WoW needs to be an easy game - Not a hard one

Do you honestly think the outcome would be any different?

Why?

Do you think there is some super secret group of anti-add on people who are actually way better than these players hiding somewhere?

The weak auras thing is interesting and more than meets the eye for world first. My surface level understanding is “they” build it. Not that it doesnt make their runthrough easier. But then other non top contenders use those auras to do their runs?

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Yes. They live and die by their WA creators. I would argue the WA creators are more important than the people pushing the keybinds. The weak aura designers are geniuses though.

We aren’t talking about chess or the NBA. There is no innate talent needed to just dedicate your life to practicing following the WA prompts, moving and avoiding stuff on the ground for hours upon hours.

I would love to see a blind, no weak auras race to world first. Players thinking on their feet instead of just following prompts and orders would be fun to see.

Unfortunately that race is dead on arrival with two teams having all the money to skim players off the top of every other guild.

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Good point.

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Has it really been long enough for people to forget how much the ability pruning at the start of WoD sucked?

it used to be “easy mode” was leveling through story lines …

now everyone thinks raids/mythics should be easy moded…

IF they still have any hard core raiders that means they have to make dungeons and dropd for them too at shich point you cry it isn’t fair you can’t get the op gear in the lower end dungeons/raids

BESIDES this game IS EASY MODE…

Go play classic see how that is … and it was WAY easier than most MMOs prior to WoW …

WoW broke the MMO genre and the crap they have out there is just that crap .

Easy mode and pay to win is all there is … even WoW is just a pay to win game now

Bring on the prune! Almost every class and spec needs it.

There is a difference between “challenge” and tedium.

Things like mythic level raids are challenging. That’s where the skill is.

Open world should be doable by anyone. adding “challenge” there simply makes it tedious.

Personally, I play WoW solo, to relax and have fun. I don’t need to be frustrated by a “challenging” open world.

If they want to add optional things like events that are difficult, fine. As long as they’re optional.

It’s kind of hilarious that you think the guilds who go in first, who develop the strategies and timings (that other guilds follow), who figure out what the WA needs to do in the first place (that later guilds just copy), would suddenly be the helpless ones if addons got banned lol.

WoW’s instanced content blows the competition out of the water so hard that the competition actively tries to copy how WoW handles its instanced content.

The ones that develop the strats are really smart and talented. The raid leaders are amazing.

The button pushers are really good but I think you sell yourself short by thinking you couldn’t be one of them if you dedicated the hours they do to this game. Not discounting the effort they put in.

I would argue anyone that doesn’t have a learning or physical disability and can follow orders could be a world first raider if put into that intense training and practice environment.

It isn’t rocket science or even an Elden Ring (without over leveling) level of challenge.

I dont like this player attitude of “if you want any easy class play X”

I dont wanna pick a class based off how simple it is. Wth.

WoW was never an “easy” game, it always took skill to min/max and play at high levels. Very few people were actually competitive on meters in classic raids. Very few people used their class to the max in pvp or dungeons. But in the past you got much more of your throughput from easy decisions or auto-attacking, so the gap between good and bad players wasn’t as big. It used to have a better “easy to pick up, hard to master” curve. Now the floor is lot lower because it’s easy to blow the rotation or misuse cool-downs on a bunch of specs leading to a huge loss of throughput, and the ceiling is much higher but requires a lot better gameplay.

For instance, on demo warlock in SL (maybe its different now, haven’t played it since then), you had to execute like a 5-10 ability rotation in a specific sequence without losing time to hit the timing on the demons and cd that refreshes their timers, and maximize the number that were out, make more imps for implosion, etc. to have even remotely competitive dps. It was not easy to do that while moving and doing mechanics.

People are avoiding Rogue because of stealth shenanigans and windows and carpal tunnel, but really that’s just in M+ where Rogue feels frantic and stealth doesn’t work half the time.

In raid it’s a completely different story. It’s like walking on clouds. You just do your ST rotation over and over and don’t have to worry about switching targets every 2 seconds and it’s easier to plan vanish usage.

They are easy and fun, and yet most ret paladins and hunters I see are garbage at the game in general, hah!

People using WA to optimize their rotations doesn’t mean you have to have them. Unless you’re doing like mythic raid or high m+, WAs like those aren’t necessary.

No. Removing abilities doesn’t make the situations you used them for not happen, it just means when those situations do happen, there’s nothing you can do.

That was one of the core design elements of WoW and MMOs more broadly though in the past, that some situations you can’t handle on specific classes (e.g., warriors have crazy glass cannon throughput but no escapes and no self-heals, so you need a healer), but you got synergistic effects from playing with other people. They made every class able to do everything, but it also made the game more complicated for new players and it discourages social interaction.

The problem is that not having tools removes player agency. If I have no agency over if I live or die from a mechanic, it feels really bad.

But this also leads to the over complicated encounters you get in modern raids that rely heavily on one-shot mechanics and perfect execution by every player, because when everyone can do everything its hard to design a challenging encounter.

This is why active talents need to be BALANCED against passive ones, not deliberately overtuned because “it takes skill to use them”. That approach will only create a fake choice between button bloat and subpar performance, which has no good options.

WoW needs to be easy and hard, because there are millions of players of very different skill levels. That’s why most content comes in several different difficulty levels (or in the case of M+, LOTS of difficulty levels). But that’s independent of the bloat/prune axis – in theory and assuming proper balance of button-adding talents.

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