Originally Posted by
HollyCarp
Please pardon me for not reading through 21 pages of comments to see if this has already been touched on. But I wonder if the OP (or how many other people) remember that Classic is bound to have a lot of the inconveniences that many "modern" players take for granted.
--BASE RUNNING SPEED max until level 40 (unless you're a hunter with Aspect of the Cheetah-- and remember that in Classic, you get dazed when hit while in that aspect)
--Paladin and Warlock level 60 mounts gated behind very long and troublesome quest lines. And not exactly cheap either, especially when the strongest mobs dropped tiny amounts of coin
--mounts, pets and quest items took up precious inventory space (remember, 16 slots was the MAX bag size and most people couldn't afford those; I was lucky to have 14 slots for one or two bags)
--Vanilla WoW had no GF where a group was automatically teleported to a dungeon-- you had to hoof it. Hell I remember once for friggin' SETHEKK HALLS (which won't be available in classic) I was the only one running there (you had to be level 70 to fly, and I wasn't there-- and anyway, Classic will not have flying mounts), almost dying numerous times, while every other one of the players sat in TOWN, *SCREAMING* how they're all gonna quit unless they get a summon via the stone. When nobody else was around the stone for miles and I finally put a foot down saying SOMEONE had to get the HELL off their lazy butt, a measly five seconds later I was the only one left in the group. Now imagine this in "Classic WoW?"
--Elite quests and areas requiring groups (Remember Stromgarde?). If you had a partner who IRL was a 13 year old kid and their mother suddenly demanded they get off the computer this instant to clean their room, either you hearthstoned really quick or you got mudhole stomped by repops.
--For Blacksmiths, Dark Iron gear could only be forged in Blackrock Depths. (I think you STILL need to do that today, but back then, Dark Iron was the strongest mail and plate gear in the game).
--Raids demanded Attunement-- long, tedious and expensive. AND it took up a precious inventory slot, because if you left the token in the vault back in Stormwind or Orgrimmar? OOPS! *ACCESS DENIED*
--speaking of raids, very specific classes and specs and roles were demanded. Druids not in resto spec weren't allowed to raid. They weren't allowed to anything except cast innervate on the priests. Paladins were told to just cast greater blessing over and over and over-- and in those days you had to bless EACH individual member, not the whole group. Those blessings lasted five measly minutes so by the time you finished, it was time to start all over! Not to mention greater blessings demanded reagents that you had to buy from a vendor.
--speaking of reagents, remember soul shards for warlocks? Took up precious inventory space?
--No easy access between Eastern Kingdoms and Kalimdor. At least, not for the Alliance. Baby Night Elves wanting to quest outside Stormwind had to run through the level 20+ Wetlands, and crocolisks would come running from MILES away for a bite of tender baby night elf meat. Then the level 10-20 Loch Modan. I don't even remember where the Horde Zeppelins went, outside of between Ratchet in the Barrens (just one zone then) and Booty Bay (STV was a bad part of town in those days).
--Much fewer class/race combos. There was no "ANY race could be a hunter" in those days. ONLY Alliance could be Paladins and ONLY Horde could be Shamans.
--Speaking of Shamans, totems took up inventory space and were mandatory for any totem-based spells.
...shall I go on?
Maybe these weren't game breakers but they were serious PITAS, and I wonder how many people will go running to WoW Classic, run into all of them, and promptly go "(CENSORED) this (CENSORED)!!!!!!!!"