I wonder how much they'll pace it out.
Let's be honest here, WOTLK will be the end of Classic, surely?
Is anyone going to play Classic Cataclysm?
BASIC CAMPFIRE for WARCHIEF UK Prime Minister!
I'd play it, from a raiders perspective T11 & T12 was pretty fun with a few decent fights, pre nerf heroics were also fun.
The whole thing wouldn't last for more than a year anyway because Cata doesn't have enough content to have more than three phases - and no one will farm DS for ~4 months.
One of the bigger draws and retainers will be the expansion-long place for 10-man raiding. Wrath is resistant to metas in the first place, so with realistic expectations of gear and progression, someone with 9 friends and halfway reasonable buff/debuff coverage can do their thing -- lifted by the more's lower difficulty setting.
I enjoyed Wrath because of the environments (Northrend zones, Dalaran, dungeons and raids), quests, and the raids. The visuals in particular are what come to mind when I think of Wrath. I'm old enough that "hype" is now a meaningless word but I will say that I would play it and find it enjoyable.
Considering the DQs in Isle were more numerous, provided more gold in relation to WotLK (gold was more valuable in TBC), and was a hotbed of pvp activity on the right servers, I'm going to go right ahead and correct you.
The Isle was a far superior world experience than The Tournament.
The casualisation of wotlk was the main goal of the design team in wotlk. Even before release they talked about the goal of people running a heroic or two on their lunch break. They succeeded in this goal and still managed to release skill appropriate content for the more organized players. I think wotlk was one of the better expansions because it gave you hard content for the more organized and easier, spammable content, for the less organised. In a world without mythic plus it was a good combination.
I'd love to play Cata, it was awesome. I'm really not sure why people hate it as much as they say. Classes were fun and some revamped to be improved (Moonkins having waaaay less rng for good dps for example), rotations were more complex and fun (imo), class balance was decent, raids were fun (subjective again I know, but imo).
If the world revamp and DS being a reused Dragonblight was hated, then I can understand that to a degree. But to hate the whole expac because of it? I was a massive no lifer and try hard at the time as I was unemployed, and I played a lot of classes, I still managed to play hours and hours every day because of how much I enjoyed it.
It's...complicated. Personally, I have a lot of fond memories: I realized I was among the top end of players, became a raid leader, survived a guild that lost 80%+ of its roster in T11, and saw the same group finish for Mists about as strong. Enjoyed PVP, absolutely loved the Arms rotation.
At the time, though -- if you played with moms and pops on mom & pop servers, you witnessed an unbelievable population and activity drop. Some of us could handle the difficulty increases or healing mechanics, most by way of statistics could not. People on Trade went from ICC pugs to trash runs -- trash runs, I kid you not, through Firelands. A so-so story and missteps on content releases didn't help. An experience, definitely, though probably not one most would want to relive.
100% bro, Deathwing was a let down, but that doesn't mean the whole expac was a failure. I also enjoyed some of the other DS bosses, but Firelands was leagues above.
I'm not surprised, Cata heroics were a step up from Wrath to say the least haha, but I LOVED them to start. Can definitely see how it would affect the casual playerbase though. But again, that sort of thing wasn't really a taint on the expansion, more of a drawback of making harder content when a lot of the playerbase was used to being extremely casual with low skill and next to no adaption to the extra difficulty.
In WOTLK 10 man was the "Easy mode" that geared people up to proper 25 man raiding. This is when I saw a big boost in people raiding. Even if people were new players or undergeared they could gear up by pugging 10 mans then work their way up.
When 10 was made on par with 25 man raiding in Cata, there was an entire difficulty section that was removed that wiped out a lot of guilds and pugging.
They added LFR to try and fix this I guess, but it was completely the wrong tool for the job and threw so many of the toxic elements of the community and bad-development together and made it all feel even worse somehow. A lot of the updates to loot rules we have now were made just because of the toxicty and selfishness of the playerbase - It's hard to imagine now that when Blizzard launched LFR then they wouldn't just assume half the players were trash people and would NEED on every item as their 10 gold from selling it was more important than someone else getting a good upgrade - but I remember at the time that even I was shocked at how cuntish the community had gotten.
I don't think they fixed the raiding level issues until they added the flexible raiding for SOO - This kinda solved this gap in raiding they'd created with CATA. By then though, the more casual players were just doing LFR instead or had quit already so it never really recovered.
Last edited by rogueMatthias; 2021-12-24 at 12:22 AM.
BASIC CAMPFIRE for WARCHIEF UK Prime Minister!
100% correct. I'm embarrassed I didn't see it until recently, but on top of Wrath's other design successes, 10-mans are likely to be the key to Classic's popularity — especially because everyone knows what's coming around. Established guilds can use them like scrimmage. Up-and-coming guilds, though, can use these as starting capital. They won't even need a full roster: have a core, pug the last slots, and even in Ulduar they can get their money's worth out of 2 hours.
Also 100% correct. Tragic mistakes on both ends. For 4.3, Blizzard suddenly had tunnel vision and saw only two types of players: world-class champs and incompetents who'd just as soon be mailed loot. Absolutely no understanding that there *is* a spectrum of difficulty expectation and social contracts; that players still wanted to earn their rewards and cooperate with others, but needed something a little easier. It wasn't until mid-MOP that some poster on the official forums used the phrase "beer league" and Ghostcrawler put 2 and 2 together, drawing attention to what became Flex, and the belated restoration of that section.When 10 was made on par with 25 man raiding in Cata, there was an entire difficulty section that was removed that wiped out a lot of guilds and pugging. They added LFR to try and fix this I guess, but it was completely the wrong tool for the job and threw so many of the toxic elements of the community and bad-development together and made it all feel even worse somehow.
Wotlk solved a lot of the problems or unfinished work that were in vanilla/tbc, namely the classes finally felt complete and they found a good system for raid loot. They still didn't figure out PvP gearing though, that came in cataclysm. That's why I'd prefer cata slightly more than wrath.
With how they have handled TBC Classic, my interest has disappeared in Wrath Classic.
It will be the most played WoW version regardless of what some people on MMO Champion say.