It isnt attracting new players, except for classic hardcore. Because that is an entry level. It exists as is. It will eventually fizzle out. But it is the big draw, because there is no barrier to entry. And the accumulation of gear and items, is much more temporary. And each drop of gear feels good to get.
Additionally Classic Hardcore is the draw right now, because it is actually an MMO. Retail is more similar to a lobby at end game. It is a good game I think. But it is far less and MMO. I made a post about why I feel this way.
TLDR is Retail is missing the heart of what makes and MMORPG and MMORPG. But Retail, functionally does everything better. Better classes and specs. Better dungeons. Better Raids. Better and more engaging mechanics. Better and easier travel. Convenience all around. Graphically and performance wise, it is light years better than Classic HC. All that Classic HC does better than retail, is the dangerous world and the people in it. And in essence, that is the heart of an MMO.
He’s probably referring to the guides these days that have a list of 20 moves, which change based on talents selected, rather than a priority list of 5 or 6 like in the past. Like this:
What people don’t realize is that the reason for all this so-called complexity is because sims have become ubiquitous in the game. So all the guides just list the first 20 moves of the sim. There’s only about 7 or 8 unique abilities in there, 3 of which are cooldowns, and some abilities are listed repetitively.
The guides are just communicating that this ability sequence is the optimal mathematical solution to maximize output. In essence this so called 20 button rotation could be distilled into something like:
With a simulation you could come up with a 100 button rotation if you want to go far enough…you could look at other people’s logs and see all the buttons they pressed, in order, in a given encounter. I don’t think that makes it more or less complex than in the past. Just that now we rely so much on copying simulations to get an additional 0.239% more dps doing it that way than another way, when most people who aren’t in the RWF could get away with something much simpler.
Have you really finished every quest in DF? I play several hours every day, and don’t do any instanced content I can’t solo, and I’m no where near finishing any zone’s quests.
I love that I’m overwhelmed with content to do! It’s so refreshing after being bored with SL at week 5.
I agree that Retail does everything better. I disagree that there’s no danger, probably because I don’t raid or do M+ and don’t have that gear.
Yes, but a list like that has a VERY specific outlay of buttons to press in a specific order. That’s why i said if folks have an understanding of their class it goes a long way toward mitigating what the OP is trying to imply.
Just a for instance i play Demonology on my lock and if you actually understand the class, almost everything there is basic understanding you can easily learn, the top portion lists hand of Gul’dan 3 times which is almost 1/5 of that entire list and of course practicing a rotation on a target dummy (either pve or pvp) will help in greatly understanding any rotation. It’s not button bloat, it’s literally understanding WHAT and WHY and WHEN you hit a specific cast button in combination with understanding basic game mechanics like using offensive CD’s for burst cycles.
They can’t make WoW what it was unless they make a new game entirely. Nothing else is really to blame, specifically.
Game’s just been going on for a long time, but people flock to opportunities to play fresh start things like expansion launches, Classic expansion launches, and that hardcore server. But those things all die down eventually.
A lot of that draw is the active world community during that time.
They could turn it back into a beer league game by capping mythic+ at 10 and removing heroic and mythic raiding.
Bam, now it’s just a chill game with the boys killing bad guys and having a good time. Very approachable and accessible for everyone to be at end game.
Like I said. There is a balance and it’s not so much about difficulty alone it’s about how tightly stuff is tuned and design of the difficulty and how complex specs are.
Anyone who disagrees with this and don’t see the appeal of simplicity from back then must realize that they are part of the core group of more skilled and dedicated players left, where most others in the playerbase have either moved on completely or switched to classic. There is a reason so many more people raided in Classic TBC and now than retail, and it’s because raids are more accessible and classes aren’t as hard to play.
True, but tuning is part of what makes anything difficult.
LFR has a decent amount of mechanics, but it’s tuned so low that it doesn’t really matter.
Normal is easy and approachable for a wide skill range and would be more in line with raiding in the old days of just bringing whoever and having a good time.
WoW in 2009 was focused on social play and playing with friends and guildmates.
Once dungeon finder was added in December 2009, focus switched to automated queued content and playing with random internet strangers you’ll never see again.
Remove all queued content from the game and put the focus back on guilds and social play, and people will come back.