multiple difficulties is a huge reason of why i dont really play modern world of warcraft, when you have multiple difficulties the merit and value of doing anything on a lower difficulty gets toned way down, or even becomes non-existent, as people really only care about whatever the hardest difficulty is. additionally, by virtue of having easier modes the hardest difficulty is thusly made incredibly hard and just not fun at all, they’re usually very frustrating and agonizing and require far too much coordination for a large group of people to solve expediently.
likewise, it just feels nice to have everyone progressing the same content instead of everyone essentially being divided in skill categories where they cant really interact with other people due to the content they’re able to handle all being different. it splits up the community considerably.
finally, gearing and builds can be different depending on the difficulty you’re able to handle and this is especially relevant to the way heat works in molten core with its focus on fire resistance and it makes the already grindy gearing system of classic wow even more of a grindy headache, especially when talent builds are also varrying depending on your gear and your classes ability to acquire resistances through talent selection, it’s just a mess.
Now, if they DO decide to keep moving forward with a difficulty system, then i hope they bring it down to only two difficulty options; the Normal mode, and the Mythic-eqsue mode. the problems i listed above also get reduced when there’s less difficulties and tbh a middle of the road medium difficulty isnt even neccesarry; either your guild isnt confident in their skill and they’re gonna do the easiest difficulty or they’re gonna push for the hardest level of progression, so i think a medium difficulty just doesn’t need to exist.
I hope we get a system in the future that is less based on arbitrary resist requirements, and more to do with added mechanics, increased damage and health values, and tighter DPS checks for a properly increased difficulty level.
I also hope they continue the theme of exclusive top-difficulty cosmetics for those players of superior skill to show off.
I will likely never get those cosmetics, and so they serve as a strong chase item for someone of average skill level like myself, which would invoke a feeling of accomplishment if I ever did receive one.
Sod has perhaps the greatest difference in player skill that wow classic has seen so far, there are top mega guilds killed every boss in classic existence on day 1 and then there are people who are a million miles away from that, having only one version of difficulty means that the content is too hard for some and far too easy for the other.
Most WoW games have always been on the side of too hard but sod is kind of different, but the risk is that you make content with no carrot on a stick, no one has any goal to aim for so they lose interest very quickly. On these forums we had people complaining that ST is both too easy and too hard, idk what the devs are suppose to do in that scenario
Exactly OP. The vast majority of people who play classic don’t care about different raid levels.
All the time wasted on creating the different heat levels for MC would have been time better spent on itemization changes, new content like new dungeons, or class balancing.
Stop wasting time on stupid changes no one wants like different raid levels.
Season of Mastery failed because of these raid changes. It’s going to be way worse with world buffs now because if you screw up and die you lose world buffs which is going to really upset players.
We do care. Easy stuff is boring and gets burnt out way too quickly, making people more likely to move on and quit. Having a challenge is good for the brain and experience. Easy is for weak-minded people.
MC with the heat levels is fine because the raid is specifically fire-themed. I don’t see the same approach working for later raids since they don’t really share the same mono-element theme. AQ would be the closest with nature damage but that is far less prevalent than fire in MC.
Not to mention that AQ in SoM already had hard modes. They could just keep those, add some in a similar vein for BWL.