One thing almost everyone can agree on is we as players do not want to just coast though the leveling process, blasting away packs of mobs who were once formidable in Era.
We are gaining a lot of power through the Rune abilities. Without significant tuning to the strength of mobs, the leveling will be too easy. There will be no respect for the danger that should be present when questing.
Dont mess this up, Classic team! This is important to the feel of Classic WoW! We must fear pulling too many mobs at once. Adds need to be a problem!
They’ve already said they are. But they don’t want to just buff their hp. They make them do more damage instead. So while players are more powerful, so are some npcs. It becomes a battle of who can burn the other down faster.
Which is more interesting than just longer battles.
Long-ish fights aren’t necessarily a bad thing. It gives the player a chance to see the fight play out, and to go through our sets of abilities.
I watched Crix’s video and I heard what they had to say about not wanting players to have to bash away on mobs but, we did that in classic, with less player power. I’m not sure faster fights are good for the overall feel of Classic WoW.
I still think mobs should get a health boost. Ranged dps will tear through mobs because the mobs wont even get a chance to do any damage to the player.
Resources are a very real thing in Vanilla. Having to balance every class’s resources to account for longer battles would be quite an undertaking. You’ll be eating and drinking constantly. Is that more fun? People beg my mage for water enough already.
If that’s not dangerous enough for you, remove pieces of gear until you achieve your desired level of difficulty.
I don’t need to have constant danger while I’m trying to get enough muloc eyes for my quest turn-in.
Sometimes I enjoy chilling out and feeling a little like Supergnome when I’m questing. If I need to raise my heartrate I’ll pull a couple extra mobs.
pretty much this, ranged will have an easier time then melee in this case, mobs already hit hard maybe give them a small damage boost with a sizable health buff rather then a big damage boost with no health buff, i think this is better since to start we are not gonna have all the OP rune combos yet so leveling will still be a challenge
once we get into end game level 25 then upgrade small damage boost to big damage boost, phase 2 with the level cap going to 40 and we have all these runes i think is when they go much stronger with the mob buffs
There has to be, imo, a sense of danger. The game world has a different feeling when you respect the power that mobs have. When there is a sense, hey these creatures can kill me if I get overwhelmed.
Without that, the brain just tunes out and you dont even need to pay attention which breaks immersion, mine at least.
It would be a huge undertaking for sure. But it depends on what people want from this. Do they want a hack 'n slash hollow but “fun” game with no gatekeeping? Wrath was in that mold. Or does someone want a game like Vanilla where there were things that were unnecessarily tedious, or non linear, non optimal. But it also made the game more fulfilling and have more character where time spent matters. I personally want the latter. And I say this knowing i certainly will be the bottom of that totem pole.
You dont feel strong if you never felt weak. Part of having strong mobs as we level is to help feel the boost of power as we level and acquire gear.
Another part is to simulate that feeling of dread that comes when fighting for ones life. If were just blowing mobs away, theres zero immersion, no need to focus, no feeling of accomplishment.
I think the concern is how they’re going to do it. It’s not simple. Mana management used to be a limiting factor, as well as the time taken to kill things. If you are making characters X times stronger, now what do you do? How do you manage mana? Or mana regen? Or hp regen? Rage? Or whatever. And gear? etc. I mean the easy way out is to just buff some easy way and let it play out. And if they want a hack 'n slash game that’s what we’ll get.
Theres a high possibility that exact case will play out. Apparently, mob health isnt being boosted, yet we are getting very strong abilities like Chaos Bolt, Divine Storm, and Arcane Surge.
These abilities allow us to really tear mobs apart, especially so for ranged classes. Chaos Bolt could absolutely one shot mobs. It depends on the power of the abilities of course but its incumbent on us to press upon the devs how important it is that we dont just steamroll over PvE.
While I agree that increasing HP pools just makes the game more tedious, doubling down on mob damage only makes life worse for melee, while everybody else is still playing roughly the same game. If we’re increasing damage, mobs also need faster movement speed and/or snare resistance so they can gap close more easily.
I don’t think that’s Retail. Retail is very much a game of attrition. I was just experimenting with questing. At least at higher levels you’re not 2-shotting mobs. Wrath is more like that. But Wrath pvp is fun. Retail pvp looks INCREDIBLY boring and dull. That truly is death of a thousand cuts. I was watching some pvp videos and it’s amazing how little damage players do to each other. It’s all about perfectly executed rotations, burning cs, slowly wearing down the enemy. Personally I find that extremely boring. Also why I’m not super happy about apparent Resilience gear maybe being in SoD.
So an SoD that’s more frantic is appealing. The slow, tedious gameplay…there’s Classic Era. This is an opportunity to offer something else.
Well, that’s why when people mention Retail, it’s confusing because there are many aspects of it. There is the cater to the 80% aspect which is LFR and easier level content etc. But then there is “beat the game” mode where you have to be in the upper X% and worry about about more. Personally, I think the Retail people that are excited about this and the Classic people that want this are those that want a new game that is easily beatable.
From a PvP perspective i prefer a more frantic pace also. That’s what I’m used to. The little while I played Retail - the Panda one with the houses? I was terrible at it. It was slower, more calculated, and I didn’t know what each other classes did. But frankly, it took more skill. And skill is more fulfilling, but it’s not as “fun”.
I now play fighting games for fun, which is why i now play Smash over SF6. I don’t play Starcraft Broodwar anymore. But for an RPG which is what i categorize WoW in - I personally expect a grindier more time consuming game play from a PvE perspective. Go back and play an old RPG. You had to grind. Period. But when you beat the game, it felt really good. Seems like people want to RPG to be more of an arcade game. I’m just old school.