Classic Raiding Difficulty

Imagine thinking Vanilla was complicated.

I could see it happening if you had never played a MMO or MUD before, but still thinking it’s complicated 15 years later? lol

The game being discussed ceased to exist in '09 with patch 3.0.2.

The top guilds do not play retail…That’s why they are the top guilds on Vanilla…

I think what this is REALLY about, is that Vanilla raids are not based around individual player skill. This makes some people feel like they are not special, and that’s a real problem for them. The Vanilla raids are based around attrition and scarcity. Of mats, consumables, players, very little loot for 40 people to split.

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Don’t count on this for classic wow. Blizzard has hinted at disabling certain components so that automation that didn’t exist in classic original cannot find it’s way into Classic WoW.

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2.0 was a very different game friend.

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Fire mage DPS alone was more tricky than anything retail offers today due to ignite stacking, the threat it generated and the coordination required. Let’s not forget the timely use of mana recovery methods so you weren’t stuck wanding for half of the fight.
Likewise, it was very easy to pull aggro on a fury warrior or a trigger happy warlock high on nightfall procs.

Now there’s no threat or resource management, at all.

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Boss mods aren’t automation; in addition, boss mods existed in vanilla.

And some automation that did exist might not find its way in Classic either. Such as CastSpellByName conditionals that facilitated one button macros. :dizzy_face:

That would be great. Unfortunately, I don’t think there’s a good way of disabling threat meters without disabling add ons entirely. Disabling DBM would be difficult without changing the fights.

I’d actually be fine with disabling add ons entirely, but I suspect there would be sufficient objections that Blizz wouldn’t do that. Don’t know how many people really want to experience the game as it was designed but never played.

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I have no idea what they’re going to actually do, but the spirit of what was said certainly indicated they’re going to limit UI mods.

Others posted in regard to this also made some good points, yes there were some very powerful UI mods in actual Vanilla.

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Correct.

It is no longer possible to make macros that cast different spells or abilities based on what buffs you have up (with the very limited exception of druid forms).

Blizzard banned those kinds of macros many years ago because they didn’t like the idea of the macro and not the player deciding what to cast.

Those kinds of macros worked back in vanilla though.

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WoW was designed to be played with add-ons.

I didn’t really raid beyond Lich, so my view comes from Classic/BC/Lich. I thought Classic was a little harder than those other two. Primarily because of the extra gear everyone was carrying around. Fire resist, nature resist, various potions and flasks. I saw less and less of that as we moved forward. Those are pretty fair time sinks. Without them the difficulty of the encounters would rise quite a bit.

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No, actually it wasn’t. It was designed to permit add ons, but the dev team has always said their philosophy was that add ons were optional, and the game was primarily designed to be played without add ons.

Yes it was because the original UI was woefully incomplete for a MMORPG.

I doubt they will ever eliminate add on support, but the limits of what are possible in modern WoW are greatly reduced from BC or Wrath.

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I think this is a perfect example of the differences.
Classic mage had the following buttons to press.
-Frostbolt as their main attack.
-Detect magic if the fight called for it.
-Remove curse (if your raid was strict about this sort of thing)

Now we have
-frostbolt,flurry,frozen orb,icelance + 0-3 other abilities.
-remove curse, time warp.

From a player perspective, it’s an extremely easy game.

From a group perspective, the more people you add, the harder it gets.

The challenge in 40 man raids isn’t executing the strategy flawlessly against the boss. The challenge is that out of 40 people, someone is going to mess up and cause a bunch of people to die.

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Your wording here-- “permit” rather than “designed”-- ignores the fact that they gave the base UI a core functionality and then also an open API which allowed for a pretty vast array of customization. Just that one fact was a dangling invitation for add-on authors to step-in and offer their services.

Sure, add-ons were optional. They’re still optional today. It’s absolutely ridiculous to try and claim that anyone playing the game with add-ons isn’t playing the game as designed, though. If Blizzard had not designed the game to be played with add-ons, it would not have launched with its open API.

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Something that’s often totally overlooked with regard to Vanilla raiding. (Specifically pre-naxx)

Large scale logistics
Resource management
Consumable management
Threat management DPS
Threat management Tank swap
Threat management add-tank
Threat management Healer
No joke “use a bandage”

And I’m certain that I’m missing something, maybe several.

I guess the thing I’m attempting to say is Blizzard moved the challenge of raiding from playing your character and the logistics of your character into two very focused things, your rotation and the boss mechanics.

That’s literally all that’s left.

Someone once said they turned the modern game into dance-dance-revolution. I fully agree with that.

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