A lot of people think HC WoW Classic is interesting because of the one life and the permanent death and that the permanent death is the crux.
The permanent death is not what makes the game better, it’s just the switch that grounds the game again and makes it more of an RPG and pushes it back a little bit more towards MMORPG.
That’s what makes HC Classic better, not the permanent death.
Now everything is interesting again, which has much less to no meaning in SC.
And we’re not just talking about obvious things like having more lives or rather fighting less mobs than one too many and choosing the appropriate professions.
Now things are important like a different skill that helps you survive and not whether you make x more DPS.
NPC effects can make the difference between life and death, so the NPC MoB world has become more exciting again and their influence has increased. If an enemy disarms you, it can be devastating. If he catches you in a net as well.
The details become more important again and the path is again much more the goal.
So it’s not the death that makes HC Classic better, it’s just a lever, a switch to perceive the actual doing and the things that the world offers or presses on you more.
So it has completely different backgrounds and the death in HC only reveals them more.
This also serves as a comparison group to the other WoW versions.
Here you can see that in the other versions it is not about the actual RPG, but to get through and to put themselves in instances in an “Endgame”.
And you can also see that there are a lot of players who want a different way of playing and more of an RPG and MMORPG than these modern eSport games, which are called MMORPGs, but they have almost no similarities to this genre except for rudimentary things and that many people are on one server in one world at the same time.
What do I want to give the developers with the way?
Make real MMORPGs again.
You wouldn’t need permanent death as a means to serve the purpose of an MMORPG again. Simply making changes to all the mechanics in the game itself would achieve the same and even better effect.
And of course, the path must be the goal, the “end game” an optional side issue, and the single player quest path must be ended and exchanged for central mobfighting.
Items are available from professions, item drops are worse, but never better than items made by professions.
The mob world will be much much harder. Regeneration phases are essential, as well as hard consequences when dying with a lot of EP loss and expensive item repair afterwards.
Classes need to be changed so that they are much more dependent on each other. Mounts need to go away to give supporters running speed for the group again.
CC classes can go back in to give support not within the group, but through the mob world through CC and control of enemies, etc.
The whole mechanics suitably rebuild and already is a WOW e.g. Classic + even x times stronger without permanent death just as and even better available.
I don’t need a game with only one life to have fun in a MMORPG. I need a real MMORPG with the right mechanics. That would excite me even more than having to forfeit all invested time and energy after dying once.
Create MMORPGs again, that don’t have the value in another genre called Endgame, or where you solo a chain of tasks and get lost in a group for 2 minutes, because the NPC is just too unsafe to kill him alone.
This is my appeal and HC Classic proves that it is intentional, that it is more interesting for RPG players in a different way and that there are certainly enough players who want this. Even those who have no idea about it, because they have never come into contact with real MMORPGs, simply because there are none for a generation.
The text was translated into English with a translator.