Classic has more mechanics than BFA

There are two types of mechanics.

  1. There are primary RPG mechanics
  2. There are secondary gameplay mechanics.

Classic is a game of primary RPG mechanics, with some secondary gameplay mechanics. There is real depth, and complexity in mastering the primary RPG mechanics of Classic WoW. These primary mechanics include…

  • Threat management, resource management, gear acquisition, stat management, crowd control, focus fire, hit / dodge / miss / parry chances, resistances, professions, and consumables. Patience, strategy and communication are required.

The secondary mechanics are things like…

  • Don’t stand in the fire, face the boss away, watch the tail swipe, dodge the attack, etc.

Retail has no primary RPG mechanics left, though it is full of secondary gameplay mechanics to compensate. The result feels nothing like an MMORPG but more like an ARPG. It’s like a pizza with extra toppings and no crust. BFA is a soulless game of secondary gameplay mechanics only. There’s no core game left, and the Devs haven’t seemed to notice.

I hope Classic teaches them well.

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It has more mechanics than BFA in some ways, and less in other ways.

This just in: two wildly different games are wildly different.

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I wish they’d bring back threat and CC back in retail and remove all of those stupid enrage timers on every single bosses.

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A whole lot of mental gymnastics going on to pretend that Vanilla wasn’t also easy.

Vanilla had a higher skill floor, but Retail has a much higher skill ceiling. That’s all there is to it.

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I mean sure bosses in Classic have more “RPG Mechanics” but they in no way compare to the complexity of Mythic raid bosses in retail.

Tbh thats the only part that retail has better then Classic is the raids that are way better and engaging in BFA.

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It’s not a question of hard vs easy. Those things are adjustable as needed.

It’s a question of the right design philosophies vs. the wrong ones. It’s a question of what constitutes a real MMORPG. What does matter is Devs learn from their mistakes to avoid another BFA. And just between us, when Classic smashes all expectations this summer, they will.

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A lot of people care about Hard vs Easy including me.

If the game is too easy, then there’s no challenge and it becomes boring fast.
A game keeps me interested when there’s a high skill ceilling where I can always thrive to get better.

In this case your sarcasm did not further the discussion. Try engaging in the points the OP brought up as they are rarely so clearly made here, and cut straight to the heart of the classic vs. Retail discussion.

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You may have no more to contribute but don’t try to stop those who do.

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I have been enjoying auto attacking mobs to death on my beta shaman because spells use so much mana and casters get 0 gear scaling for damage until near cap.

Pulling 3-4 at a time is NP because i just heal while i whittle them down.

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This is a very interesting point that gets down to the definition of what an RPG is. Although your claim that threat management for example is inherent to an RPG while dodging fire is not seems intuitive, I’m unable to articulate why.

That said this does nicely encapsulate what I’ve been trying to communicate about the difference between RPGs and action RPGs.

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In your case your posturing did not further the discussion. Try understanding that Blizzard is about profit right now and a huge part of that is preventing market cannibalization, and understand that the purpose of Retail WoW might be different than the purpose of Classic WoW.

Threat is kind of tricky.

Its primary job seems to be to handcuff all dps to the skill and gear level of the tank.

So no car trouble ever?

But a critical point is how that skill is manifested from you into the game. Is it through twitch reaction speed? Or is it through strategy formulation and adaptation? You can improve at both but they are substantially different.

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Absolutely, no question. Each individual mechanism can certainly have unintended and/or emergent consequences.

As a side note the group is also capped by healer and group Mana. So no matter what you do there will eventually be a cap. Where you set it is somewhat arbitrary.

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And now, every boss has become a DPS race to the point of needing to add a hard enrage timer on every single boss which isn’t much better.

Enjoyable riposte. I’m unsure what topic you are discussing but I’ll be sticking to this one.

In retail you need both. With a poor strategy you aren’t going to kill bosses. My raid struggled on heroic Uunat because our strategy was terrible. Figuring out the appropriate strategy, pouring through logs, and adapting successful strats to our raid comp was part of the challenge. The other part of the challenge was getting people to not fail mechanics while also doing acceptable dps/hps. From a mechanical skill and strategy perspective, at least pertaining to raids, retail beats Classic hands down. I would guess that many very successful raiders from Vanilla would struggle with heroic end bosses and anything at the Mythic raid level. The skill requirement is much higher. What retail is missing are the deep RPG and resource management elements that made raiding in Classic so satisfying.

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Enrages exist (and were in vanilla) to prevent stacking tanks and healers to make sure nobody died.

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