WoW combat has never been some hugely complex rude goldberg machine, when you cast a spell or attack some relatively simple formulas are applied that determine the end result.
Actually in some cases they will re-engineer it, so to speak. They take the table values that fed the calculation in Vanilla and move them to the new table locations. In many cases everything is clean and simple and straightforward. However, some parameters are used in a different way between the old engine and the new one. They have to investigate the differences and figure out what needs to be tweeked to allow the new system to operate the same as the old. Likely 95% of the conversion has taken about 5% of the time. That last 5% requires careful analysis - that’s where the dev team earns its money. They aren’t slapdashing it together. It is being done very carefully. Will there be errors - likely a few. When discovered they can be corrected. But for the most part this is going to be a remarkably close replication of the old game.
Problem is thats a huge assumption. I think they ll go with a “close enough” approach. Its apparent they want to do as little work as possible.
This is just an example but lets say retail doesnt have +hit. They probably wont add a non retail concept to their service. So how does that translate. I think you get the premise of my point.
We dont know. But i dont think their going to branch off their logic just for classic. Its bad software design especially when you dont want to maintain 2 mmos
Retune only screws over the casual players and does nothing to affect the hardcore guilds; hardcore guilds clear MC in 8-9 days from launch on private servers that actually do blizzlike progressive itemization, meaning they don’t have any of these overpowered 1.12 items. MC is supposed to be easy for casuals once they have good gear. The solution is an authentic vanilla experience, meaning original gear stats and character power.
Ideally we would have a truly authentic experience including progressive talents because the raids are actually balanced around the talents/itemization that existed when they were released, but not getting one doesn’t mean we shouldn’t strive to get the other. We realize that Classic will not be 100% like vanilla, but at the same time we want to make every effort so that it will be as close to 100% as possible.
Pretty much. It won’t affect hard core guilds as much as the only thing that may change is BiS and guild dynamics. While burnout won’t be real anymore due to everything being figured out before hand, this feeling of entering instance “fresh” may not be as a thing anymore either. Authentic vanilla was a lot more a grind than 1.12 was.
But that being said, MC wasn’t always an “entry level raid”. And raiding was never something people with little time could do. It was that way in Vanilla and it should be that way in Classic.
FYI, I have 0 desire to raid or PvP in Classic - if I play at all. Vanilla was such a huge part of my life i just want some form of authenticity in Classic. 1.12 - at least for me, is a huge disappointment. If I don’t play, it’s water off my back. I’m still burnt out from 14 years ago. No joke. lol.
Blizzard probably should of never try and restrict content/items for progression it is going to be unauthentic no matter what you do. Especially if your not going to do it to everything, but as long as it is fun I hope it will be good.
I pretty much care more about authenticity then making fraken patches for those who think dire maul gear is too op. What happens will happen and it will affect everyone, those private servers will probably be using the new classic in ways of gathering data.