This is fine, but mid to late TBC was the last time whrn you could get everything done in game just off of effort alone.
Since then you also need skill and ability. Whether this is good or bad is a point of view, but it does detonate thje argument that the modern wow player can just sit there and grit their teeth and clear everything.
Yeah, people most definitely had requirements for HC's back in BC. I can't recall EXACTLY, but I do think people asked for certain amounts of DPS, or something.
Basically, every neat thing WoW has had, has, or will have will be ruined by people wanting to keep others out of it :x
Compared to the old ones, all of them.
Yes, it was.You mean that post that cherry picked and changed its definition of what counts as an ability between expansions and altered to results to skewer the numbers?
Yeah that was a good post.
You not liking doesn't mean anything. it was either tryue or false. (it was true, shits more complicated now.)
Do flex.
10-man normal mode difficulty back in wrath is comparable to flexible raids today (or maybe flex is even easier).
My addons:
Announce Interrupts: Announces in chat when you interrupt a spell.
Tol Barad Reminder: Reminds you to queue for Tol Barad by printing a message when the battle is approaching.
EasyLogger: Turns on /combatlog inside raid instances, and off outside.
Simple class resource bars: Paladin Rogue Shaman Monk Priest
They cant be so many if it takes you hours to set up a dungeon group.
So you are just making stuff up as usual?
Solid argumentation right there, cant disagree with you.
Link please. Never heard them say that ever.
Stop universalising your own personal experience, you are irrelvent when talking about millions of other people.
Someone to tell the truth as it is. And about "hardness". I have something to add to your vanilla experience on leveling. When I started in late TBC, I remember I had to wait my hp to regen after single mob killed. And now....2 days ago I saw 10 lvl mage killing 36 lvl mob....I mean, come on, is this there we are heading?
In a manual grouping world, you took people you knew or who had a rep for being able to play.
You could get a rep on your server and with guilds but it took ages if you were new, and obviously most people when they first start can't play for shit. This meant that most new players tried their first HC, sucked dick and then got put on the blacklist and that was it for them unless they got super persistent or lucky with a friendly group in future.
Good answer. I will take it as you decided to admit being wrong as you could not formulate a single answer to the question.
Or you know, I actually decided to double check the data myself instead of thinking, "This fits my agenda so it must be true!". If you double check all the numbers yourself you will find out how wrong they are.
It never took me any time at all and I never said it did. It took the gen pop hours to set up groups.
No, i'm using data in the form of blue posts.So you are just making stuff up as usual?
But you will anyway because you are more oncerned with looking good and being "right" than learning anythingSolid argumentation right there, cant disagree with you.
use google, lazybones. I would but until you prove to me you can change your mind you aren't worth it.Link please. Never heard them say that ever.
Do Flex. Group is found much faster than LFR, thanks to openraid and oqueue. You can pick the players yourself. You can do it with 10ppl. You can't tell me that, if you are a dps, queing up for LFR makes you satisfied to come into a group, after 35+ mins waiting time, just to see they are on the last boss with 5 determinatioon stacks and you know you have another 35mins+ queue infront of you just to get the previous ones down. An organized weekly premade flex (yes, you can put in the effort to once find reliable ppl) is so much lesser of a fuzz than LFR and it's god damn braindead maggots(some of them!).
I saw in a blue post that in the next expansion flying pigs will be a playable faction similar to the flying sheep in WC3.
Oh, want a source? Nah, use google, lazybones. 100% confirmed.
Step 1. Make up a ridiculous claim.
Step 2. Make up a source without giving that source up.
Step 3. When asked for source, tell others to find it themselves even though the source is supposed to be 3-4 years old and never existed.
Step 4. Pretend you are right until people can find your source that do not exist.
Step 5. Profit?
Last edited by mmoc4d8e5d065a; 2013-10-31 at 12:23 PM.
So what? It could be done in a form of a Guild house, so you won't be there alone, but instead you'll see your fellow guildmates and feel like you have your own place in the world. I don't understant what you're trying to see standing near AH in the city.
- Epics? Nope, everybody have epics nowadays.
- Original names, like Leeeeegolaaaaas? Nope, it just bothers your mind how stupid some people are when you see some.
- Mounts? Nope, there are no original and rare mounts beyond loot card ones, and they are by default ugly and low-poly.
Only one thing you really could admire while standing in a crowd is original transmog, and it is too rare to find nowadays, you basically see armored bikinis on every player. So, please share, what exactly you're so eager to observe in a city?
At least, it would be another game of searching and adding trophys to players collection. More content is better than no content at all.
Are you sure you don't confuse casuals with bads? Bads have all the time in the world, they just don't want to step up. Casuals have skill, they just have less time to play game; and, what is more important, they don't have a regular shedule for playing. The question was about content we give to casuals, not to bads. I really don't care about making content for bads, because I don't care about bads at all.
Casuals that have fun in actual playing the game, I mean, finding guilds and friends, participating in guild events and so on, would find some 5-man hard dungeons interesting and fun. You could say: why bother when you have CMGs? CMGs are nice, but they obviously lack rewards. You do them once, get your set and you have really no sence in coming back. Blizz could improve them by giving a decent raid-level gear; and, I personally would like the dungeon difficulty to upscale for players gear instead of downscaling player to dungeon's level, because it is dumb and inbalanced for half of specs. Its easy for devs this way, but I don't care about devs easy times at all.
Sweet nectar of victory
So lets make a summary what you accomplish in this thread
1. Say that raids are getting more complex. Gets asked what fights have become more complex, cant answer that question, moves on from the topic.
2. Say that there was a post about it earlier. Source gets called out for being incorrect and biased with skewered results. Moves on from the topic.
3. Claims daily HC used to take hours to complete and a majority of the population could never do them. Claims he has a source. When asked for source, leaves the thread.
Good job! Another fun day talking with you.
Last edited by mmoc4d8e5d065a; 2013-10-31 at 12:27 PM.
And therein lies the problem in my opinion.
World of WarCraft was not advertised as a raiding-based game to most of its audience. Certainly gamers with previous experience from mmos realized that there would be some type of such activity, but they were, and are, just a small minority. The vast majority of players that flocked to the game came for its open world aspect; that promise of a vast world filled with mysteries and adventures; not the raiding.
And initially, they got what they came for; vanilla, with all its shortcomings, offered an immense amount of open world content, mostly concerning exploration and questing; while at the same time it provided some, but very limited compared to nowadays, hand-holding. The amount of content, the type of content, and the time spent figuring out how to approach it, led to the most positive period of the game, for casual players mostly as well.
And it was only when the developers tried to shoehorn everyone into raiding, collecting points, repeating dungeons, gathering gear, etc; that the game started to become boring, repetitive, feel like a chore, and the greatest "sin" of all: lack excitement. Why did they do that? Other than the fact that it is easier, cheaper and faster to develop instanced and repeated content than open world one, I don't know. But they did. And they dragged most of the casual players to that content through the lure of rewards.
The result is a game that is inherently boring, favours and even instills routines (in a supposedly grand adventure of all things), promotes individuality instead of cooperation and just plain feels like a tour, a very comfortable one, through a park, rather than an exciting journey through a mythical world.
At the same time you have Skyrim exceeding 10 million copies sold, in an age of rampant piracy nonetheless, by doing exactly what vanilla did: offer a vast, complex open world for players to adventure in. And then people wonder what went wrong?
So if I'm understanding you correctly, I should be able to log on randomly throughout the week on a day when I have 4 hours in a row available, and just join a normal mode guild's raid? It's that easy? Just log on, find a guild that's about to start a normal mode run and ask for an invite?
That's very interesting and inspiring, I had no idea getting an invite from a normal mode raiding guild was that easy.