You realize TBC had a bunch of design elements that were single expansion right? As did vanilla?
LikeâŚwhat?
(Notably significant features)
They 100% did, they saw people not participating in certain activities and saw the reason why, they flat out stated as much when they explained why they released dual spec.
Well, I certainly would agree with them.
I have absolutely no issue with dual spec when it was implemented.
These are very retail-esque questions that would make sense if we were discussing a live service game whoâs goal is to adapt and suit itâs current player base.
Theyâre irrelevant in the context of a recreation of a definitive experience with already an objective guideline that we can follow for how everything is supposed to be/work.
Well letâs see, raid sizes changes from 20/40 mans in vanilla to 10/25 mans with separate raids to 10 and 25 man versions of everything in wrath so that was single expansion.
Massive attunement chains were dropped after TBC and since those were deeply tied to heroics Iâll count those as single expansion. They were also a lot more extensive than vanilla.
Heroic dungeon design was vastly revamped after TBC and when it was attempted to try to bring it back the concept failed badly.
Class design in TBC with trying to create niche bring the class the not the player roles was scrapped.
And thatâs just a few TBC specific things.
All of what you just said were poor examples of âTBC-only featuresâ. The raid sizes in TBC and WOTLK were the same. If anything all WOTLK did was remove things in order to streamline, they didnât replace it with something different, for example heroic keys and attunements. And if by âvastly revampedâ you mean made to be faceroll, not sure this counts as being a âTBC-onlyâ feature, are you saying âmoderately difficult heroic dungeons were a TBC-specific feature!â?
Flying was part of WOTLK game design, but flying was not WOTLK game design. If that makes any sense. The reason flying was part of WOTLK game design is that the game was literally designed around its existence. Could you even get to Naxxramas without a flying mount?
On the other hand, Molten Core has nothing to do with TBC. The fact that it still exists in TBC does not make it part of TBC game design.
The 50g respec is kind of a grey area. It really has nothing to do with TBC. It stayed exactly the same across several expansions. And it isnât necessary for anything in TBC.
I think when someone says the 50g respec is part of âTBC game designâ, it implies that the 50g respec is somehow integral to TBC content, like flying was integral to WOTLK content.
Okay, letâs approach this from a different angle.
Q: Why shouldnât we add LFD to TBC?
Because LFD destroys the community aspect of the game.
No it doesnât, itâs just a QOL. Itâs just time consuming to run to the dungeon it doesnât affect anything because you can still run to the dungeon if you want to.
Yes it does. Literally ask anyone. Are you just arguing for the sake of arguing now?
You didnât read all of what I wrote then. TBC Has separate 10/25 mans, Wrath had the same raids that allowed different sizes, a very not subtle difference.
Correct attunes were just removed. Of course they added achieves which added a whole new thing for people to do while actually in dungeons/raids as opposed to an arbitrary barrier to entry.
Server specific LFD, how about that?
Porting to the meeting stone instead of into the instance and that would be fine for normal dungeons, for heroics it would hit the same wall it did in Cata where the tool formed horrible group comps.
Same-server LFD would be less bad. But I do think there is something socially-beneficial about forming a group from scratch, and having to spend a few minutes talking to people while you travel to the instance.
If it were up to me, I would raise the number of people required for a summoning stone from 2 to 3.
I feel there is something beneficial to needing to farm 50g to re-specialize your character and never at any point having more than 1 build to utilize without that consequence.
I feel a deterrent to respeccing is beneficial.
Take your feelings about LFD, and realize that someone could use the same arguments you are using for shoving in dual spec, and use them for LFD.
What is beneficial about it?
The deterrent is you have to be willing to gear and in fact be willing to play said spec.
It promotes not respeccing (as much), and also separates the lazy players from the not lazy players easier, since you can easily identify who knows how to farm a steady stream of gold by identifying people who respec often.
It adds an element of consequence to your choices, which is an important aspect of older RPGs that is not currently as utilized in modern games.
Consequences are not supposed to be fun, fun, fun all the time. They are meant to punish.
Is it antiquated game design by todayâs standards? Fair enough, but still intrinsic to the classic experience.