Naxx is too easy, please make it way harder

Here’s an idea, go do a Heat 3 run, without tier gear and weapons.

That should provide the challenge you’re seeking, and people like myself can still enjoy it. I already get bummed with rarely winning anything because my rolls suck, do we really need to add making the bosses significantly stronger?

Stop whining, do it the old fashioned way, with fists only.

slaps Sapphiron in the face “I challenge thee to a gentlemans duel! High noon tomorrow!”

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According to WCL your guild has only done HM1.

Play on HM3 or HM4 if you want it harder.

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i see you missed the point of the post

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he’s talking about creating things like the Ironman challenge and essentially redeveloping the game at consumer level, with zero tuning or balancing, and no payed salary, because the devs couldn’t get it right.

Not for me, but for the people that complain about content or Naxx specifically being too easy for them.

I find it just right, I’m not that great at the game, but I still have fun doing it. I was more or less talking about the “sweats”.

Youre special ed or something?

We know you are, big words too hard for smoll warrior brain to understand.

Touch grass you terminally online freak. Stop stalking my comments.

You just read the title of the thread and responded to that without glancing at the post I made.

It’s challenging enough for ME, so I was making a suggestion on how to make it tougher for people that want more of a challenge.

No need to get nasty towards anyone, and I’ll say the same to the warrior above you.

Let’s try to keep it somewhat civil, don’t want another thread of mine getting 404’d. Using ad hominem gets us nowhere, for both you and the Undead Priest you were replying to.

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the good players should have content appropriate to their skill level too. After all, they are the backbone of World of Warcraft.

That’s why they have different versions of WoW.

If they really want the challenge and their skill level is high, there is always M+ and Mythic Raiding on the retail side.

Not including the streamers, there’s a lot of players out there that aren’t as good as your run of the mill min/maxer that devotes their whole day or week to looking up sims, getting everything BiS, studying third party websites like it’s their major in college, etc…

I don’t have the numbers or data to back this up, but I’m certain there’s more casual, average players than there are hardcore elites.

“Difficulty” levels are for players that are not good enough to speed run or parse, so they need artificial power scaling to feel better about themselves. So annoying that this difficulty creeping has seeped its way into an iteration of classic.

Difficulty levels did not exist in TBC and the xpac felt great, challenging yet fair on almost all fights. Devs make difficulty levels because they’d prefer to not tightly tune player output and boss hp/abilities. Then they pass it off as “we’re giving everyone something they can enjoy”…meanwhile the splintering of the player base into different buckets…means no one really cares about anyone else.

They didn’t think hard enough about the ramifications of excessive player power in SoD (gave us too many runes), then didn’t know how to make content remain interesting (added hard modes/affixes), and now can’t figure out how to incentivize new gear (weird borrowed power gearing for naxx). We are seeing in realtime, how retail wow became what it is. Obviously we are nowhere near retail, but the development principles we’re seeing in SoD are what eventually end up in retail.

Difficulty levels exist because some players are really, really, really bad, and the Classic community has a mind virus where literally the worst players feel entitled to BIS.

Wrath Ulduar saw a huge dip in player numbers for Classic when dad gamers finally got filtered out by difficulty and they refused to keep playing if they couldn’t clear all of the content.

Aggrend is trying his best to deliver actual challenge to players but also structure a system so any dad can eventually outscale the difficulty.

WOOSH WOOSH

I was actually fine with the difficulty of Ulduar.

It was challenging albeit, but it had a lot of good compared to the bad that made it bearable.

Raid design, ominous music, themes (Freya and Hodir mostly), mechanics, etc.

The only bad thing about Ulduar really was getting to the first boss and FL mechanics, that’s it. Other than that, it was a cool raid. What turned me off completely from Wrath (Classic) was the protocol difficulties. I’m like “Why couldn’t it just be normal and heroic like it was, that’s what made it fun?”.

A lot of people weren’t. Hence the drop-off in population. Hence why Blizzard won’t go in that direction again.

You understand that Ulduar had hard/easy modes lol? You are making my point. Why should Blizzard ever look at Ulduar and think it was a success? Hundreds of thousands of raiders quit in the span for 3 months.

Same with ICC…same with lvl 60 content in SoD. Fresh has existed for 2 months, is recycled content we’ve seen 4 times in the last 5 years, and already has 10k more raiders than SoD.

I can’t really understand how it’s not clear to people…that hard and easy modes do not work. They are convenient in your mind, but the reality is that no one likes the easy mode content.

Sunwell/BT/SSC/TK all provided enough challenge to a casual raider, while still being fun to speed run and parse as a top tier raider. Those should be the templates for all content moving forward. Challenging at first, but easier and more fun with gear.

My point is further evidenced by the fact that most of the top speed running and parsing players from classic 2019-wotlk are playing Vanilla over SoD. The top players are not even playing the “harder” content, so why even build it? There will always be people that like certain things, but the larger trends should dictate Blizzard’s actions, not anecdotal “I like this or that” comments on forums.

Reminder that 500k+ raiding toons existed in p1 SoD…so they need to think about why they lost so many people over the year. If they want to actually make money on classic, they should build to the middle, not the edges of the skill bell curve.

You are making my point.

Sweaty raiders want hard content, dad gamers want to clear all of the content. The seal system allows sweaty raiders to get into the hard modes early and get challenged, while dads can slowly work their way up and eventually have a free win on hard mode content.

Has this system been tried before? And is there evidence that it worked?

Or was is expressly tried in WOTLK ICC and people quit in droves?

What evidence is there that this system is a good idea?

Edit: The ICC zone-wide buff was even easier to get…this system is more annoying for casuals and less fun in the long run. There is literally no evidence that a system with varying levels of difficulty and power scaling is successful. We have tried this before!

What are you talking about guy? Legion did this. Legion was successful. Make the content harder on release, then trickle out a scaling power buff that makes content easier. That’s literally how Legion worked.

Like yes, hardcore people malded about Emerald Nightmare not being hard enough with the power scaling eventually, but it was highly engaged with.

Poll the classic player base and see how many prefer vanilla or tbc to legion. There is an audience for these types of changes, it is not the people playing classic wow.

If there was any polling or community questionnaires, it’d be incredibly clear that this direction is bad for the classic audience.

The only data we have for trying this type of system in classic, is WOTLK ICC. Look at ironforge, it was people quitting…exclusively for the entirety of the scaling buff.