I’ve already given you the logical, reasoned response. Its in the original quote (mine) from your post.
In the end it doesn’t matter what you want. Anyone who’s being logical, and reasoned, and subjective about this, who played Vanilla truthfully, knows that if they implemented retail batching, it-would-not-remotely-feel-like-vanilla-gameplay. The fact that Blizzard announced their decision on this, in March, two months before closed beta began and before release announcement, is proof enough of how rock solid that foundation needs to be.
Period. To continue to discuss it is only for trolling purposes, or out of boredom.
Could you expand on this? I don’t see how this is true at all. In vanilla there were a lot of things that were unique to only one or two classes. By contrast in BfA there are more reskinned abilities and mechanics shared between classes than can even be counted… true uniqueness in modern class design is the exception, not the norm.
There’s plenty of things unique to classes in BfA as well. This forum is a BfA hate cesspool though, so people won’t dare admit to it.
Spell Reflect.
Lay on Hands.
Bubble.
Traps.
Shroud of Concealment.
Demon Hunters being able to double jump and glide? Pretty dang unique, you can even skip through to the end of some raids and dungeons. You can skip most of the bosses in Black Temple when farming warglaives.
Blessing of Protection, other blessings in general.
Warlocks can summon a huge immobile Felguard that cleaves anyone who gets within it’s attack radius. Great for dropping on a flag before you die.
Mages still have blink and now have displacement that returns them to the location they blinked from. It’s just as it was in Vanilla but with an additional mechanic.
I could go on and on but people won’t read or care or listen to reason anyways.
You framed your post saying that no true Vanilla PvPer would want a change - and you’d be wrong. You don’t speak for Vanilla PvPers.
So, no, that’s not a logical and well reasoned argument.
My earlier posts are stating that I, like others who have played classic, feel that it is off compared to what we remember from Vanilla.
I went on to talk about muscle memory, how I didn’t play pservers so I’m not colored with how they play, how it’s possible that what we are feeling is indeed inaccurate and how that it could be just a longer batch period, batching not working as it did back then due to using the new engine and even expounded that it could simply be a sync issue between batching and the resulting visual feedback loop of game - the front facing elements like animations, damage numbers, effects, etc.
Perhaps you’d care to follow along if you’re going to discuss this.
How does your experience with playing Classic feel, if you don’t mind providing us with your experience with the game? How do you think Classic plays in regards to batching? Are you noticing what everyone else playing is noticing? Or do you not know because you aren’t playing it?
Again, I await a detailed response instead of this hand-waving and assumptions you’ve been doing.
Please respond at your earliest convenience.
Edit: I see you’re ignoring a discussion when I call you out on playing Classic. Fair enough. If you can’t provide feedback on it like those who have played it then don’t flap them gums, sweetheart
That actually didn’t answer his post at all. Also, in order to keep the comparison fair, you should only use the original 9 classes. You’re basically saying just because classes got to keep certain abilities throughout all the years, there’s still a diverse grouping of class identity. Is that it?
(Just for context, I plan to play Classic and modern)
With exception demon hunter (and maybe monk) mobility, most of those are pretty tame. I guess what separates Vanilla and modern in this aspect is that the differences between classes were more elementary; for example, in vanilla the only classes to have anything like Sprint are rogues and druids, immunities are unique to paladins and mages, ranged silence/interrupt is limited to mage and priests, etc.
Basically, all classes had serious gaps in functionality that made them harder to directly compare for each other and there weren’t so many situations where classes were more-or-less interchangeable.
People don’t understand what pruning is. Pruning is removing old stuff to let new stuff grow. You can’t keep adding and adding adding to a game like WoW, you’d have 15 different ability bars up and 200 hotkeys.
Classes have lost some iconic things and gained, yes gained many others.
Then what should Blizzard have done? People complain about pruning and people complain about interchangability. People also complain when the classes don’t get anything new.
If you keep adding and never prune, you’re going to end up with similar abilities or functionality.
Nah, a happy medium can exist. While not perfect I think TBC and WotLK got pretty close to it – the most egregious gaps got filled in but classes were still pretty distinct.
As far as pruning vs. new abilities goes, I think the answer is pruning only the talents and spells that didn’t work or could’ve worked better and using them as opportunities for adding new stuff. Eventually classes will be both fun to play and complete and the demand for new stuff will drop off… the only reason people clamor for new stuff in modern WoW is because so many specs have incredibly dry gameplay.
Homogenization isn’t about pruning abilities, its about changing the classes to more or less act the same regardless of what class you pick. Nowadays every class has self healing, a few oh crap defensive abilities on short CDs, and ways to quickly move about the battlefield.
Except the abilities are all reskins in vanilla because the spells could only be so complex.
I have tried to explain it before but people dont listen and would rather bash retail and praise vanilla than actually look at vanilla and realize it is heavily flawed.
I’m a big fan of “homogenization” of utilities and then having those utilities act differently.
A strike that hits for 100k on a 5 second CD
A channeled spell that hits for 20k a second while channeled
A dot that does 20k DPS
A few small attacks that build up to a big attack that have a combined DPS of 20k, etc.
Millions of ways to get to 20k DPS without having them all FEEL the same.
Same thing goes for literally any utility (mobility, defensive, interrupt, etc).
Just takes a team with half a brain to know how to do that.
How do they interact with stats? How do they interact with procs, or certain buffs/debuffs? How is one ability that does an instant amount of damage and also allows you to auto attack at the same time the same as a channeled ability?
You’re advocating for a grey blob vs. slightly different grey blob design. That doesn’t work, and vanilla/Classic has nothing to do with that. If you’re looking to play Ret, or whatever, and are upset that you’re not going to be doing the same DPS as a pure… adapt?
Or are we talking about the guy above you who seems to think an ability being flashy means it’s more interesting than an ability that requires thought to use?
I’m not necessarily advocating for ret to be stronger in this thread, simply just stating my preference for balance. As for all that other stuff, I’m assuming literally everything gets calculated when taking into accound the dmg. I stuck to 20k just for ease of showing it.
As far as “flashy is more interesting” yeah I disagree with that 10 fold. It has to be mechanically different to feel different.
Creates situations in which a healer uses a big heal or is quick to react with a Lay on Hands or similar ability on the tank but they die anyways, and the spell goes on cooldown.
Makes the game feel less responsive and somewhat laggy.
Creates situations such as a Grounding totem being destroyed but absorbing a Pyroblast, even after it was destroyed.