That’s not a change in mechanics though, just means mechanics that were already there can’t be ignored.
Going from df to tww I’m not seeing this hike in mechanical complexity you’re talking about and I play a shadow priest, so not exactly the most mobile spec in the world.
What I am seeing though is people going from dungeons they already know like the back of their hand to ones they don’t.
They could make fights a lot more interesting and complex if they standardized them more like in FFXIV. FFXIV is kinda like the midpoint between WoW and Wildstar. God, I miss Wildstar.
Spread, stack, “move to the edge or get ringed out”, “tank-killer incoming”, etc all use specific markers. “Swirlies” aren’t spread randomly, thus letting them throw multiple at you in sequence and turning it into a kind of dance and letting “turret” classes like Black Mage know where they can stand while moving the least.
If you die in a FFXIV dungeon/raid, you can’t blame being unlucky.
There’s not - they gave you the gear to compensate removing the jump in difficulty. Your failure to understand or admit that is impressive under the knowledge it’s been proven to you about 100x
Not wrong. The same overlapping mechanics can be seen back in BFA
Chaotic mechanics are fine if they are forgiving. Final boss in ara-Kara is prime example of what’s wrong with tww boss design and why keys are crashing:
Lots of chaos? Check
Lots of unforgiving one shot mechanics? Check
Boss has way too much hp for the above? Double yes.
Sure you can. Bunch of random swirlies spawn around and under you, you get hit with a “take big damage if you’re near somebody” thing while you’re still low, etc
There’s definitely “Of the 5 different ways this could have gone I got the 1 that killed me” but in those situations there’s also “If I played into accounting for possible variance none of those 5 would have killed me.”
Yeah with mechanics such as “Don’t stand infront of the boss”, “Did I remember to buy / equip fire resistance gear?” and “Will my potato PC overheat before the boss dies”.
You can do easier versions of the content now, but it doesn’t mean the harder versions aren’t leaps and bounds harder than anything the game had back then.
More like, the shield went up, split into groups to kill adds, while someone stands by a pillar for things to be tossed to them, and when we got enough pillars changed via volleyball tossing can we finally finish the boss.
Fight I am citing is Lady Vashj.
C’thun was a fun fight as well.
Nefarian, fun as well with class calls.
Mythic Ghuun, the boss where two teams of people (Of whom each person can only do it once) has to, at multiple stages throughout the encounter, deposit two orbs on two different ends of the room at the exact same time by throwing it to eachother, and they are rooted and unable to move whilst holding the orb.
That was one mechanic. Meanwhile the raid is dealing with adds, spreading around the room for the AoE wave, and rotating around the room to soak and manage stacks of bursting boil so nobody ever ends up with too many.
Oh and that’s just phase 2, and wasn’t even considered a very difficult end boss at the time.
Classic is not harder than Retail mythic you are insane. Mechanics were easier, less frequent, required less people engage with them, class gameplay was easier, and optimising class gameplay during mechanics was barely relevant.
I keyboard turned my way through lady vashj. I had no addons. Our shaman healer was a grandma. She was in her late 60s. Her husband played a boomkin. He was older. And had arthritis.
Their granddaughter filled in for us on multiple occasions. She was 7.
There is no comparison between tbc bosses and queen heroic. Let alone mythic.