Resist gear added to the RPG portion of the game.
Consumables added to the RPG portion of the game.
Reagents and Ammo added to the RPG portion of the game.
Leveling weapon skills added to the RPG portion of the game.
I want to play an MMO-RPG; I don't want a single-player game that's streamlined to death.
Being poor all the time when leveling was a relatively good thing: it made the quest rewards mean something especially for upgrades in gear.
"...money's most powerful ability is to allow bad people to continue doing bad things at the expense of those who don't have it."
resistance fights were so few and far between it was practically irrelevant for most of the game.
consumables still exist.
regents and ammo, I didn't mind those it was fluff at the end of the day, items to take up bag space, so you had items taking up bag space.
weapon skills, yeah if you were a rogue warrior or hunter, everyone else did wands passively without even trying to level it up and thats all you got from weapon skills. I leveled my wand skill on the trash and bosses in molten core, i didn't need 300/300 wand skill to function as a class.
i get the idea around wanting these things, but its not like they were ground breaking game mechanics that added massive amounts of depth to the game. just small gimmicks that didn't really evolve into anything meaningful.
for example regents with longer lasting buff effects or bonuses to stats, weapon skills with benefits for reaching higher skill levels with weapons, the chance for an extra swing or, a quicker swing, seriously anything could have made those things better than just being there for the sake of it.
i had a hunter in the early days and it was frustrating if you ran out of ammo mid dungeon run, the quiver also took up a bag slot so hunters were automatically 1 bag less than everyone else. I like the idea of picking different arrows for different content, using cheap arrows for dungeons and blue/epic arrows for raids, but really i think that it ended up just causing more problems than it was worth, ppl getting booted from groups because they ran out of arrows lol.
Last edited by Heathy; 2017-11-24 at 06:28 PM.
I think most people have fond memories because they, like me, didn't make it to raiding where things got absurd. 5-mans back then were like normal mode raiding now.
This is the main reason why I think vanilla's servers will have a good shelf life. What were the statistics, 3% of all players at the time made it to some of those raid bosses?
Don't see this as a problem, there was plenty of other stuff to do.
Sounds like a you problem, never had this happen. I always had enough gold on a character, without needing to send any from my main, to get my mount and training at lvl 40.(remember walking to the Scarlet Monastery because you had no cash for mounts ?)
This was changed to the current system during vanilla (flasks lasting through death), and as such, will likely be that way on the new classic servers.1)Much higher raid consumable intake (such as a flask and potion every attempt and, which was ghastly for my arcane mage, need to chug mana pots as a caster....dozens of them per night.
A gun is like a parachute. If you need one, and don’t have one, you’ll probably never need one again.
Why does everyone feel the need to post why Classic is going to be great/shit? It's personal opinion and this topic is not leading to a discussion. It's just another "you guys are going to hate/love Vanilla because..." while opinion, just like flavour, is different for everyone.
I remember it took me far longer to get my first mount, than level 40. I don't think I even got my first mount until max level lol
I love Warcraft, I dislike WoW
Unsubbed since January 2021, now a Warcraft fan from a distance
I think there are a few cases where you could discuss potential changes that would be "fine".
However at the end of the day, some of these changes remain subjective, you can bet that once those Vanilla servers go live, people will ask for quest mobs being shared tagged because there's that Druid / Hunter that tags all those quest mobs before you can reach them.
Another example would be getting dismounted when entering deep water, this was fucking annoying and no one missed that.
A lot changes made post Vanilla were good and logical, that's why they were made, however where these changes start and end is very subjective, you basically had to discuss almost any QoL change made in the last 11 years and find some sort of consesus.
Finally, most people simply fear that one change opens the box of pandora.
What you are describing is what vanilla was like and what people liked about the game. It's fun to have goals that take a while to reach. The shock will probably be the newish trends of mafias forming around specific items and other strategies that work well in a small community setting.
"And all those exclamation marks, you notice? Five?
A sure sign of someone who wears his underpants on his head."
Keyring was introduced during Vanilla as far as i know.
Well yeah, but Bags are essential for tailors to make money, so the value of bags kinda depends on that.
Also i don't see the need for pets and mounts tab, i mean how many Mounts did you own during Vanilla? Most probably owned one or two at best, especially since the level 40 mounts remained at 60% even if you had epic riding, so you could throw it on the bank anyway.
Tokens on Classic are very likely, but they should be scaled to vanilla's economy. In other words, somewhere from 100-1000 gold per token.
Not exactly.
I mean, yes the flask were changed during Vanilla to last through death.
But you could still stack an ungodly amount of consumables.
It's in the 2.1 patch that Blizzard made up the rule of "one battle elixir and one defensive elixir, OR a flask".
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Keyring was in Vanilla, so it's not a problem anyway.