I wonder if we had the experienced players we do today and the add-ons we do today, if the dungeons would even be hard. There was a meta back then too that (iirc) was very strong. But I feel that if people observed the meta as obsessively as people tend to do nowadays, it would have probably been okay without nerfs.
Still, I believe the idea of nerfing content over time is a good one. It lets everybody eventually experience the game at the level they hoped for, but the very dedicated players are still rewarded because they get the early achievement dates.
It still wouldn’t really be true classic. Classes are way different and more capable today than they used to be. I’m not sure vanilla dungeons would have the same difficulty here as they would over there.
But there’s not really a point to bringing it back. It’d only be another option for 1-50 leveling and have no other use beyond that. At 60 you would demolish it as you would everything else. And it’d be a completely separate phasing disconnected from the rest of the world making it awkward to even exist.
From memory, they weren’t even that bad for organised groups. I expect anyone who dabbles in m+ would stomp cata heroics. I was in a fairly casual heroic guild back then and we were working on the meta achieve for the Mount before the raids released.
For queue-finder? I’m sure they’d wipe a few times and either call for nerfs or stop playing it and say it’s “catering to the e-sports crowd” like they say for return to karazhan, mechagon and tazavesh.
And they’d be right. It is indeed catering to the esports/elitist crowd to try to force casuals to do harder content in order to make them git gud.
People play games for a variety of reasons. The majority of players in every MMO is casuals. They are non-competitive players. Most are turned off by having competition forced on them.
Turning wow into a social engineering experiment to force personality change on casuals is just going to be a colossal failure.
I think I can guess who you are by your class choice and opinion.
I don’t see how harder heroic dungeons cater to exports (people barely watch the mdi which is like… +20 something keys? Way harder than dungeons have ever been)
As for elitists? Yeah, the sort of elitists that have lfr as their endgame and shout at people in lfr, not actual high end players.
Regardless, I believe this thread is asking for Classic Cata having un-nerfed dungeons; something that people who want to go back to cata would probably be OK with. As for modern times, there are 3 untimed difficulties of dungeons currently and the occasional epic dungeon which seem to be quite sufficient for all levels of play before you even get to the endlessly scaling stuff.
You are right in that forcing higher difficulty on the player base is a bad idea and Blizzard has already admitted this in the past.
Challenge modes, green fire, first iterations of timeless isle, tanks out dpsing the dps, golden age of warlocks, proper valor systems and reforging? Oh boy sounds fun
It would be very expensive to give everyone they own ideal server, and most people would not be happy if they did.
For the most part, if it would take the actual general playerbase into account, the best time for this game was WotLK after the second and before the last patch.
It was the time more people were playing the longer and doing more things.
It would be far ahead from anything about Cataclysm.
I don’t pvp, so I have no stake in that game. I don’t think there should be tiers of pvp gear, it should just all scale up in pvp and do whatever in pve.
Shadowlands isn’t forcing dungeon difficulty on anyone, though. We have more range than ever. I think people just want a better gear progression system than doing normal > heroic > m0 and getting stuck at 210 if you have no interest in timed scaling dungeons or raids.
Honestly, I only touch normals for levelling and then skip heroics to do mythic. They should probably restructure that to not suck.
And I doubt you could guess my main, as I’m a nobody.
Different time, different place. WoW would not replicate its success with peak subscriber numbers. The amount of new games and more easily accessible means with which to play those games are way higher now than they were ever back then.
Cata dungeon difficulty was only ever an issue because of LFG. Difficulty-wise, they weren’t much different from doing M0’s while at like 160ish ilvl.
Any semi-competent pug group would demolish Cata Heroics, especially since Healers are now used to the triage system of healing and not the Wrath style where you could have a drinking bird spam flash of light and no-one could tell the difference.
Any Warlock worth their salt who played MoP has a shrine to Xelnath near their PC.
That goes without saying and classic has done nothing but show that.
However proportionally, it is expected (not by “me”, but some big magazines like MMOChampion) that the model of classic that might turn more heads and bring some life to the “classic family” is WotLK.
They cite something many of us know: Most of what people said about vanilla and TBC were actually introduced in WotLK, and many features which became a point of contention to this day were absent or not yet in their current form before the last patch in WotLK. It was the best middle point between opposing arguments that lasted to this day.
And people actually forget how many instances in WotLK were nerfed because they were hard. Questlines were changed because people started complaining they could not finish it. And when cata hits, the most atrocious cuts of instances content were made, forever nerfing and dumbing down a lot of instances. Cata dungeons are only hard compared to what came after, not before.
They actually say that the problem in doing WotLK would be not replicating the exact order of patches, as the worse backlash they had was when the last patch changes hit.
There is no way everyone who played WoW then will come back and like WotLK classic, but it will be sure among the classics, the one that has the most potential.