So you are saying you could join Method/APES/Progress? I know I couldnt. Nor would I want to. I came back because old friends came back and I’m having fun playing different classes then I originally did, meeting new people and looking forward to raiding with them someday.
Im sorry you cant enjoy the game because other people “beat” it too fast.
It sure is entertaining when all the classic fanboys come to the realization that the game isn’t nearly as difficult as the fantasy they had drafted up in their minds was telling them it would be.
Reality check: Classic could have been released on any earlier patch and Ragnaros would still have been done in 1 shot by a raid consisting of a bunch of sub level 60s yesterday.
Face reality: the game back then isnt nearly as hard as you remember it as being. The faster you come to that realization the faster youll be able to enjoy the game more.
They have a word for it; its called being delusional.
I cannot help but suspect that gamer’s are under estimating how much we have evolved in the past 15 years skill wise. Mechanics and strategies that were new and unique to us back then have in fact become habits and come naturally to many of us now.
Don’t get me wrong. Classic is most certainly more challenging then current retail WoW. Just not what I expected.
Mechanics are what makes 90% of encounters hard. When was the last boss who was truely just a stat check and how rare are they now? Ive not played since nighthold in legion but the bridge boss is what comes to mind. And he wasnt that big of a stat check he was just a brain dead fight.
If it’s anything like 1.12 private servers, the leveling 5-mans start out really easy, but they gradually ramp up in difficulty the higher level you go. The level 60 dungeons remain fairly challenging. Below average pugs will struggle to complete them.
I guess this is the product of private servers buffing content because it was too easy. People start to think actual Classic WoW was harder than it was.
Nostalgia a helluva drug.
Edit: Someone else also made an excellent point where as well have all improved as gamers. We have better tools, better mechanically, and have more access to knowledge than we did in the past so while it is perceived that things are easier, it is only because we have gotten better.
It was pretty challenging until these nerfs started to go in the live version. I do wish the difficulty was preserved and doing 5 man dungeon felt something even at lower level
Blizzard was transparent in using 1.12 from the outset.
Some people developed expectations of classic based on their early pre-1.12 experiences, or didn’t review 1.12.
Now people are complaining that Classic is not Vanilla, and too easy.
Newsflash: Classic is 1.12 of Vanilla, which if you read, would understand it is not the vanilla romanticized since the announcement of using 1.12 for Classic (you were warned, repeatedly)
You either read 1.12 and anticipated this, or you didn’t.
But for those complaining: please don’t pretend that your Classic experience is somehow a big secret that Blizzard wanted to ‘hide’ from people. Just admit you wish it wasn’t 1.12, or didn’t understand what a 1.12 version would feel like.
For those expecting a tougher challenge: well, now you know…aaaaaand (everyone all together!)…
In my view there are enough elements of Vanilla to still be at least Vanilla Cream or Vanilla Swirl, but I agree that 1.12 threw people off from what it seems most people recall of vanilla.
Ya, but you’re talking about a cool down on a pull, I’m saying this was the whole freaking fight. Tanks had to be topped off the entire fight and the tank was still going to die sometime during the fight if they weren’t. I was an off-tank and had to be ready at all times for when the tank went down because a good chance he was going to. My buddy was a high-end Raider that downed Sunwell and Naxx when it was current and he was a very good tank and one of the best raiders I have seen personally. I use to raid/was in the guild till partway through AQ 40, then did again in TBC. It was the sheer damage that made the content hard.
As I said 1.12 is after the buffs and overhauls which made major changes to the game which some of these trolls are purposely trying to ignore so that they can pretend like their gameplay today makes them better than the Vanilla players.
There were a lot of changes that made a difference, especially the healer changes. When you combine them and look at what you had before 1.12 is nothing like 1.4. For instance, the Innervate change was huge, previously in 1.4 only resto druids could cast it by 1.12 all druids could cast it. Mana management changed drastically for the better by 1.12 (it was easier). Huge healer buffs new talents that did not exist when MC was current, there are so many buffs and fixes that 1.12 has which was not there in MC. Those trying to say the last patch of the Xpac is the same as 1.3 is just absurd.
Tranquility - Cooldown reduced to 5 minutes. Mana cost reduced by 25%.
Paladins can now learn Greater Blessings
All Greater Blessings now have increased range.
New Spell: Righteous Fury (level 16) - Increases the threat generated by the Paladin’s Holy attacks by 60%. Lasts 30 minutes.
Holy Shield - Tooltip updated to reflect that damage caused by Holy Shield causes 20% additional threat. This has been active since 1.9, but was undocumented.
Blessing of Wisdom - Mana regeneration over time will no longer generate threat.
Shard bags
You will no longer lose your current target when affected by a crowd control spell
You are no longer kept in combat while on auto-attack at long range.
Healing Touch - Mana cost on all ranks reduced approximately 9%.
Gift of the Wild - Range and area of effect increased.
Nature’s Swiftness - Now makes Rebirth and Soothe Animal spells instant cast.
Bestial Wrath - No longer generates threat for the Hunter.
Heal - Ranks 2, 3, and 4, cast time reduced to 3 seconds. Rank 1 mana cost dropped approximately 9%. Rank 2, 3, and 4 the healing amount has been reduced to generate the same amount of healing per cast time as before the cast time was reduced. Rank 2, 3, and 4, the mana cost was reduced to cost approximately 9% less mana per point of healing generated. The net effect on all ranks is that the healing per mana is 10% higher, the cast time is limited to 3 seconds, and the healing per second is unchanged. Note that spells with less than 3.5 second cast time will not receive the full bonus from plus healing items.
Greater Heal - Cast time reduced to 3 seconds. Healing and Mana cost reduced so that the healing per second is unchanged, but the healing per mana is increased approximately 10%. Note that spells with less than 3.5 second cast time will not receive the full bonus from plus healing item
Holy Nova - Self cooldown on this spell removed. Mana cost increased.
Healing Wave - Mana cost on all ranks reduced approximately 9%.
Logging back in after a disconnect from the server has been greatly improved, and players should now rarely receive the message “A character with that name already exists.”
Temporary item buffs (e.g. poisons, sharpening stones and shaman weapon buffs) will persist through zoning or logging out.
Periodic Healing: Spells which do periodic healing will now have their strength determined at the moment they are cast. Changing the amount of bonus healing you have during the duration of the periodic spell will have no impact on how much it heals for.
Innervate: This spell is now a base ability for all Druids, trainable at level 40. Any Druid who formerly had the Innervate talent now has the Swiftmend talent instead.
Swiftmend: This new talent has been added to the Druid Restoration tree, replacing Innervate as the 31 point ultimate talent. It consumes a Rejuvenation or Regrowth aura to produce an instant heal.
Healing-over-time spells should now be improved by “+Healing” items when cast on other players.
These are just some of the changes, that did not exist in MC, and there is a HUGE amount that I did not list.