Some Suggestions in favour of changes

So here’s my thoughts on classic changes now that I feel I’ve invested enough time reading and watching others’ opinions to throw in my 2 cents. I don’t think a few changes are the worst (especially considering changes are already in effect and other variables that exist that will alter game play).

  1. With the proposed content release plan: I can get behind grouping content, but strongly advocate for the initial release to only include end game that was available on release.

1.12 talents etc. already make the game easier, but DM and World bosses expedite progression further - it fosters more rushing to end game content. For those who rush to 60, let them enjoy MC, don’t give them everything all at once.

Additionally, World Bosses are a community event (more so now that people even know about them), and again, you’re catering to those that rush to 60. Let people get to 60 in a reasonable time frame so they can part take in the first event in some capacity (aka: fighting over the kill)

  1. Scaling of some key elements I think should be done.

Example of this could be the respawn rate of some quest mobs. They don’t need to be 5+ minutes. Maybe 3 minutes (as an example). I wouldn’t say to drastically reduce them because people grouping around these quests and then making partys to complete the quest together is valuable community building, but many players know where things are now which makes the bottle necks. I think some reduced spawn times in certain areas will also help alleviate server stress and is an alternative to sharding as it will help disperse crowds.

Another example: Consider increasing the requirements to open AQ. In Vanilla, people didn’t know they had to stockpile materials from day one. I think if we want this event to remain an event that lasts more than the minimum, it should just take a bit longer. And again, this, I believe, increases community because it can’t just fall on the high end guilds to stockpile.

So yes these are changes, but my thought process is to make the game slightly more challenging in an effort to get it closer to the vanilla experience.

Open to feedback with rationale :stuck_out_tongue:

Which is how it is currently. DM was out for all of europe on release. Most players won’t even hit 60 by the time it gets released anyways if we went by “super speshul” release schedules.

There’s barely any real difference between 1.0 talents and 1.12 talents for the majority of leveling builds.
You sound like you just hate being left behind in the dust and want everyone to be time gated by content release schedules.

If you’re willing to nolife for 2 weeks to get the amberseal staff off of Kazzak or the Typhoon from Azure, more power to you. The grind to 60 and race to those bosses is a fight for the kill. Most of their drops are garbage anyways.
Again, you sound like you just hate being left behind in the dust and want everyone to be time gated by content release schedules.

Oh finally, I’ll get to know my neighbor now that I have to stockpile 200,000 silk bandages instead of just 100,000.

None of your changes make the game slightly more challenging, and are more geared towards catering to the casual crowd. Accept that you won’t be one of the best and you’ll enjoy the game. Tearing others down so you can have fun on their level is part of what made WoW the garbage it is today.

There needs to be something to aspire to and play for. You want to beat those raiders? Put in the effort, don’t ask them to be artificially limited.

You sound like you’re just trolling. In some cases you had justification, but mostly you just assumed I was a casual player that wanted an easier game.

To your first point:
It’s the accumulation of gear, buffs, etc. that will make MC less of a challenge by having many of the components of later content out at launch. I also think overall, the community wants more content release stages, not less, which I 100% agree with. My point here was simply based on Blizz’s suggestion, I think they should reconsider the first content group.

And you sound like you’re just a casual who can’t invest as much time as hardcore players into this game but you still want the victory screenshot.

MC was cleared in 2 weeks on nostalrius by players who were wearing nothing but greens for the most part. It is not a difficult instance. Consumables are what vastly trivializes the majority of raid content, not the minor 8 strength you gain from a belt you get in DM versus BRD.

The community wants more content release stages? Not less? Sounds like a hot opinion. Which if you’re arguing for #changes you should stay away from.
If all you care about is the first content group (splitting DM and Kazzak and Azuregos off)–why? To make MC slower? Make it last 1 extra day? 2 extra days?

The dps requirements to clear MC are absurdly low. Depriving players of that content does nothing but stifle the competitive raiders.

tldr

no changes

a casual that has played more vanilla content than a vast majority of people i guess.

My point is that you’re all asking noChanges yet the game is already fundamentally different based on decisions made. Decisions that HAD/HAVE to be made because you simply can’t go back in time.

Not an argument to open the floodgates to more changes. The core concept is still there. The devs themselves said if you want changes, Classic is not for you.

1 Like

Then you should know that there really is no difference between having kazzak/azuregos/DM open on launch versus having them open at 6-12 weeks later.

I’m not saying I’m 100% no changes either. I’m very pro change when it comes to making the game difficult. But your changes are absolutely awful.

Re: Tagatojin
I don’t see how you are arguing my point which is actually reducing the amount of changes and spinning to infer that I’m asking for changes. (on this point anyways)

Blockquote
I’m very pro change when it comes to making the game difficult. But your changes are absolutely awful

Yet you’ve not justified why; you simply attacked me

I definitely wasn’t 60 yet. I didn’t even know DM was a post-launch release because I was probably in my mid-20s by the time it released. I know I was level 35 when Battlegrounds first came out, because I was super excited to get my Frost Tiger Blade (a sword I salivated over for a long time because I saw the blacksmithing plan) just in time for my first ever Warsong Gulch.

If you’re taking personal insult from your ideas, that’s your problem. I’m not the type to sugarcoat when I see terrible ideas.

I didn’t say i’m personally insulted. I said you haven’t justified your position with anything other than attacking me. But I’m just going to stop answer you because you can’t seem to read.

You are personally insulted though. For someone asserting that other’s cannot read, it’s apparent to me you cannot infer (read implications).

None of your ideas have any real reason as to why they should be implemented except to stifle hardcore raiders’ progress.

There’s two reasons for that:

  1. You want to make molten core harder
  2. You want to take the game at your leisure and be able to compete with the hardcore raiders so you too, can be a realm first Molten Core Raider!

Reason 1 definitely isn’t the “why” as to why you put forth these suggestions. Molten core is so braindead easy that you could strip 70% of the gear from scholo/stratholme/UBRS/etc and still clear MC within 1-2 months post server launch. As a “casual who cleared more than most players” you should know that, unless only part of your claim was true.

Being that only part of your claim was true, I’d have to say reason 2 is the real reason. You don’t have the time to commit to it so you hope that Blizzard introduces artificial time gating to allow you to catch up. As I read on and saw that you wanted the AQ war effort increased as well I saw more and more evidence that you are one of those people that wants all of the glory with none of the effort.

You’re very wrong with my intentions - it has nothing to do with my leisure; it’s about attempting to bring forward ideas that attempt to recreate as close to an actual vanilla experience as possible. My comments relate to server community which is kind of important in an MMO. Hence why you have difficult questions like what should the server size be? It’s about systems thinking and you appear to be viewing everything in a vacuum.
You appear to be against any element that may slow down the highest level of player, which based on your thought process, appears that we might aswell release naxx day 1 so we don’t impede progression of those gamers.

Do we know that phase 1 and release are the same thing? I don’t know if they clarified that or not.

I don’t think they stated that explicitly but it’s how I interpreted it

I think Naxx release day 1 would be great. Classic WoW is touted as an incredibly hard raiding experience–how fast can it possibly be done on a fresh server?

Gauntlet servers with everyone racing to the finish sounds fantastic. But I can’t see them lasting.

You want to recreate Classic WoW as it was in 2004? Good luck. You’ll never get it back. The playerbase has evolved in a way that you’ll never have it again. It’s one of the most theorycrafted MMOs out there by a long shot. You want to make raids hard again? Lobotomize your entire raid.

How does increasing the amount of supplies needed affect the server community? How does holding back world bosses and dire maul affect it?

it includes the bulk of the community, who isn’t on the cutting edge of raiding

and what does it do to the server community? improve it? how so. by what measurements.

Better changes:

You get a THUNDERFURY!
And YOU get a Thunderfury!
EVERYONE gets a Thunderfury!