Originally Posted by
Kalisandra
I, for one, still think Ulduar was one of the best raids ever. What's more, I pugged quite a lot of it, and well before ToC came out.
One reason WotLK was a great expansion was that with 10-man and 25-man lockouts being completely separate you could raid one size withyour guild and the other with a pug group. Yes, there were issues with loot level vs difficulty, but not as bad as in Cata where they tried to make 10-mans the same difficulty as 25-mans, and sometimes got that hilariously wrong (in both directions). Also, Ulduar had the really fun hard modes that you generally activated by doing the fight a different way.
Ulduar looked epic, felt epic, and had epic fights in it.
Not sure what you mean by 'welfare gear' in this context, but if you mean 5-mans dropping catch-up gear, ToC had that as well.
On top of that, WotLK had an open-world PvP zone (Wintergrasp) that, after some tinkering, actually mostly worked. What's more, by making it always PvP-flagged on PvE realms and making the mobs within drop elemental mats at a better (but not insanely better) rate than elsewhere, and having really good herbs and ore in it, people wanting to farm mats had a choice to make, one we see to an extent with Warmode and rep/XP today.
For many classes it was the high point of the old talent point system, before they forced you into a single 'spec' (Cata) and before the current talent system. It was also, for some, a sweet spot between the simple (and often boring) rotations of Vanilla and BC and the very involved rotations of MoP and later. Class homogenisation wasn't a thing then either. Yes, it was the time of "bring the player, not the class", but many melee and most ranged still lacked kicks, healer cleanses didn't all remove magic and debuffs were more common and more varied. Stuns were less common and usually found on clases that lacked kicks or strong snares, and so on.
While it was 'raid or die' to an extent, you could get gear via PvP (and it was by purchase, as they've gone back to for SL), and some via token farming in heroics.
It's true that there wasn't as much to do, outside of raids, your daily heroic, and PvP. However, that meant that there was a livelier mat and crafting economy, because people would farm whilst chatting with guildies and friends - it was a very social game still. That was what LFG (and the later LFR) killed off, along with having a bazillion dailies and other chores, all of which took more concentration than farming did.
Oh, and mobs weren't packed in so tightly that you couldn't avoid aggroing them when on the ground, as is generally the case these days, and there wasn't a whole lot of BS around flight (and in fact you were assumed to have it in the later part of the levelling process and in the endgame).
All in all it was a really well crafted expansion for the time, though elements of it show their age now.
But, most of all, the game still had enough room that it LK could feel fresh, in a way that later expansions just don't.
I wouldn't want to go back to LK now (though if LK Classic comes out in a few years I'll probably try it), but if the game had stayed more like that I'd probably still be playing it and so would more of my old guildies than there are now.