I see so it is just a coincidence this thread happening after beta classic was being streamed.
No, it’s not what you get because there’s completely unavoidable periodic damage that’s applied to ensure that you aren’t doing that. You can’t just march into a Mythic 15 and simply CC, pull order, and position yourself to a successful run. It’s literally impossible due to the unavoidable gear check damage that’s applied.
No, it RUINS the experience. You can’t CRAWL through a dungeon while trying speed run it at the same time.
Demonstrably false. It didn’t matter how “skilled” you are, if you tried to speed run a classic dungeons like you do Mythic+ you would wipe every time. It’s literally not possible to play the old game that way.
What “gear check damage”?
The game is going to be released in a few months. People are thinking back to what they enjoyed and the differences. Not everyone is just watching some stream of whatever. I don’t watch that stuff. And this isn’t a new topic. It’s one that’s come up many times even before Classic was going to be a thing.
You may be newer to the game, but others of us aren’t. There’s always threads about changes and what was enjoyed from the past. Thirteen years of playing and remembering the old dungeons doesn’t take some kid streaming it now for someone to want to talk about something.
Which I certainly do, don’t get me wrong. For me it’s a combination problem.
- Normal, Heroic, and Mythic 0 aren’t challenging even when you’re still gearing up in them. There isn’t really a feeling that it could all go south at any moment. It’s not “dangerous”.
- Mythic+ is a speed run, and is entirely designed to be finished as fast as possible.
Running with people you know doesn’t change game design. Dungeons are still bite sized pieces of content that are optimally completed as a zerg run.
Not being able to blaze through (something that you cannot actually do on a M+ if you don’t absolutely outgears it or have a strategy) doesn’t mean more complicated mechanics. I am still waiting for an answer to my question.
Yes, absolutely sure because, as can be seen on the patch notes, these dungeons have been significantly nerfed relative to their original designs.
I like the old dungeons over their new incarnations with the exception of Wailing Caverns and Sunken Temple. Didn’t like those places then and only marginally dislike them now.
I loved and miss the old versions of all the other dungeons though.
Mythic plus is only a speed run if your group decides to do it that way.
They really haven’t in terms of what is being discussed in this thread. Now if there is some other magical factor involved other than pacing and cc and positioning go for it - let us know.
I suspect we’re using slightly different concepts of speed running here. What I mean is that I want lengthy dungeons that feel dangerous, where I have personal responsibility beyond just doing my rotation and not standing in bad stuff.
There isn’t much in modern WoW that satisfies that urge. I want a slow methodical pace, where you’re carving your way through enemies. Mythic+, even if you decide to take it slowly and not meet the time requirement, are just not designed to be sprawling dungeons.
“Mythic plus is a speed run”
Yes, it is, if you have a well placed strategy, if you get a random group of 5 people to try and run like any competitive M+ group does you’re gonna fail, that’s simple. There is no mechanics on vanilla dungeons, what you have is “if we pull this group together with this other one we won’t able to deal with the damage and that’s a wipe”.
People usually have a distorted memory of what they used to do years ago when they were learning to play the game and think that it still applies now… it doesn’t.
I loved old Sunken Temple!
I know. I’m weird. lol
You still get that when everyone isn’t overgearing them at the start of the expansion. And all that disappears later in classic once people over gear them as well.
There really isn’t all that much difference in dungeon designs between then and now other than the classes may have more utility abilities and less actual damage ones.
I’m well aware that vanilla mechanics amount to “don’t pull too much” with a side of “crowd control that” and the very occasional “make sure to interrupt that”. There were no ground effects to worry about, there weren’t any environmental hazards, etc.
Unfortunately I don’t care for ground effects and environmental hazards. I like my dungeon to feel challenging because the enemies themselves are difficult to kill and planning the assault is the actual challenge.
I would understand if we were talking about Cata dungeons, but Vanilla? Come on.
Some of the dungeons in question required 10 or 15 players. Post Burning Crusade, many of them had their mobs health and damage significantly lowered. Many of the mob abilities were heavily nerfed. They did this to encourage players to solo or small parties to continue playing them, especially after Achievements were introduced into the game.
I feel like old UBRS might disagree there.
And I do agree that Cata dungeons had some awesome fun mechanics that couldn’t be ignored. I still laugh hysterically when people die to those.
There’s the thing, is no challenge at all besides gear check, which is the main premisse OP is using against modern dungeons. I understand you may like it, I am not saying you shouldn’t, but saying that Vanilla dungeons were more complicated and needed more skill to complete is pretty much a lie, they weren’t, neither were the raids.
I see so it was the 10 or 15 player aspect that made them fun.