Hi,
Just an open question… from a 2004 Vanilla player.
But first and foremost, thank you Blizzard, truly, for this opportunity!
Now - If the true purpose of creating WoW Classic is to recreate the authentic vanilla experience - then why not focus on just that, where it is possible?
Player experience in this context is not always the same as static data.
The experience back in the day was for example that dungeons were rather unforgiving. This was actually one of many important components that made the original masterpiece.
In my opinion - If we want longevity (as much as can be, WoW being an old game) in WoW Vanilla, if we want a standing chance of recreating the experience, then perhaps we should stop debating data and start discussing the experience instead!
Quotes from the original Blizzard WoW vanilla dungeon design philosophy:
“Experience feel meaningful”
“Sense of danger”
“sense of progression”
“pulling is a great way to show individual player skill”
“the path of least resistance”
“boom everything is dead”
The game design pillars of yesterday are the answer to recreating the player experience of the original Vanilla WoW back in 2004. They are timeless.
Watch the clips below - they are amazing! They touch on the subject rather well when it comes to recreating the WoW vanilla experience:
World of Warcraft vanilla Dungeon design
World of Warcraft vanilla Raid design
Down below are a few examples of the many nerfs made (to dungeons) on the way to patch 1.12. Raids have undergone the same treatment.
Some of the nerfs may not be relevant as they perhaps do not fit into the 1.12 patch. See this as input - not as a complete package of what to implement/reverse patch-wise.
Patch 1.12
Stratholme
- Baroness Anastasi in Stratholme will now leave the possessed target when the target is below 50% health, instead of 30%. She will also cast Possession slightly less often.
- Overall respawn in the entire dungeon made longer.
- Crimson Conjurers will no longer roam in pairs.
Scholomance
- Risen Aberration health and damage reduced.
- Reduced the duration of Dark Plague from three minutes to 90 seconds.
- The creature spell, Call of the Grave, has had its damage reduced by half.
Uldaman
- Reduced the number of Shadowforge Ambushers that attack after looting the quest chest.
- Shadowforge Ambushers are no longer elite.
- The respawn of the Stone Stewards has been changed to 2 hours (from 30 minutes).
Zul’Farak
- The respawn of the 2 Troll/1 Basilisk patrollers should now be 2 hours.
- Reduced the damage dealt by the Sul’lithuz Abomination and Sul’lithuz Sandcrawler.
- Zul’Farrak Dead Heroes are no longer elites.
- Sandfury Cretins who engage the party during the pyramid event are no longer able to cast shadow bolt.
There are many more! Again, not even including the raid nerfs.
A solution
Build upon patch 1.12, but implement data/settings from earlier patches - where it fits. All in the purpose of creating the best prerequisites of reproducing the vanilla experience and staying true to Vanillas original design philosophy and actual patch history.
This includes the original AV or a version as close to it as possible.
The above suggestion has no conflict with the “no changes” statement. Since we should only be using settings that once were in the original game.
Patch 1.13 could be a combination of all earlier patches (that fit) all in the purpose of recreating the Vanilla experience.
The only counter argument to this in my opinion would be the following;
“We want Classic to cater to the masses, we want it easy, we want a new cash cow”
I didn’t wait half a decade just to se classic go down the same path (i.e a shallow game without depth without the sense of accomplishment or reward) as retail - did you guys?
// Daremx