they didn’t your can go back and look at the patch notes they were always messing with the mobs respawn timer. you can stick your fingers and pretend not to listen but they never nerfed the boss health to make the fights easier.
You do realize that changing boss mechanics and lowering damage output is often far more of a nerf than actual HP scaling? And yes, this was done several times.
as a holy priest, smite rank 8 is 384 to 429 dmg ( let’s say 400 ) with a 2.5 sec cast, that’s 160 DPS without any crit, any + spell dmg, any talent increasing smite damage / cast time…
if your top DPS are only doing 200, they are friggin awful.
they didn’t lower the damage i know what your talking about your bring up rags lava burst. which was broken on launch it didn’t work right and then when they got it working it turned out it was way overturned and rags was unkillable. also wow van didnt have boss mechanics , bosses in vanilla are all just once giant gear check.
It’s literally painful how wrong you are. For example, Blizzard removed the Engulfing Flames mechanic completely from Onyxia. It’s just gone. Her tail swap cone is narrower and doesn’t knock you back as far.
It’s clear by how you write you’re not too bright but just accept that you’re fighting the nerfed version of this content with a superhero avatar with talents and gear you’re not supposed to have in this stage of the game. It’s just a fact.
not realizing the ‘optimal’ strategy is bad… is what make people bad.
in modern mythic progression, if I die I open my logs and see what killed me, what can be avoided, what can be mitigated and so on.
Apparently back in 2005 nobody realized that non-tank took very little to no fire damage yet still stacked fire resist. That’s being bad… as one example of it.
I was hoping they’d review difficulty. But, the game still has a lot of content to keep players around. Yes there’s people getting current BiS right now, but a lot aren’t even 60, and even once they are they will happily play alts for years.
So, that means plenty of Subscriptions for WoW to bolster retail losses. It is sad though that no upper management or even sales said “lets make it hard and lets recreate the fire that was there 15 years ago.” That probably would have made more money, and could have been true to the spirit of Vanilla, which let’s face it was “keep them playing cause grinds and hard.” But there’s a lot of egos at play: Retail has to be better than Classic for too many people at Blizz who should have had no hand in Classic.
Maybe a pirate server will emerge and make the game better. Maybe another game will emerge that will finally finish Classic. Who knows?
oh, they were definately bad in more than one way, that’s for sure… and also bad as a collective. Obviously if he was the only person this bad in his raid, he wouldn’t be no.2 on dps and rag wouldn’t have died so slowly… so everyone is kind of bad.
Did you play back then slight increases make a huge difference, or an a private server with progressive itemization like blizz should have done? I think not, this content is goin to be easy til AQ40
Because rogues exist in a vacuum and the healers having less mana regen tools and talents doesn’t hurt them amirite. Or range dps doing drastically less damage because of debuff slots and lack of talents that increase their damage. That means the rogue has to put up that much harder.
It’s things like this people don’t take into account that just make me just shudder because they literally don’t understand how the balance of this game works and how a 1.4 client > 10x harder than 1.12.
I absolutely don’t think that 1.12 was the BC pre-patch. Yes, Blizzard made patch 1.12 with the next expansion in mind – they plan these things years in advance. However, there was a separate, actual prepatch for BC.
I stand by the thought that Blizzard wanted to progress people through the earlier content so they patched with the aim that by the time the next expansion came out everyone had a good shot at experiencing the content that came before it. It fits with the pattern over the years where they would lower the requirements for previous content when new content was in view.
It’s hard to find games nowadays without like 3 hour long tutorials.
I do think in a general sense the harder difficulties are much harder with “normal” being laughable. But that also goes back to another change. Every game “needing” multiple difficulties to cater to the absolute lowest common denominator. Remember that there were articles bashing Sekiro for not offering an easy mode.
Except everyone back then knew that the thrash blade was an excellent weapon. People used it a ton, it was considered to be one of the top dps weapons for many specs.