Originally Posted by
rogoth
1) the person i quoted stated that wrath was when subscriber numbers started to decline which is factually incorrect, and the fact that wrath held the same subscription count for almost it's entire lifespan from prepatch TBC to the jump up during prepatch for cataclysm shows that the content was both fun, interesting and engaging enough to all those people playing that they stayed subscribed for the duration, or that there was enough new players coming in to replace the old to not see any decrease in player numbers, also well done at ignoring context in anything that's been said so far (this seems to be a running theme of yours).
2) pray tell which heroic dungeon did you do AT RELEASE that took you only 30 minutes with no CC needed and a flawless run, was it violet hold? the easiest most boring snoozefest since hyjal?, because there was a good number of the dungeons that in starter gear were extremely hard on heroic, gundrak being one of them, but sure keep context out of things because it fits your narrative better.
3) the only class that could aoe tank was paladin with the changes to the prot tree from TBC>WOTLK, dual wield frost DK could also do it but sucked ass for boss tanking so wasn't seen as often, warriors were exclusively single target tanks making use of the old tab target roulette, same with druids for the most part so no, it wasn't all just a straight up 'tank and spank' fiesta.
3.5) it wasn't that people couldn't handle the cata dungeon difficulty, it was the new wave of players that had both come into the game during wrath, and those lesser skilled players who people were being exposed to now en masse thanks to the dungeon finder system being added in 3.3, it was this rather large majority of players who couldn't handle the difficulty spike that led to the tuning changes and removal of harder content, again context lacking from you in this point.
4) running theme again showing up, where in anything i said did i state that 'class homogenisation is a great thing'?, i said EXPLICITLY that for raiders/raid leaders and guild officers it was a welcome change to not need to spreadsheet for people to go in certain groups because of mandatory raid buffs and sitting better quality players because they were playing the wrong class/spec, which was one of the worst parts of classic/TBC, and i say that as someone that led several successful raiding teams/guilds over the course of the games lifetime, i think you need to go and brush up on reading comprehension.
and lastly, the thing that made ulduar great for me was the amazing zone and difficult fights after the let down from naxx/EoE/OS, not even 3 drakes was enough once you got the rythmn down and outgeared it, at the time the story didn't bother me, and honestly some of the fights weren't interesting, most of them were mundane 'tank and spank' fights that were just there to fill time, razorscale and ignis being prime examples of this, kologarn further in the same, when people stop looking through the rose tinted glasses and see it for what it was there was epicness in there for sure, but it wasn't all like that, same goes for TBC, mags lair was a total snoozefest, gruul was ok but again that was more to do with the 'mage tanking' aspect on first boss breaking the pace up, kara was fun to do with friends who maybe didn't raid normally or people who weren't attuned/ready to step up further and acted as a good way to test new recruits, the list goes on, but suffice to say i hope i have made my point.