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  1. #1

    Resist gear was good, why did they get rid of it?

    Started up in Cataclysm and somehow Classic vanilla stole my heart. I do not seem to enjoy TBC as much as I did with Classic. I really liked the idea that you couldn't just equip BiS for everything and go ham at it. Some bosses required you to have a ton of resist gear to counter them for example.

    I really liked that idea, and I didn't mind to go back to Maraudon to farm resist gear. I even took my time to farm out Cenarion Hold rep and since I was a Blacksmith in gear specialisation I could make items with resist gear on top.

    I really love this idea. Things weren't time-gated either. You could sit in AQ20 for a few weeks to farm reputation in a passive way, or you could do this tedious grind. Me myself, I just completed the quests in Silithus and took my time with AQ20.

    Was really a nice pace of change. When I went back to retail it's just gear with stat sticks with not much concept given to them. Just "sim it bro" is often the conclusion. I'm a tank in retail so my gear to equip is "just the highest item level"! Literally that. Nothing much depth to that I'll say.

  2. #2
    Because some people didn't want
    (1) more Raid preperation
    Resistance gear was, at least at the time, relatively expensive and people had to spend a lot of time / money just in order to pass a certain boss

    (2) wasted bag space
    May seem ironic in the light of certain other systems that Blizzard tried to out recently, but carrying multiple sets of gear isn't engaging to some people

    (3) bosses where the sole difficulty was based on preperation, not skill

    I am not necessarily agreeing / sharing those opinions, but i think those are the biggest factors.

    Those "resistance fights" are simply the children of a different WoW, whereas the concept of those resistances was a very fantasy heavy approach, they are pretty weak in their actual gameplay aspect.
    Some people perceive them more as an artificial barrier than anything else.

    It's just one of those elements that makes sense in context of Classic / TBC, but would feel completely out of place in the modern game, because the modern game has simply chosen to favour accessability and gameplay over those old school RPG elements.

  3. #3
    because blizz is lazy af and got rid of every rpg element to focus on their system crap. and ofc to please the holy player so he is confortable with everything and pay $$$.

    im not sarcastic btw

  4. #4
    I think it's a bit twofold. On one hand, it's great for RP view, I mean you expect fire damage from a fire being. Adds preparation, which can be an additional goal to do outside of raiding.
    On the other hand, for more casual players, who can login to raids, but don't have much time outside of the raids, it's not fair, that they'd be excluded from certain bosses cause they had to work instead of farming res gear.

    Honestly, I think some sort of workaround would be great, where these kind of things would still be around, but somehow done in a way, that it's possible to participate without being a hardcore raider.

    The overall issue with removing this imho, is that it really was a good way to get the world to feel more real, and have a certain kind of "logic" to it, and removing 1-2 of these things are totally fine, but slowly removing most of them to make it easier for it to be accessable for everyone, meh, it just makes the world feel less like a place you can attach yourself to, but thats just my opinion.

  5. #5
    No thanks, the chads are now the players with skill and not the classic and tbc andys that threw in their vacation to neckbeard their epic gear due to no caps and time gates at all.

  6. #6
    The Lightbringer Jazzhands's Avatar
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    Quote Originally Posted by Overlordd View Post
    Started up in Cataclysm and somehow Classic vanilla stole my heart. I do not seem to enjoy TBC as much as I did with Classic. I really liked the idea that you couldn't just equip BiS for everything and go ham at it. Some bosses required you to have a ton of resist gear to counter them for example.

    I really liked that idea, and I didn't mind to go back to Maraudon to farm resist gear. I even took my time to farm out Cenarion Hold rep and since I was a Blacksmith in gear specialisation I could make items with resist gear on top.

    I really love this idea. Things weren't time-gated either. You could sit in AQ20 for a few weeks to farm reputation in a passive way, or you could do this tedious grind. Me myself, I just completed the quests in Silithus and took my time with AQ20.

    Was really a nice pace of change. When I went back to retail it's just gear with stat sticks with not much concept given to them. Just "sim it bro" is often the conclusion. I'm a tank in retail so my gear to equip is "just the highest item level"! Literally that. Nothing much depth to that I'll say.
    Resist gear is "just equip these 3-5 pieces"! Literally that. Especially with how min/maxed we are these days, everyone knows exactly what to aim for. It wasn't really a fun or interesting or even deep concept even back in the day, it was just another chore really and one that most people didn't really enjoy.

    As far as retail gearing, you eventually reach a point where stats do matter because your ilvl can't increase much, and that's where it really matters the most because that's where the content actually requires it. Also Blizzard has been trying to close the gap between good and bad players and this is one way they're trying to do so. If ilvl is the most important stat then they can basically set a higher floor for bad players, and stats mattering less means the ceiling is lower for high end players, but it's still a big enough difference that it matters at the high end and stat min/maxing becomes necessary and in some cases deep as certain classes want certain amounts of stats before going into others ect, and there are also stat soft caps now which I think will start coming into effect with the new tier. With so many options these days compared to Classic simming is simply a necessity because otherwise you'd go insane trying to perfectly balance stats manually, there are simply too many possible combinations of gear.
    Last edited by Jazzhands; 2021-07-16 at 01:07 PM.

  7. #7
    The Undying Lochton's Avatar
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    Eh.. Resistance gear demand was an easy way to add a bit more to bosses in an else limited mechanic settings.
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  8. #8
    Resist gear was just: "for this fight, you have to wear a few pieces of terrible green gear". Why? Because.

  9. #9
    Quote Originally Posted by zorkuus View Post
    Why? Because.
    I mean...wearing some armor that is especially resistant against fire when fighting the Firelord itself is actually pretty selfexplanatory to me.

  10. #10
    Quote Originally Posted by Kralljin View Post
    I mean...wearing some armor that is especially resistant against fire when fighting the Firelord itself is actually pretty selfexplanatory to me.
    It's not fun though. Like bosses being immune to certain schools of magic. Lore should never get in the way of gameplay.

  11. #11
    So TBC does have some resist fights but not as many as vanilla. The first boss in SSC requires frost resist IIRC and what ended up happening was people would just skip him and do the rest of the raid. That and the fact players did not (as a whole) enjoy collecting resist sets for a few bosses led to Blizzard removing the requirement in WOTLK.

    On enjoying TBC I would hate for you to have formed an opinion already. TBC launched with both T4 and T5 available. Blizzard has it phased to where you only have T4. We have an incomplete version of the original launch TBC right now. When the whole of TBC is released it IMO blows classic out the water.

  12. #12
    I don't think it adds anything gameplay wise and it added a burden in terms of grinding/collecting/gold that was an annoyance. I mean don't get me wrong I think TBC is my favourite version of the game, but the need for shadow resist items to kill 1 boss in Black Temple does nothing for the game. Does it make sense thematically? Sure, but personally I don't get any joy or engagement from equipping resist gear.
    Probably running on a Pentium 4

  13. #13
    Over 9000! Santti's Avatar
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    I find resist gear to be somewhat... troublesome.

    1) If the content relies too much into it, then it creates arbitrary timegates, where you can't really proceed, until people have the "correct gear" for it. And while getting better gear to get to the harder bosses is already a timegate of it's own, having to collect a secondary set of gear for the other timegate is just too much.

    2) If the resist gear is not that important for progression, then people forego the gear entirely, in favor of traditional gear for more dps/healing, which shortens the duration of the encounter, making you take less damage overall from whatever you needed the resist gear for, in the first place.

    I feel these points are why resist gear is not really a thing anymore.

    These days, people wouldn't appreciate having more gear to juggle than they already have, anyway. I don't think it was a good gameplay mechanic. It was cute, but it was not good.

    - - - Updated - - -

    Quote Originally Posted by zorkuus View Post
    It's not fun though. Like bosses being immune to certain schools of magic. Lore should never get in the way of gameplay.
    Yes. Story should inform gameplay, not the other way around.
    Last edited by Santti; 2021-07-16 at 01:26 PM.
    Quote Originally Posted by SpaghettiMonk View Post
    And again, let’s presume equity in schools is achievable. Then why should a parent read to a child?

  14. #14
    It wasn't, so it was removed.
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  15. #15
    Right now people rightly complain that they have 4+ slots locked due to domination gear and leggos. These items actually deliver some kind of gameplay change as compared to not having them. Now suppose telling the same people that they have to lock even more slots as well as still collect good items for other encounters, and that these items do nothing except serve as an ID check on whether you can attempt the boss at all. A boss that isn't mechanically more complex when you're actually fighting him but simply has a binary distinction on whether you can live through something or not.

    Ditto with boss immunities. Yes, it certainly makes sense that a guy made out of fire is immune to fire magic, but I'd really like to actually play my class and spec rather than be arbitrarily locked out of doing so for some vain attempt of realism, while Andy up front is chopping at him with a fucking sword because that same commitment to realism doesn't apply to convection.
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  16. #16
    Quote Originally Posted by Kralljin View Post
    Because some people didn't want
    (1) more Raid preperation
    Resistance gear was, at least at the time, relatively expensive and people had to spend a lot of time / money just in order to pass a certain boss

    (2) wasted bag space
    May seem ironic in the light of certain other systems that Blizzard tried to out recently, but carrying multiple sets of gear isn't engaging to some people

    (3) bosses where the sole difficulty was based on preperation, not skill
    Basic RPG elements basically. But no, masses of retarded children would rather want dynamic items, progression and shiny bling bling game in lieu of a title with actual depth.

  17. #17
    Quote Originally Posted by Gouca View Post
    Basic RPG elements basically. But no, masses of retarded children would rather want dynamic items, progression and shiny bling bling game in lieu of a title with actual depth.
    Where's the depth? It's no different than: "you can't do this boss unless you have 1000 amor, 950 won't be good enough".

  18. #18
    Because to be honest it didn't add very much beyond needing an extra set of gear. It works better as a single player mechanic than in a game where the entire raid needs to go grind extra gear.

    It also doesn't really lend itself to good boss design, where bosses are gated beyond needing a certain set of armor, rather than execution

  19. #19
    Quote Originally Posted by zorkuus View Post
    It's not fun though. Like bosses being immune to certain schools of magic. Lore should never get in the way of gameplay.
    Doesn't change the fact that the explanation is right there and not because some dev simply felt like it.

    There is a difference between "I think lore shouldn't get in the way of gameplay" and "This doesn't make sense", your statement implies more that you believe it's the latter.
    Quote Originally Posted by Deferionus View Post
    So TBC does have some resist fights but not as many as vanilla. The first boss in SSC requires frost resist IIRC and what ended up happening was people would just skip him and do the rest of the raid.
    You had to do every boss in SSC in order to unlock Vashj until 2.4, which was the last patch of TBC.
    So, you just couldn't skip Hydross without denying yourself the last boss, which dropped some solid loot.

    Especially because Hydross only required two tanks, one wearing Frost resistance and the other Nature resistance, no one else had to wear resistance gear.

  20. #20
    Quote Originally Posted by Overlordd View Post
    Started up in Cataclysm and somehow Classic vanilla stole my heart. I do not seem to enjoy TBC as much as I did with Classic. I really liked the idea that you couldn't just equip BiS for everything and go ham at it. Some bosses required you to have a ton of resist gear to counter them for example.
    That is just false. Maaaaybe tanks would equip some of that at the start but later you just slam through it. Look at the damn logs lol.

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