Players wanted resists and vulnerabilities to go away, blizzard delivered. New players hear about resistances and vulnerability being a thing and want them back. Only to realize how fucking stupid they are.
I know it may be hard to imagine, but imagine that: you are in a guild that tries to progress in naxx, literally all your magi are in a fire spec. Then there is an announcement of MC/BWL raid for whatever reason. How many mages will sign into those raids? None. I mean, if there is DKP at stake - all of them, spamming frostbolt doesn't require you to respec (and there is basically no way for someone to check if you are still in deep fire, unless asked to pop arcane power or something), but general idea of not being able to do your job properly (and maybe benched because of that), because encounter simply doesn't allow you to do damage sucks, and eventually you'd be tired of that pointless mechanic
Originally Posted by Urban Dictionary
"El Psy Kongroo!" Hearthstone Moderator
yeah great carrying around 10 types of fucking scrolls for every resistance.
sounds like some loser with too much spare time who probably can't do a simple m10 but loves to talk how he needs to constantly swap enchantments for every mob then do the exact same rotation as always.
That doesnt sound like a pointless timesink, as elemental wouldn't it be sooo much fun to see a fire elemental then just spam frost shock endlessly oh yes so much fun for about 3 fucking seconds.
WoW is not a single-player RPG game. Which means traditional RPG elements have no place in it. They haven't been a thing for like the past decade for a good reason.
Your class usually deals only one-type of damage (or is mostly built around that) which means that something being resistant to it simply deletes you from said encounter and you can do nothing about it. This means your class as a whole becomes way less valuable in that tier/season. Which means you make a whole lot of people very unhappy.
If you want a classic RPG like experience like water elementals can't be damaged by water spells or something, there are dozens over dozens of single-player RPG's that do just that. Those games are balanced around the idea that you have to adapt yourself based on such regulations. Those provide you the tools for it.
Resistances in an MMO provide no meaningful gameplay element that you can tackle. They are binary restrictions. You either can't do anything against them, or they don't matter. That is bad game design.
Besides, the conversation has no point overall, as Classic IS coming and already HAS a release date, so I don't even know why people would be whining about this right now. You'll get your wish in a different game.
I think this is a crucial point in those entire discussions sparking up recently.
Too many people forget or just flat out refuse to pay any weight to the argument why certain things were removed.
The reality is, if those mechanics come back, it would take them one raid night until a good chunk of them go "Oh, that's why".
To be fair, mechanics like that that screw over players are fine by themselves, but not in a game that requires you to put dozens of hours into your character. Especially in environment where "if we bring X character it'll be effective on 5/6 bosses, if we bring Y character it'll be effective on 6/6 bosses". look at class discuusions right now, where 10% difference in dps between a warlock and a mage is considered to be bench worthy by some players. Now with resistances it'll by way more than 10% difference, but somehow it's fine, because "rpg elements"?
I'm fine with fire elementals being immune to fire in DA:O, because i'm still able to use other 3 characters other than my only-fire-specced-mage (and maybe equipping a wand that deals frost damage for at least some damage), but in wow in raid environment it's just sucks
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Obviously because clicking a button once an hour or before a boss pull is "RPG friendly" and "fun" compared to not clicking it.
Originally Posted by Urban Dictionary
imagine a boss which is completely immune to all forms of damage, except 1 type, and increases the damage it does to you if youre not a specific resistance type.
imagine that this boss switches, as a mechanic, its resistance type and its dmg bonus type every 30 seconds.
a key mechanic in this fight would be bag management and using scrolls in your bag properly before youre 1 shot by the bosses aura of damage. all 20 people would end up using 50 scrolls that each cost 500g every attempt. it would be beautiful
of course this would be on top of all the dont stand in fire mechanics that are constantly on the ground, which come both from the adds(which have their own immunities), and the boss
Last edited by apples; 2019-06-22 at 02:58 PM.
"El Psy Kongroo!" Hearthstone Moderator
RPG elements and mechanics doesn't fit into Blizzards current design paradigm for WoW.
Everyone has to be 100% optimized at all times.
Last edited by MasterHamster; 2019-06-22 at 03:04 PM.
Active WoW player Jan 2006 - Aug 2020
Occasional WoW Classic Andy since.
Nothing lasts forever, as they say.
But at least I can casually play Classic and remember when MMORPGs were good.
"El Psy Kongroo!" Hearthstone Moderator