Originally Posted by
bugsix
-Rogues had to craft their own poisons with special labs spread across the world
-Rogues could deactivate traps.
-Rogues had to train lockpicking by opening lockboxes around the world.
-Stealth used to have levels and could be more or less effective
-Hunter started without any pet and had a quest to teach them how to tame one, enhancing the link between them. Now they automatically start with one. Same for Warlock and their first demon.
-Hunter could use Eyes of the best to see through pets eyes.
-Hunter's pet had an happiness and loyalty bar
- Hunters had 3 pets max. Each ones feel special. Now they carry a whole zoo in their bags.
- Hunters couldn't attack in melee range with ranged weapons.
-Bows and guns require ammunition
- Warriors and rogues were able to use ranged weapons.
-Warlocks had to get and carry soulshards in special bags.
-Warlocks had a detect invisibility spell
-Death Knight's Raise Ally spell bring back people as... ghouls!
-Druids turned into tree form to heal.
-Priests had 2 uniques racials
-Mages, Warlocks and blacksmiths could craft various oils and grindstones to buff weapons.
-Paladins could be played only by Alliance while Shamans were only for Horde.
-Weapons require skills, including hand fighting. If you equipped a kind of weapon that you didn't know yet, you needed to use it a lot before doing max DPS. You also needed to see a weapon trainer first.
-Speaking of trainers, you had to see a trainer in town to learn your new class skill/spell. Now it automatically spawn in your action bar as you level.
-Some spells only worked on specific mobs, strengthening the lore.
-Magic/fire/frost resistance gears were useful against specific boss. Once again it strengthen the lore. Some mobs had fire resistance too and/or were weak against frost spells. Frost resistance gear was vital against Sapphiron etc.
-Classes were a lot more different: in term of rotation, but also some didn't have any interrupt, or any cc, or any group buff etc. In the same way, lots of class, especially pure DPS, didn't have a single heal. Now almost every class has the same set of interrupt/cc/heal/group buff.
-Mana and health regenerate way slower, so you NEEDED to stop and eat/drink every few fights. Food and drink actually mater, and mana for DPS caster mattered too. When's the last time you bought normal food in game?
Spell levels (Holy Light 1, Holy Light 2 etc.) existed and were useful to manage your mana.
-Each classes has unique quests to unlock specific stuff: mounts for warlocks and paladins, postures for warriors, druid's forms, poisons
-Every classes had an extra equipment slot
-Original talent tree allowed hybrid class to freely mix healing, tanking and dps abilities (even if it wasn't often imba!).
-According to your race or spec, different weapons meant different abilities: maces used to stun, axes had extra crit chance, swords were faster or had a chance to double strike...
-campfire required simple wood and a flint.
-candle, feather, stone...) were needed to cast lots of utility spells. Some could be simply bought but others needed farming all around the world.
-Auction Houses were local. At start, only Ironforge (for Alliance) and Oggrimar (for Horde) had one. Also goblin's AH were neutrals so they were used by smugglers to trade rare items between factions.
-You need to travel to dungeons and battleground. Now you don't even need to know where they are.
-Breathing bar was shorter and quests that required you to go under water didn't auto-give you water breathing buff like now.
-There was no instance in the world: If people were in the same place they see and could help each others.
-Quests objectives weren't displayed on your map. Quest items didn't sparkle (or had an outline) and quest givers didn't show up on the minimap. Also quest mobs didn't have their names highlighted for you.
-Lots of group quests so you have to, well, make group while leveling.
-Some of the most powerful spells were only learnable from rares Codex
-Rare recipes required you to travel all over the world, either to find/buy them or to do special quests and even dungeons to unlock them
-Sound logical, but you actually needed a fishpole to fish, a knife to skin, a hammer for blacksmith etc.
-You had to level gathering before getting to the next zone. Now tou can skin/gather in Draenor even if you're level 1.
-You need the actual mats to be in your bag. Now you can have them in your bank and craft anything in the wild.
-Some professions had sub-specialisations: Blacksmith could specialize in weapon-smith or armor-smith; Alchemist could become transmute, potion or flask masters; Engineers could focus on goblin or gnome recipes. (some of those specialisations still exist but aren't updated anymore)
-Skinners could skin either normal leathers or scales (used for mail armor). Now only normal leather exist.
-Only enchanters could, well, disenchant items.
-Blacksmiths and engineers could craft keys and bombs that can open doors and boxes
- world pvp ranks with specific rewards like gear but also repair discount or access to a special World Defense channel.
-Alterac Valley lasted for hours with lots of PvE quests included, You could even summon bosses to fight for your side! (You can still technically do it but it's not relevant anymore
-You could loose honor if you killed civilians from opposite faction.
-Gold was scarce, it took a LOT of time to save up 10g. Now you can literally make thousand of gold in a day.
-Mounts had different speeds. Now they all go to your max speed. Also summoning mount took twice as long (3 sec vs 1.5 sec now).
-Leveling took way longer, so the focus was more about the journey, less about the destination.
-Mobs were harder to kill: you could fight a couple of them but pulling a whole group often meant death. Same for rare mobs that requiered a group. Now you can easily pull 5-10 mobs and solo any rare you encounter while leveling.
-No instant mail, even to alts. Now there are mailboxes every 20 yards in every cities.
-When hard raid mode was first introduced (in Ulduar), it was done via in-game action, ie: you had to do trigger specific things during an encounter. Now it's via a click on a menu. (this kind of gameplay removal -World of MenuCraft
-Some raids couldn't be entered directly, you first had to do questlines
-Dungeons were real mazes that could take hours to complete. Now it's mostly 3 bosses separated by corridors that took less than 20 minutes to defeat.
-You couldn't have Alliance and Horde chars on the same PvP server, which helped faction pride.
-Keys existed. To open special doors you had first to find the key, ask a rogue to picklock it, have a blacksmith craft a key or use an engineer's charge.
-Servers used to be completely separated. This made realm communities and personal behavior extremely important because if you did something like ninja loot, you were labelled as "that guy" and were responsible for your behavior. At the same time, everyone knew who the best players on the server were in PvE and PvP respectively. The server was your world.
-Players used to be automatically dismounted when they entered waters... But gnomes were the only ones to be also dismounted in shallow waters, such as Zangarmarsh or Swamp of Sorrows.
Sorry but whoever says that vanilla was more shallow, is a troll or stupeed