The old dungeons had more people spamming city chat looking for groups. (Largely because some dungeons were difficult to find people who were actually willing to pug, good luck finding a group who would go into Scholo’s basement for a shot at t0 shoulders)
It’s like comparing a plain burger to a deluxe double hamburger with all the trimmings. Chain running 5-mans for gear felt like running in a hamster wheel. M+ seems to be a much better designed hamster wheel.
They should never remove content and all the original versions of the dungeons should still exist in the game.
That’s a perfectly legitimate stance to take, don’t get me wrong. Opinions and enjoyment are uniquely personal. I don’t like the same things you like in every aspect of life.
To me, M+ isn’t that engaging. Adding new quirks to the same location/content isn’t really exciting to me. Yes, I can kill this mob and maybe it does different things, but I’m still sitting around in a manor. It feels like the Diablo 3 experience; the mobs all look the same, the route is the same, but sometimes the mobs make arcane land mines and sometimes they make duplicates of themselves.
If you don’t really like that form of progression, you just don’t like it. I’d rather have 5 dungeons at launch, and another handful every patch, than have M+ rotations. I just don’t want to spend 2 years in the same dungeons, over and over, for the exact same gear but with different item levels. That doesn’t feel rewarding to me.
This is true, I don’t even have the right gear and it’s easily done. I press three buttons and then spam sin strike cause my azerite trait makes it so 1 sin strike = 23984762387946234823 sin strikes.
I’ve done enough Mythic+ to know how it goes down. I’ve watched 20+ and it’s no different. “gogogogo” pull groups, burn them down with AoE, hit an interrupt every once in a while. I’m not saying it’s EZPZ Lemon Squeezy, I’m saying it NOT the dungeon CRAWL experience. Player’s aren’t methodically planning their way through these dungeons. They’re not using Crowd Control as a main tactic for success. Most Mythic+ mechanics are gear checks to ensure that you’ve done your proper grind.
If you like Mythic+, great, you do you. I don’t care. You’re not special to me because you do it. I want a different kind of dungeon experience.
Dude. M+ is about killing a ton of sh*t as fast as you can. Classic is about methodical pulls and cc to manage packs down to 2 or 3 at a time, or you die. Yes, they both share some elements of focus fire and CC, but in terms of gameplay they are on completely opposite ends of the spectrum. Get a f**king clue.
Theres not 10,000 mobs packed into tight corridors for starters
Except people DO plan their way through dungeons. It is WHY addons like MDT are incredibly popular for higher keys.
Also, I can guarantee that if shroud and/or mass resurrection were in the game in vanilla you would shroud/death skip the entire dungeon. You would probably do it even MORE than retail does because trash takes way more time and is much more of an annoyance than anything in vanilla.
It was more a team effort and everyone had to do their thing without screwing up. Don’t break CC, don’t pull aggro, don’t DPS the wrong thing so the CC breaks before the first target is dead.
Any of those things can lead to a healer aggro which will wipe the group.
Infinite tank aggro and infinite healing mana just didn’t exist.
Can’t wait for all the complaints about not finding a tank or having the tank leave after the first pull.
Okay? Missing a kick on a mob generally leads to unrecoverable situations depending on what you missed and the affixes in play. LoS’ing mobs down a hallway with people having a /focus set to not lose their 60 second CC is not hard. Especially since most forms of CC didn’t have a cooldown besides Sap since the likes of Hex were not added to the game yet. A mage could instantly repoly if it timed out and before it got cleaved, which probably wouldn’t happen anyway since most dps specs lacked forms of unavoidable cleaving.
I have no idea what the difference is, which you are addressing, since you don’t explain it.
So I doubt if Blizzard knows either, which renders your post moot.
Other people mention the “mythic +” stuff, but you don’t HAVE to do those. Since I’m 400 ilevel now, from soloing and never doing dungeons/raids, I could do regular/heroic dungeons and LFR for fun (since I’ve seen people with mythic gear with lower ilevels than 400.)
So you could play the current game the same way, just as you could play the current game and not use LFG or LFR and just fill Stormwind chat with group begging (a good preview of what Classic will be like.)
This poster “gets it.”
We are honestly in the “pre-honeymoon”, rather than even the honeymoon phase (since it isn’t even released yet.) A thing ALWAYS seems better, since you have not progressed enough to see the bad parts.
I can see you don’t play M+. That’s not how it’s done. You pull packs of mobs, interrupt and crowd-control, and move onto the next. Chain-pulling gets you killed with affixes. The only reason Outlaw and DH are at the top is because of reaping, and those classes having the best AOE for reaping.
I like tank and spank boss fights a lot more than 50 different mechanics that if someone gets wrong, will cause a wipe to the raid/group.
he didn’t say chain pulling, he said “chain stunning”. Though I would agrue pulling one group right after the other in quick succession, as is done during Mythic+ runs, is the definition of chain pulling, as compared to pulling groups with breaks in-between, as is done in Classic dungeons. In other words, your simply pulling the whole group and rather than dealing with the mobs individually, you are applying ability effects to the entirety of the group. A distinctly different experience.
Do you???
It’s not about the difficulty, no crap that M+ dungeons are harder. People want mega dungeons like Kara and the new Gnome one.
Those 20 minute linear romps are boring and lack immersion.
Many people have suggested that Classic Boss fights were tank and spanks with zero game mechanics. These people either didn’t run the original dungeons or are just remembering them wrong. Here’s a description of Barron Rivendare from Stratholme Undead:
The Baron Rivendare fight presents two major challenges. First, his damage aura, which applies shadow damage to everyone in range. Second, he periodically spawns waves of skeletons from the bone piles scattered around his room. If these skeletons survive long enough, he casts Death Pact on them, killing them but healing himself.
To deal with the shadow aura, have your tank position the Baron against one wall of the chamber. Have your healers and ranged damage dealers stand on the opposite wall. This will allow them to stay out of range of the aura, avoiding the damage and casting interruptions. The tank and melee damage dealers will have to absorb the aura’s damage. A [priest] can buff the group with [Shadow Protection], or a [paladin] can use the [Shadow Resistance Aura] to mitigate that damage. If the tank has any kind of shadow resistance gear, it’s not a bad idea to equip it, although not absolutely required to defeat Baron.
The skeletons will almost always immediately aggro your healer. One of the easiest ways to deal with this is to have a class with high [AoE] damage, like a [mage] or a [warlock] in the group, and position them right next to the healer. They can then AoE the skeletons, which have moderate damage but very low hit points, as they rush towards the healer.
If you don’t have a mage or a warlock in the group, there are other ways to deal with the skeletons. A [priest] with the [Holy Wrath] as well, which will normally kill all the skeletons and hurt the Baron somewhat.
You can also try having members of your party use the [Stratholme Holy Water] that can be gathered throughout the instance. One bottle is generally enough for each wave of skeletons.
At the beginning of the Stratholme Undead side instance, there is an NPC you can talk to. If you have the Medallion of Faith, obtainable in the Stratholme Live side, you can give this to the NPC and he will assist you once you attack the Baron. This quest is repeatable.
Owners of [pets]must note to have their pets in passive mode as they enter the chamber, as their response to the shadow aura damage will likely trigger the encounter before the party is ready.
Spells and Abilities
- Cleave
- Mortal Strike
- Unholy Aura (passive, ~27 yard range, ticks for 150 shadow damage per sec)
- Shadowbolt
- Death Pact (destroys a [minion]of the caster, healing the caster)
- Raise Dead (raises [Skeletons] from the dead)
https://wow.gamepedia.com/Baron_Rivendare_(tactics)