Yea, multiple times, people act like it is easy and everything will be one shot, but they had guys dying to the bomb on Baron, pulling extra elementals, not being able to deal with the adds on Majordomo, and then wiping on Rag due to various reasons but mainly because tanks were not properly geared and ready (Staysafe’s guild had a tank that didn’t do the berserker stance quest at 30, to intercept back to the boss, guess he didnt think he needed it as a tank or something, IDK, its stupid)
It was hard…but only because the main tank was narcoleptic, one druid kept showing up an hour late completely pissed, that group of 2 good players would quit if we didn’t bring their 2 retarded friends, that guys wife had no ability to distance themselves and kept chaining abilities, our paladin lagged so bad he got 1 flash heal off in our rag fight, and half the raid refused to use deadly boss mods…etc.
But that’s also what kept it fun and interesting as a raid leader.
Yea, I watched sodapoppins guild try to pull an APES on MC, and people kept blowing up the raid on baron gedon, which is one mechanic, and about 1/4 of a modern mythic encounter mechanic.
The people who cleared MC are the best vanilla players in the world, people will hit walls in MC, and they wont understand that watching method clear mythic doesnt means its going to be a cakewalk for their guild.
When the best players have put naxx on farm some guilds will be struggling to clear AQ40 and BWL still, alot of guilds will hit a wall they never get through.
If your so sure that MC is easy stream your guilds first rag clear with 50s in greens.
Could you please post this on your retail main that I am sure is exalted with the Waterlords and has Thunderfury as well as many other world firsts, since you are SO offendes by others clearing content ahead of you.
Hi, Gwei 
absolutely spot on.
With my old 2005 family computer Razorgore used to DC me at the entrance were we all buffed up. Don’t even get me started on vael… I killed the raid once because when I get burning passion or whatever that buff was called I was lagging so hard i couldn’t run to the other side LOL
Yeah my first night in MC, i think I got 7 fps and my ping was 300, and I’d get lag spikes.
And I was a clicker then. For sure most of us weren’t that good, and the average player was even worse.
I remember doing a lot to improve my fps to the point where it was playable
I would agree that the changes listed in the patch notes don’t describe huge nerfs, but I’m a little surprised you left out the two actual nerfs that were mentioned in the patch notes:
Patch 1.4.0 (19-April-2005)
- Ragnaros now stays up 2 hours rather than 1 after being summoned.
Patch 1.5.0 ( 7-June-2005)
- The eruptions from the lava in Ragnaros’s Lair will now always happen while Ragnaros is in combat. However, these lava eruptions occur less frequently, do less damage, and the damage they inflict is now resistable.
Obviously, the first one would have no impact on somebody who just cruises in and oneshots him, but it does go a LONG way toward explaining why he took a while to learn. You got one hour’s worth of attempts, A WEEK. And for a while there, after each one, you got to run back through BRD. 4 attempts? If you’re lucky?
I know there was a period of time where he just didn’t resurface at all after the intermission, but that isn’t noted in the patch notes so I don’t know when it was or when it was fixed.
The second one is a lot more important given this:
https:// www.mmo-champion. com /content/8476-Itemization-in-WoW-Classic?page=4
- As far as we know, every one of the first Ragnaros kills was only possible due to a bug that made Lava Burst temporarily stop firing after a wipe.
So they fixed the bug and nerfed it at the same time. Now that being said that was still before the vast majority of guilds killed Rags. It only argues against the type of person who thinks “OMG they took 150 days to kill him?! OMGWTFLOL LFR heroes of today are better than Ascent was!”
because people think 1.12 is 2.0.1 OP and also think it is still 2004
I think everyone discussing raid difficulty should read that blue link before posting, because that about sums it all up.
So wait… which one is it? Is MC and Vanilla just easy content for bad players… or is it super hard and only the best players in the world can do it?
What a fail post. The changes were to characters that made them much more powerful in relation to that raid.
MC was easy. MC was probabaly made 10% easier with player buffs. So basically the playerbase wants it to be 10% harder which, is still easy.
I dont get it either man. This game wasnt even designed to be hard. The original developers made this game for “the casual gamer” as stated throughout old document articles by developers.
A lot of the “difficulty” in early raids came from a couple of key factors:
– Content was extremely broken. MC was programmed in less than a week in order to make the deadline for retail launch. A lot of the early guilds that defeated Ragnaros did so by abusing a bug in his lava ability (it didn’t return after a wipe; it’s not a complete coincidence that the first kills happened after his spawn time was raised to 2 hours).
– Metagame. Basically, how people think the game should be played. Everyone “knew” you needed blue gear from dungeons, and everyone “knew” you needed as much fire resistance as possible. The idea of dropping survivability-oriented gear for throughput gear took some time to be popular, especially because having T0 implied the player in question was experienced in PvE content.
And, there was the fact that throughput gear largely didn’t exist at launch and was added substantially later (I’ve heard 1.10).
I lusted for that +55 healing bonus on the original devout set because I pretty much saw no other gear that had any type of +heal bonus. I didn’t want to break up my devout set until I could hit +55 heal without it. That didn’t happen till I had a bunch of ZG gear.
Granted, I was a noob and didn’t realize I should have been running DM to exhaustion with only minor excursions to the other instances. I also overvalued int compared to +heal, as did most people back then. But I still spent plenty of time in DM. I hit 60 on this guy in June 2005 and stopped running 5-mans at all in March 2006 once we finally had a serious raid guild. Never got enough +heal gear to break up the devout set. Meanwhile, these guys with week 1 Rag kills were rocking +200 heal from random dungeon blues and greens.
The early guilds had to deal with bugs and more importantly they actually had to figure Rags and the rest of them out, something nobody will ever have to do again. All we have to do is execute a pre-existing strategy. That is kept “hard” in retail through endless twitch mechanics. Relatively few of those here.
http://web.archive.org/web/20050223025757/http://www.thottbot.com:80/?n=7882
Spell damage gear was in the game from the beginning. A lot of it got buffs in 1.4 (Rag was still alive when this patch launched), and later in 1.10.
Green Randomness of Healing/XYZ Wrath, yes. But it wasn’t on (very many) dungeon blues, I don’t think.
This.
/thread
That was kind of the point I was making. People talk about groups clearing MC in “green gear,” that’s the kind of green gear they were rocking (in some spots at least); they did have a healthy amount of dungeon gear too).
Right. I see people with a 2-3 of that type of green, plus dungeon blues ranging from UBRS to like Sunken Temple, mostly with substantial amounts of +heal/spell dmg.
I am sure that with 1.4 itemization APES would have just worn even more +spellpower greens along with just enough dungeon blues to survive and maybe taken an extra 30s to kill Rags. But it would have raised the bar a little higher for LFR heroes.
Note too the blue post I linked above doesn’t just say people DID exploit the lava burst bug, it says they HAD to. That implies pre-nerf lava burst did more damage than people could handle and apparently it ignored fire resist which is kind of hilarious.