Yeah, the main reason why cross-realm LFD and I guess by extension LFR were added was mainly for the low pop realms. Sure, it doesn’t benifit the higher pop realms as much and they might see this a way to be toxic to players they’re likely to never see again but I think the pros out weigh the cons.
The teleportation is iffy but if you’re wanting to do a low level dungeon in say Outland for achievements, then the teleport would save you time which I see no reason to be mad at (though idk if anyone else would run TBC dungeons unless they’re leveling through to 70) and you can probably solo them even if they’re on heroic.
Great! since we’ll be starting on the last patch the balance problems are fixed… Right?
If by new lust you mean where once you use it you get a debuff much like drums? If you do mean that then yes it’s in WotLK.
Wrath of the Lich King
Patch 3.1.0 (14-Apr-2009)
Cooldown reduced to 5 minutes, but Exhausted now last 10 minutes.
Heirlooms are bought by badges and from events (I only know of the ring from the fishing durby)
You fly that crappy bird, I’ll be on my ashes melting the ice. Madge
How did you reach to that conclusion?
The balancing was done in the last patch envisioning the last raid content.
It will create distortions that people have no idea because no one was actually re-running WoTLK in that patch. Everyone was just doing catch-up content to go into ICC.
Naxx, Ulduar and ToC will be terribly imbalanced because of the changes that happened throughout the game.
Blizzard’s process of thought doesn’t include considering old content in the same expansion while balancing/doing changes. It is not like “maybe if change this class’ ability it will cause an imbalance on Naxx”.
Kind of silly really. The things people claim are glaring problems in wrath don’t agree with how people play classic at all…
Leveling experience sucks and Heirlooms are terrible —> Literally everyone boosts now days and just skips the leveling experience entirely. At least heirlooms created players for new people to play with (or just people to play with on alts).
Dungeons are way too easy in WotLK —> People constantly avoid heroics because they are too tedious for them
World PvP is gone! —> Son world PvP died the moment BGs came out and before then it was just a gankfest of alliance on grossly faction imbalanced PvP realms.
LFD is terrible ----> If you aren’t playing on the retarded 99% imbalanced PvP realms you will rarely see dungeon groups forming.
Raid Bosses are too easy —> every bit of content is smashed to pieces in the first week and if it isn’t people cry for nerfed versions immediately.
Cross realm killed server community ----> server community doesn’t exist outside of like the top 5 most populated servers (with most having severe faction imbalance problems) because all the other realms are dead.
Now I used to agree with many of these arguments, but its time to wake up. The community CLEARLY doesn’t care for any of these arguments so why bother.
Never heard of it before you literally mentioning it, so clearly it wasn’t that far off the ground.
Also again, barely anyone saw it. So them reusing it was a good thing. So sorry you’re upset more people got to actually see the inside of Naxx?
Yeah, and Yes man in new vegas says he hates you all the time and wishes he could talk against you, but he’s still follows every order as commanded, just like Anub did. Can be unhappy all you want about it, but all he was was just a large undead for Arthas to order around.
Anub was not interesting, he got to be the final boss of a raid tier, that’s more than he deserves. Honestly he should have been a dungeon boss.
There’s really not a huge distinction between invalidating an entire tier and invalidating 95% of it. It’s pretty disingenuous to say old raid tiers remain relevant when it’s really only a couple of items only a few people need.
With hyjal/BT on farm people might go back if they have extra time and hit the few bosses that have things people want but they’re certainly not running all of T4, SSC and TK will be targeted runs for the end bosses not full clears.
Great so then you can start working on the achieves that much sooner, I expect to see the sky full of black proto drakes if it’s so easy.
No they weren’t “overtunned” it just that most of the playerbase were used to the “WOTLK faceroll dungeons”
So, yeah, when you have to go back to C/C and more slow paced dungeons a lot of players are going vocal about it. Especially “wrath babies” who discovered end-game dungeons with wrath. Cata dungeons felt “overtunned” for them but they weren’t.
Which is due to poor itemization, nothing more. It isn’t like there are a lack of ranged weapon options in BWL for Rogues to snag, its just that all of them were worse than Striker’s Mark, despite coming from a harder raid. That’s bad design.
DST makes a bit more sense in that people tend to go from Bloodlust Brooch+5man option to Bloodlust+DST, then Tsunami+DST, which is acceptable given we have two trinket slots and a tier dropping only one option isn’t a bad thing… except that we got class-specific trinkets in T5 that were either amazing (Warp-Spring Coil) or utter trash. Blizzard, not really learning that lesson well, did the same thing in T6 giving us a guaranteed class trinket that only a handful of specs actually want. DST lasts so long because itemization failed to actually improve.
I shouldn’t kill Illidan using an item I got in the first tier from a badge vendor because 5 other trinkets available to me are worse. Why make those items? Why clog loot tables with garbage?
EDIT: And like Ziryus said, having 2-4 items that specific popular classes really wanted be highly desired out of hundreds of drops in a raid instance doesn’t really keep that instance relevant. BWL GDKPs were hilarious crapshoots because almost everything got sharded or bidded off for minimum starting bid because Tier 2 really wasn’t all that special for a lot of people and everyone was hoping for a trinket or Nef weapon to drop.
I didn’t know a single person who quit because of ‘community’, but almost everyone i knew IRL quit because of the cataclysm itself, me included. Terrible decision to destroy the old world for the sake of a single expansion.
Yup. As I’ve said many times, Blizzard has never understood the silent majority of mass casuals. People say dungeons in Wrath were easy…as if that’s a bad thing. Guess what, when the game had 12 million active subs the vast majority were just casual players who wanted to chill out, relax, and have some fun. That’s what Wrath offered, and it struck the best balance in the history of the game.
So whom does Blizz listen to? The e-sport driven 1% who need an ultra challenge from an mmorpg. “We need to make dungeons harder! We need to introduce a thousand mechanics and make it truly challenging so players feel like they’ve accomplished something. We need to let players prove how elite they are!! Hey…where did all the players go?” And yet they’ve only taken this design philosophy to the maximum in Retail. It’s so anit-casual it’s absurd.
But anyway, it’ll be nice to go back and do Wrath dungeons. They were just so much fun.
They took 75% of the roles out of the “role playing game” by adding or homogenizing too many redundant mechanics … then making them raid wide.
‘Bring the player not the class’ is a nice sounding catch phrase that may work for FPS or MOBAs or Roguelikes, but not RPGs. Especially when the game’s skill ceiling is so low.
Yeah homogenization is bad, but it can be a useful tool if wielded correctly.
I for one will be glad that I will have some AOE tanking capabilities beyond 4 mobs which is nice, and its not as robust as the proper Prot Paly AOE tank kit, and is utilised differently.
It becomes a problem when its done badly and abilities are copy pasted between classes. I don’t know any examples since I’ve only played Classic but I’m sure they exist.
I found it a highly enjoyable expansion especially for those that liked Wpvp and alts, however I do understand why people think it might have been the beginning of the end for communities. It started to absolutely destroy guilds and the need for grouped content.
It’s not bad it was just…different than what came before, burnt out players on the higher end but welcoming to new players and casual players.
Cemented a permanent schism between players of those who raid at the highest difficulty and those on the “easy modes”, gearscores and achievements enabled real crappy behaviour.