Skill gap, retail vs classic - is retail too complex?

Cant stand Devo because it’s brain dead easy but Havoc has a lot of previous bonuses in it’s tree. They were just passive raw power throughput bonuses that are rarely played around.

The best changes this xpac to havoc were the ones that added skill ceiling and rotational variance to the class. Inertia / Fire Inside specifically. And these ones fit within the narrow concept of “true difficulty” described in this thread or so I take from it : dodging swirlies.

Oh man dh has to dodge swirlies while also hitting the zoom button look out

I had someone tell me to casts Essence Font before casting Sheilun’s Gift. I was really scratching my head as to why given everything you read on M+ healing says Essence Font is “essen”-tially" useless.

Turns out it was to get Gusts of Mists. They wanted me to precast a channel ability (That should only be used for Ancient Teachings) to grab a 20k proc. Right. I’ll do that next time and wipe even harder from a delayed Sheilun’s Gift.

It was my fault that healing was meh in the end (Given it was my first EB +20) but their advice was just wrong. I have no doubt many folks have the wrong idea how this game works at any level.

The sad part is folks in 25+ seem to just outright out gear the content. Jadefire Stomp + Spinning Crane Kick healing for as much as it does with all that gear is just absurd. Same with any heal coming from these high level players. It doesn’t even look like a challenge with the throughput they have.

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Playing modern WoW doesn’t require a higher base skill level.

You needed more skill to succeed during Vanilla. Why? Because WoW had massive sub numbers and there was a lot of competition. You didn’t have the same mods and resources you do now to be good in s competitive sense, like PvP and raiding. You just had to be good.

Classic isn’t the same, it doesn’t have the same variables as Vanilla.

Oh honey…

OH HONEY…

We have reached peak cope.

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I think Evokers actually have a pretty great design. (mechanically, not aesthetically).

Their abilities are simple to understand in tandum. But I feel like there is a high skill cap because you can dodge cc with certain abilities.

Probably my pvp player perspective. Maybe they are boring in PVE content. But in PVP they have some nice tricks and interesting utility.

Outlaw isn’t remotely similar to sin/sub at all.

What the guy was getting at is that RTB is insanely complicated and pretty much requires a WA to maximize it.

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I’m more saying that this “optional complexity” should be in the talent tree.

The baseline for all specs should be simple enough for a noob to understand.

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Infinite growth is unsustainable. That’s how you get to ludicrous number scenarios.

Addons and weakauras are required to play the game. Inb4 some LFR hero says he doesn’t use them. Why is it always people with no accomplishments that say “git gud”? Anyway, it would be nice if the game were simpler. It doesn’t have to be easy to be simple.

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Infinite growth is only unsustainable because companies inevitably make mistakes, given enough time.

They are. If a player reads their tooltips, then with relatively basic reading comprehension and information synthesis skills you should have a very solid understanding on how your spec works on a base level.

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Bingo, there’d be an adjustment period and I agree it’d shake out about the same for most folks under mythic. It’s just getting adjusted to needing to pay attention more actively that people need.

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Oh okay here. You have basic reading comprehension. Tell me how to use this card in a deck.

  1. “While you control a “Rescue-ACE” monster other than “Rescue-ACE Hydrant”, your opponent’s monsters cannot target this card for attacks, also your opponent cannot target this card with card effects. You can only use each of the following effects of “Rescue-ACE Hydrant” once per turn. You can activate a Quick-Play Spell, or Trap Card, that was Set by the effect of your “Rescue-ACE” card, the turn it was Set. During your Main Phase: You can add 1 “Rescue-ACE” monster from your Deck to your hand, except “Rescue-ACE Hydrant”.”

And if you’re genna say “I don’t play yugioh” try telling me how this card might be used in a deck.

  1. “Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing 1 LIGHT and 1 DARK monster from your GY. Once per turn: You can target 1 face-up monster on the field; banish that target. This card cannot attack the turn you activate this effect.”

Don’t blame the players reading comprehension, when you make 0 effort to make things easy to comprehend.

It would change boss and class design drastically. Everything about how the game works would have to be rethought.

Lets say you wanna enchant your gear:

→ if its a vanilla/tbc/wotlk enchant, its only applicable below level 20, after that it gets real foggy. like some mop and cata enchants tap out fast. so a small window of viability before ilvl cut off, considering the leveling speed. a bit more wiggle room for wod and legion but as soon as you hit bfa/shadowlands, nope. so basically, most of the enchants on the ah are unusable

→ belt buckles and shoulder enchants have a level requirement that bypasses your gear ilvl cut off requirement so are not usable at all, yet are still on the ah

I have an unrelated complaint but I think things like misdirect, tricks of the trade, blistering scales should auto-target the tank (no need for a player to use a WA or macro) when you are in a party not raid and there is only one tank. They should also have 100yd range and ignore line of sight.

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I’d like to see @tank and @healer @dps1,@dps2, etc for party target macros. @party1 exists, but you can’t reorder your party to put the tank on top.

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I don’t use them (Minus Details and Radier IO) and I managed to time 20s in M+ with only on-par gear (Just barely out-gearing). I mean it’s hard but it’s not impossible without addons. If anything addons seem obnoxious and remove a fair amount of difficulty out of the game.

Difficulty like a hard to read UI, obnoxious disappearing mouse, and plenty more. All of this is humanly possible to work with. I get it though, some of you all don’t want to and that’s because you don’t have to.

That just goes to show we’ll always take the most optimized path of least resistance. Hardcore in our rotations, easy mode in our UI. The fastest path to success. Stuff like Havoc vs Outlaw or Discipline vs Mistweaver or Holy Pally. Easy mode to overcome all the bs this game can throw at you.

My ilvl 424 priest has all 20’s timed too. Addons are 1000% required to play this game in any meaningful way. You said it yourself, the base UI doesn’t give you the information you need to make the decisions required to perform at an acceptable level.

I think this is where blizzard drops the ball. They should beam ability interactions into my head like in the matrix instead of making me read. This is a VIDEO GAME, not a book!

You can’t post rules or descriptions of something without context. The player who is reading their talents is playing WoW, they have more information than just the tooltip.

I understood that pretty well. Do I understand the particular nuances of what “banishing” means or the differences between Normal Summoned or Set? No, but for the most part that cards instructions are pretty easy to grasp.

But more important than just raw reading comprehension is your ability to synthesize information. Combining what multiple tooltips/ability descriptions into a single, coherent, picture is what will allow a player to understand the basic levels of how to play their class.

Here’s a tooltip for you:
Summon a Demonic Tyrant to increase the duration of your Dreadstalkers, Vilefiend, Felguard, and up to 10 of your Wild Imps by 15 sec. Your Demonic Tyrant increases the damage of affected demons by 15%, while damaging your target.

I guarantee any player regardless of skill level can read that and assume “well i guess I want to have all those demons out on the field before I use this.”

Which is correct. The nuances of what order to summon them or how long to have them out on the field before tyranting are not immediately obvious, but the fundamentals on how to use the spell are there.