Much easier than any m+ you don't severely overgear. There are a few clunky packs but overall you can pretty much autopilot, especially because classes are very easy to play.
Did both, and I disagree. M0 maybe teaches you boss mechanics, trash gets blasted away so fast, their mechanics just do not matter.
- - - Updated - - -
The difficulty is not in your "rotation/throughput", it is mostly about knowledge. Like the SHH pack, where you need CC if you dont have a prot pala, but you actually need to wait for a pat, which you do not see quite often, and kill this pat first, else the CC'd mob will pull it and wipe you. There are just many "f you" mechanics in TBC dungeons, which makes it easier in TBC hcs to wipe, than in retail. Or MC/Gauge on tanks... Depends on your definition of difficulty now i guess.
For all the BS splattered on these forums, the reality check is that wiping in normal instances is rather common and in heroics there is nearly always a few wipes. That's with people wearing appropriate gear (i.e. : wearing normal blues and T3, not being OVERgeared, because running heroics in raid gear is not the intended difficulty) and with people playing heroics at the moment being the rather hardcore crowd.
Don't confuse the braggarts on the forum who are somehow always the best in their group and who refers to top 100 guilds as "average", with what actually happens on the ground.
Its not that many of the bosses are hard, but it is surely a question about how well you are prepared.
Most groups have more than enough output to deal with all mob packs and bosses, but if you put on an elitist mentality and just push hard, wipes happen all the time. The best heroic groups are taking it slow and steady, which makes the dungeon runs really easy. But then you get the shadowpriest who pulls aggro, the prot paladin who procs CC targets or just somebody who thinks they can tank a mob only to get 2 shot....
So the dungeons are easy enough, but damm is there some people, who think they are still in retail and can do whatever they want.
May the lore be great and the stories interesting. A game without a story, is a game without a soul. Value the lore and it will reward you with fun!
Don't let yourself be satisfied with what you expect and what you seem as obvious. Ask for something good, surprising and better. Your own standards ends up being other peoples standard.
Well, if you are prepared you can push as hard as you please and best groups don't go slower than needed to be "extra" safe. Best groups take harder more efficient route which requires execution and they execute on the strat. That's what people do in retail too and it's certainly not "do whatever you want" because you literally know what you will have to do at what moment or you will die. It's not elitist mentality to want to be efficient. If you fail to execute and start blaming everyone for being shit while it was your fuck up, sure, that's elitist bs, but seeking good execution is much more rewarding and gives much more pleasure than eliminating all the challenge.
- - - Updated - - -
Put m0 in context. M0 in current condition with fully unlocked conduits and everyone wearing a legendary is very much different to what we had at the start where everyone went into m0 with no legendary item, one or two conduits and 160ilvl. To compare m0 currently you would have to clear heroics with fully decked equiped raid gear.
Neither tbc heroics or retail mythic+ are hard. Heroics may start harder when you’re in leveling gear, but eventually are walks in the park. M+ may never be a walk in the park at high levels, but they are remarkably easy still. Pull here, kill this, kite this, etc
Let’s not pretend any version of WoW is a high skill game because, it isn’t. You can play WoW at a high level sure, but even the best WoW players pale in comparison to like top sc2 gamers
notice i said "top" sc2 gamers. as in, the high end.
No M+ or Mythic raid can compare difficulty and skill wise, with some of that high end competitive PVP gaming out there. It's just a fact that we WoW players have to accept. Even the top arena teams in WoW pale in comparison to something like DOTA 2, or LoL, fast paced FPS, etc.
https://www.youtube.com/@DoffenGG
Gaming and WoW stuff
Personally, i don't find SL that difficult on heroic to begin with, the only "challenging" part are the large packs before the 2nd boss, besides that, the dungeon is pretty lenient and doesn't throw much "unfair" stuff at you.
In comparison to something such as Blood Furnace or Old Hillsbrad Foothills, it's pretty easy.
SL is one of my favorite dungeons of all time, and while it could be hefty with the large packs as you say, the bosses etc isn't really hard. Just noticed SL was brought up as one of the hardest, and I agree with that, but as you mention, Blood Furnace got some nasty trash and was heavy on the tanks.
Back then Arcatraz was the one I thought was hardest by a long shot, with SL/Shattered/Blood Furnace behind.
https://www.youtube.com/@DoffenGG
Gaming and WoW stuff
With proper CC, its all been pretty faceroll for us. Aside from fufilling certain requirements like sr gear for the tank on Pandemonius, no real hoops to jump through. Just know the fights, dont pull extra, dont break cc, ezpz.
So far not really that hard.
No 5 man content in any version of the game will ever be difficult now that we have seen Mythic+.
The timer and affixes change everything, and every other version of dungeons will never feel hard again.
I'm sure TBC heroics were tuned to be hard or whatever, but with infinite tries, and so many solutions to the few problems, its impossible for me to think any dungeon content prior to MoP could ever be difficult.
Owner of ONEAzerothTV
Tanking, Blood DK Mythic+ Pugging, Soloing and WoW Challenges alongside other discussions about all things in World of Warcraft
ONEAzerothTV
its just tuned around the characters and stats, proportionally the mobs, at least some of them hit extremely hard compared to the amount of hp the tank and the rest of the group has. the limited amount of abilities and oh shit buttons like shield wall still being a 30 minute cooldown. you tend to just get screwed by thing like ppl being feared into new packs of mobs or, the healer not anticipating the amount of damage the tank is going to take. stunlocks, mind controls. these things can sometimes domino a group very quickly. threat is difficult to hold when you're tabbing through 5 targets and the gcd is 1 second. its clunkier than it is in more modern versions. the threat is more twitchy, and the recovery just isn't that great, kiting works to some degree but some mobs are immune to that and will just catch up to the person kiting and one shot them.
Last edited by Heathy; 2021-06-21 at 08:56 PM.