Hmmm, no option for 5 man multibox...
Hmmm, no option for 5 man multibox...
I've always played druid in wow, so that's what im gonna pick ^^
If you like healing and buffing and dispelling in raids. If you want to do anything else while PvEing, choose another class - basically any class is a more fun raiding class than Paladin.
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Your proposed scenario is definitely possible if the players suck. Frost Mage AoE leveling is relatively easy if you know what you're doing.
Many do. It was a quintessentially hybrid experience that's now been entirely removed from the game.
Which, for me, is a shame.
Also, it's worth remembering that the overwhelming majority of the vanilla population didn't raid. Measuring a class by its raiding capacity is a (comparatively) modern phenomena that didn't exist back then; similar to BiS lists, "trash loot", class homogenisation, and the drastic drop in difficulty.
I'm with you until "drastic drop in difficulty". I fully agree leveling is mind numbingly easy compared to Vanilla, but basically anything else at least has the option of being far harder in Legion.
Anyway, yes it's true Vanilla was less about raiding, but it still is what the endgame is in Vanilla - it just takes a lot longer to reach.
It's gonna be druid or rogue, because both can be OP in PVP.
I'm having a tough time choosing between Warlock and Mage.
My first character was a rogue so that's also an alternative, but it'll be one overplayed class.
Why isn't there an option for people to choose "I will try to level but I will stop playing after level 10 once I realize how bad the game is." Because that's really what 90% of you will do.
My point, which I didn't make clear, is that it's a change in philosophy.
In vanilla, the world was meant to be challenging and dangerous; pulling additional enemies meant that there was always a feeling of threat in the open world, and the game was designed with this in mind. Dungeons were also much more challenging than they are today at baseline, as was building up things like professions. Now, all of that has been streamlined in order to funnel people into an end game that has never been easier at its entry level, to the extent that players are now killing current raid bosses solo. The reason, ultimately, is to remove the necessity for you to reach out to other players. The "multiplayer" has been taken out of World of Warcraft (and for valid reasons, no matter how disagreeable).
Mythic+ dungeons and Mythic raids are, however, at the most technically challenging level they've ever been, but that feeling of threat is gone. If you don't want to make the game harder for yourself, needlessly I might add, then you don't have to. Raiding wasn't made for the masses because, according to Jeff Kaplan at the time, "the world feels bigger when there's content you haven't done". Even something as simple as vanilla's crappy flight paths and ground mounts drastically increased the size of the world, as far as the player was concerned.
Different designers for a different game, really. Those first ten levels in Elwynn back then still feel more meaningful than the first 100 nowadays. I think that's one of the things at the heart of the classic movement, but I'm speculating.
I feel that people are just so stuck in the thought process that an MMO needs to be like modern WoW. WoW used to be an RPG before it became the current Boss Simulator that it is.
I don't care about Vanilla being easy. I don't care about Vanilla being "tedious".
I just miss the immersion that came with Vanilla WoW. Sure some things were a bit grindy and ridiculous, but it felt more like an immersive journey instead of an actual "game" strangely enough.
As someone who grew up on pen and paper D&D, I value immersion a lot more than streamlined combat and gearing processes. Though I will say that MoP was probably my favourite iteration of WoW besides early WoW up to WotLK, just felt that MoP hit that nice balance between an immersive narrative and very fun classes.
I agree that there's something lost with the push for accessibility, which is one of the few reasons I'm going to play on classic servers myself. The exclusivity is important even for people who aren't doing the exclusive content, whether they realise it or not. Flying, transmog, LFR and (to a lesser degree) LFD all help remove that feeling.
To that end, I hope that classic servers are so successful that they decide to develop them separately from the 'main' game, but with that adventure/big dangerous world feel as a focus.
I don't think this can be over-emphasised.
I reckon there's a lot to be said for the type of person you are, and the type of game you like to play or appreciate. Chilton, Kaplan and the others who created the original World of Warcraft were, if I recall correctly, pen and paper players with an EverQuest history before developing World of Warcraft. They built a game that appealed to them, while preserving a lot of that role-playing aspect that's been lost since other designers took over. The modern designers, much like the modern audience, are perhaps not old-school pen and paper players who are building an experience that's instantly gratifying, hooks players with low-entry accessibility, and doesn't expect them to have the basic social skills that the older developers possibly took for granted.
Then again, this could just be pure cognitive bias on my part. I just think there's a lot to be said for an immersive experience that's been wholly replaced with a theme park loot casino.
It's possible that a success of classic servers could see a "new" MMORPG built on the classic philosophy; but that's a big call, and one that doesn't necessarily make much financial sense to a design studio that has its fingers in most modern genres. I struggle to see how they'd justify a competing product when they still want retail servers to be successful.
Warrior or lock..
not decided..
Probably warlock to farm stuff, then a warrior or rogue.
I'm concerned about the lack of tanks.. since people rolling warrior first will take a long time to level, or will just drink bleach and reroll.