And those of us in that situation aren’t whining about how WOW isn’t as hard as we remember.
Were only talking about no changes in this thread. Since all data that are being suggested has to have been in the game at some point.
Abit melodramatic don’t ya think?
Lets look at those dungeon changes under a microscope.
Strat.
-baroness change doesn’t make a huge difference outside of 45 min baron runs.
-Shade change doesn’t make a difference unless you wipe IE don’t be bad and the change is irrelevant.
-Same for the horrors.
-Again, don’t be bad no change.
-Didn’t matter since you CC’d one anyways.
Scholo
-Aside from back tracking from razagore and jandice it doesn’t matter
-OK that’s a nerf.
-Considering it got dispelled most of the time it doesn’t matter
-Same as above.
BRS
-I would end up tanking them on my crappy geared rogue regardless if I used BF,didn’t matter then won’t matter in future.
-That’s a nerf but one you worked around anyways by taunting after the cast.
Uldaman
-Who cares, leveling dungeons
-Doesn’t matter as they got blown up anyways.
-Another change made irrelevant by not being bad.
Zf
-Lots of nerfs there, probably due to tanks not having enough plate to tank the place. Called for nerf? maybe.
So most of the listed “nerfs” were either worked around by players or irrelvant. The difficulty is fine, Leave it alone.
Or is this yet another occasion of #nochanges suiting people.
The suggestion is to implement/reverse nerfs that fit. Not all of them per say
Its all in the initial post.
and most of the nerfs are irrelevant so why bother “fixing” them?
I respect your opinion.
Food for thought, if the nerfs were irrelevant then why were they done by Blizzard in the first place?
All reverted nerfs that aid to the challenge is good for the games longevity, in my opinion.
because at the time the player base needed the additional hand, Since then the player base has gotten significantly better.
I agree that revert every nerfs will take too much time and some will be pointless.
But they could at least give pre nerfed threat until stage 5 and 8 debuff max until stage 3 for example.
My point exactly, hence why we should not have the nerfs ingame.
Despite what people who have been playing on overtuned private servers might think, “inauthentically tough” is not better than “inauthentically easy.”
I completely agree!
That would take too long at this point in regard to the release date.
The downsides of it, is that you are taking a huge crap on a game many of us have been asking about for over 8 years.
We asked for the same ‘Game’. Not the same ‘experience’. You cannot recreate everyones ‘experience’, thats an impossible goal. Im not going back to DSL, and you aren’t getting 15 years younger… The old message boards aren’t coming back, and the way the internet works is forever changed.
The same ‘experience’ was never on the table. Because its impossible.
What is possible, is the same ‘game’. Recreate the static numbers and values and leave it be. If you want something else, fine, but it doesn’t and shouldn’t come at the expense of those of us asking for this game for 8 years… Hopefully you would agree with this. We paid our penance and finally got them to agree to give us this game. It gets annoying when someone dashes in at the finish line and deems that the product we asked for should be scrapped, bastardized, and fundamentally changed for their own personal sake…
Thats just extremely rude. If you want your own project, ask for it. But don’t ask for ours to be demolished in exchange.
No thank you. I don’t want Blizzard to try to rebalance classic. They’d only mess it up.
#NoChanges
That depends on whether you think the objective is to provide “Vanilla patch 1.12” or “Vanilla”.
In my dreams, the first content patch would be on some version lower than 1.12, so that people could level on an older patch as the large majority of vanilla players did, and the hardcore guilds could prove that they could clear MC with the old, non-buffed classes. The second or third would then upgrade to 1.12.
Fine, they won’t and claim they can’t do that, but I don’t blame the OP for asking.
Edited: Should this project take off, however, I wouldn’t be surprised if they did implement something like that. Classic “seasons”, perhaps, lasting two years apiece. The next time around they might find it worth their while to try to re-create a pre-1.12 patch.
Some of the dungeons being mentioned (Scholo and BRS for sure… maybe also Strat) were raids, and their max players was also nerfed. Don’t ask Blizz to return them to their raid state and not ALSO ask to turn them back into raids.
I’d rather have them as 5 player dungeons, myself.
You COULD raid them, just as you could technically raid Deadmines (and my guild did one time). However, from at least early 2005 (and I suspect since release) there were quests in them that could only be done in a 5-man group. Hardly anybody did them, most people did 10 or more people for the loot, but they were there. Getting them done was a prestige thing.
The only place that was an actual raid instance with quests that could be completed in a raid, was UBRS.
I’m just saying that if you want to bring back the early versions, you’d need to make them raidable again. They were nerfed specifically to turn them into instances that were exclusively 5 player dungeons (except BRS, which still allowed 15 after 1.3 and then 10 after 1.10).
Straight out of the patch notes:
“All dungeons now have a cap on group size to limit the number of players that may enter the dungeon. It was necessary to add this cap as raiding these dungeons trivialized much of the content. Because of this change we can now look to adding better loot to them during future content patches.”
Want the pre-nerf dungeons? This change must also be rolled back.
Were the dungeons actually nerfed, though? Those patch notes don’t actually say the dungeons were nerfed, they say they’re too easy at 10 (which, by then, they were) so, they are being capped at 5.
Or were they just easier with the players being buffed? That’s my feeling. By then players were swimming in Dire Maul gear + a lot of their classes had been “refit” (i.e. enormously buffed) so Strat wasn’t as hard to 5-man as it had been. However, people continued to 10-man it because they were used to doing that, even though it was pathetically, laughably easy. (People were still insisting on 3 healers, which you needed back in the day. I was often that 3rd healer, and did no healing for much of the dungeon. I would MC pull out of sheer boredom). So Blizz decided to give us a kick in the pants with the 5-man cap.
Hard to say how these dungeons will be at Classic release - with brand new 60’s in low level gear BUT with their 1.12 buffs. If they were to roll back players to 1.7 or so, then I would say they should definitely allow 10 man raids again.
Anyway. Not really disagreeing, just elaborating.
Yes. The patch notes talk about removing trash, changing respawn timers, reducing the number of times certain abilities are used, etc. Those are nerfs that were necessary to maintain reasonable balance when reducing the instance size.
It would have been interesting to go through the patches as they came out, but that doesn’t seem possible. It would be a cool progression system, though. First you’d be able to do the dungeons with basically as many people as you wanted, then only 10 or 15, and finally only with 5.
If Blizz ever makes ladder-style servers, this could be a cool method to control progression.