I just want a good MMO. Huge server community with the famous,infamous, in-game drama and the routinely(to the pojnt of repetitive) forced social interactions. The gameplay is just a bonus.
I just want a good MMO. Huge server community with the famous,infamous, in-game drama and the routinely(to the pojnt of repetitive) forced social interactions. The gameplay is just a bonus.
The real reason WE want Vanilla (in my opinion)
since when is we your opinion? The reason I want vanilla is to enjoy the game like I used to enjoy it, that's it.
Basically, differences are cool. Unbalance is cool. Farming 300 hours for an Arcanite Reaper to slaughter those who don't have one is cool unbalance rooted in difference
the reason i miss vanilla is because there was no free gear giveouts.
No, the answer is right there.
People who sucked have historically hated homogenization, because it shows them (and the raid) that they aren't as useful as they think they are.
Shaman/spriests/paladins being auto-invites where you could practically afk just because you provided a buff/debuff/whatever was bad design.
Go play a cleric somewhere else.
The entire honor system was dumb, mostly because of battlegrounds. There was practically an independent MOBA game inside WoW, which they should have made a separate game and call it 'Warcraft: The Overwatch'.
Without battlegrounds the honor system would have made at least slightly sense. It would have promoted wPvP and kept people playing WoW instead of queuing for instanced content.
It's not trolling. Whether or not you want to talk about it, there's more than a few people longing for the days of vanilla raiding because raiding was less about individual player skill, group coordination and clutch timing and more about how much time you had to waste on the game. Consumable farming and grinding through 2-3, sometimes more, raids every week for better gear all directly translate to time investment, which was the determining factor in vanilla raids. Only a handful of fights in vanilla involved difficulty based on anything other than the tuning of numbers; even half of Naxx was essentially a tank and spank with one gimmick.
Many of these people felt 'leet' in vanilla because by treating the game like a job they got sweet epix and saw content everyone else didn't get to, and they're ornery that today the game is less about time investment and more about either simply enjoying content if you're a casual player, or very difficult mechanics if you're a 'serious' raider. They have lots of time to waste but aren't really cut out to raid difficult content. It's not limited to raiding, either. A good example is this very topic, where someone refers to instanced PVP as 'WoW overwatch' derisively, because it killed 'world PVP' - which historically meant 'high levels feeling like they're good players by killing and camping lowbies, killing their quest NPCs, and generally zerging them until numbers evened up'. The honor system was another exquisite of time wasted > actually being good.
WoW was modeled after EQ, which also mirrored this philosophy of 'class and time investment > player ability'. Every pre-modern MMO did, really. That's not to say current WoW hasn't gone too far in the opposite direction, which I feel it has, to an extent. But it's preferable to a system that rewards you for wasting your entire life in the game, and for picking the magic option at the character select screen, instead of the option you really wanted to pick.