At this point I think I will just wait to see the finished product.
the main difference you fail to see is that nowadays people have different way to seek efficiency
thats why things like "lfm 940 + for mythic 0 , if you are not that gfto" happen
claiming that is suddenly wont happen on vanilla realms is denial.
it will be just 5-6 spec/class combination and rest can "gtfo"
Indeed, in TBC it was more of a "I declare myself available" (through UI), then group leaders would invite you.
In Vanilla, you clicked the meeting stone or went to an innkeeper to say you are available. When you do it, this place your whole group in the "pool" or only you if you're alone. Then the game see in the pool "there is a group 1healer+2 dps, a lone tank, and a lone dps, let's gather them all" and you're invited.
Personally I dislike both systems. But I'm not a good reference, I would make vanilla even harder if I could.
Anyway those both systems are still far better than the monstruosity 3.3 brought.
Last edited by Koward; 2017-11-17 at 08:49 PM.
We may have have different ideas of harder but I would as well. I just don't see any reason in keeping annoying quirks that add nothing.
Vanilla wasn't what it was because certain specs weren't functional. I didn't enjoy dungeons because there wasn't a summoning stone outside. Auction Houses being limited to Orgrimmar & Ironforge didn't add to the experience.
If they do small balance changes, chance is those changes might snowball into other changes...so these small changes MUST be extremely minor to a point where there is no snowball effect.
That's fine and expected to be honest, even the dev said that.
Warrax, Fury Warrior
Silika, BM Hunter
Well that's somehow unrelated to the LFG tools debate.
I don't care about spec balance, but I don't like summoning stones because only 3 people would move their ass to the dungeon while the others would keep doing quests and that pissed me off. Like working in a team where you're the only one actually doing the job. Exact same feeling. So 2 solutions : either TP everybody (Live) or nobody (Vanilla), and I prefer the second one. Not to mention more players on the roads => more randomness and encounters, but that's just bonus.
And I agree about auction houses, but I don't know why. Maybe it just seems odd that the capital cities don't have connected market. I like this idea of 3 AH : Horde, Alliance, and Neutral. Not just IF&Orgrimmar, but the whole faction. But gameplay wise I can't explain why I like it, I have no real argument for that. I understand those who say it would concentrate people more, but I think the game would be concentrated enough around capacities. Maybe on a low pop server only IF&Org would be good, but on big populations I would want to see all capitals populated.
Originally Posted by Blizzard Entertainment
What exactly qualifies as "inconvenience?"
Some inconveniences could be properly managed and showed a level of awareness by the player, so they weren't really a problem (arrows/bullets, pet feeding, level 40 mount, etc.) I don't miss ammo one bit, but it won't be a problem to go back to it.
Some conveniences added are questionable if they hurt or helped the game (LFR/G.) Their removal won't nessicarily be a bad thing, even if they create some inconvenience.
Some inconveniences were more problematic (mounts/pets/toys taking bag space,) but they were solved in ways that in no way, shape, or form detracted from the game. Hell, the collection tab ADDED to the game because collectors could collect.
And then some weren't actually inconveniences, but fixing them improved the game (Transmog, updated models, updated animations, other COSMETIC improvements.)
And then the bugs...
I genuinely don't care what they do as Classic WoW falls below my game standards these days. I'll probably take a trip down nostalgia lane, but the missing QoL (Tmog especially) will probably push me out after a week or two. This is more of a question of pure curiosity than anything.
Last edited by De Lupe; 2017-11-17 at 09:44 PM.
US - Eitrigg - <Bank Space is Magic>
Delupi, Amoora, Jisu, Beahru, Rusa, Yeun, Neralyis, Usii, Razzil, Zaramja, Oshaz, Shawnie, Iziss, Gearsi(A)
It's nice that Devs finally come and conclude on this. Their earlier communication was too vague and opened for too much speculation.
I am really happy they stick to what classic really was and not make it a "remake" of classic WoW. That also means less itterations and earlier release.
Hopefully players who really want to give old school wow a shot can now have more civilized discussions on the patch they will take / guides for classes and roles etc etc.
For the others, current WoW with class balansing /updates / QoL etc is still there. Even though this new expansion sounds less exiting than Legion.
No it doesn't, healers today are anything but support classes, most of their support abilities were stripped out long ago.
A Holy Paladin today and a Holy Paladin then had two completely different tool sets and playstyles.
I'm ok with healing in vanilla raids, I can get my tank and dps sets to mess around in in dungeon content just like I did back then.
Warlocks have no closet to summon you. Warlocks have to have a soulshard bag & then fill the rest of their bag spaces with soulshards just to pass out ONE healthstone to people for your 40 man raid. Hunters having to equip a quiver or ammo pouch that housed their ammo or arrows in it (and making sure you had enough of the to make it through a raid otherwise you were useless and had to melee everything when you hit like a limp noodle). Hunters having to feed their pets otherwise they could (and would) run away if their happiness got too low (and pet dying = really unhappy pet). Rogues having to level up a mini-profession. All classes that had group buffs had to carry around reagents to do so. Nearly all of the lvl 60 spells were books that dropped in the world or in raids (and if you were a class that offered buffs you were expected to know those spells). Melee had to level up their weapon skills otherwise they did shit for damage if they got a new weapon they hadn't maxed out the skill for. AQ40 raid gear consisted of nature resistance gear you got crafted that was in the 47-55 lvl range or you got from doing Maradon. You were expected to have fire resistance gear for bosses like Rag in MC even if that meant you didn't do as much damage/healing. Tanks had to get crit proof through defense, dodge, parry, and other stats otherwise bosses would 1 shot you on most fights. Certain bosses/mobs in raids either had a high resistance to certain schools of magic or were flat out immune to them therefore you had to be certain specs for those raids. Switching talents could only happen at a trainer and went up each time you respecced to capped out at 50g one way (and remember gold was actually A LOT harder to come by back then). Caster & healer gear were separate because it was either +damage & healing or it was +healing (substantially more amount than the amount of healing in caster gear). Agility, strength, int, and spirit did different things than they did now and every class & spec got the same benefit from each of those stats. Diminishing returns weren't a thing so warlocks could literally chain fear you & just wand you to death and there was nothing you could do unless you were an undead who popped Will of the Forsaken to break a fear and become immune to it for like 6 seconds. Paladin buffs lasted 5/15 minutes and had to be reapplied to classes during boss fights. Mobs/bosses had a limit to how many dots & debuffs they could get so dots were generally frowned upon to use unless you were told otherwise. Threat was an issue & you were expected to have Omen so you wouldn't pull threat (mages were notorious for getting a few lucky crits in a row & wiping a raid because they pulled threat).
I could go on but I think you get the point of all the inconveniences there were in vanilla.