into t4, knew how their class worked, knew how to cc or avoid cc, knew how to heal, and knew how to dps, tank, and all the aspects of threat.
Last edited by hakujinbakasama; 2014-05-07 at 05:17 PM.
ah man , good memories, great times. i absolutely loved doing all those attunements, they gave feeling of progression and accomplishment. heroic dungeons being locked behind rep grind, that i dont miss, but epic quest chains ,tossing you all over the world , great fun.
I kinda miss them. It keep the noobs out of hard raids.
Sure, heroics and raids were hard in TBC, but they had the one important thing that made them so popular, fun.
Edit: Back then, guilds judged their progress not by how much loot they got that night or how many bosses they killed, but by how much of a percentage increase they got the current problem boss down that night.
Last edited by Laerrus; 2014-05-07 at 05:35 PM.
Make something like that for current expansions, but make it an account wide attunement, and allow the raid attuenemnts to be done in normal flex mode to gain access to the next tier, and you have a winning formula.
I don't mind little things, like the quest to get the Key for Shattered Halls. That felt pretty cool to be a person that took that extra time and effort.
Ooh the memories
Faith Alone is Not Enough to Stop all the Enemies of the Light!
- Retribution Paladin since 2007.
Burning Blade EU
you forgot that summoning nightbane wasnt an easy task back then, http://www.wowwiki.com/Nightbane_quest_chain
i mean shit, one of the req was heroic shattered halls, screw that place, as a shadowpriest i was lucky to be invited to a SH heroic group.
Rejoice, For very bad things are about to happen...
Increased server population is not something that would solve that problem. The only thing that would would be to make attunements guild-bound. Which is what they ultimately wound up doing with tier 14. It was not received well.
That's a hell of a lot of work with NO ONE noticing that who ever is with them isn't playing.