Constantly, for the past week or so, all of my friends have been complaining about how stupidly overpowered hunters are right now. Even my hunter friend agrees with the complaints. These people play different classes in different comps and they are all generally complaining about the same things:
Hunters do way too much burst damage. They can easily solo people within 1-2 seconds. Hunters do way too much healing with spirit beasts, making them invincible.
I haven't been playing arenas because facing hunters just makes this game not fun for me. Many people have gone as far as to say that the ladders should be reset after hunters (and warriors but let's not get into that for now) get nerfed.
[SKIP TO 1:30] When you watch this video, take a look at the druid's health and then the mage's health after the druid dies (the mage does not leave the match)
If you have an opinion on if you think ladders should be reset, if I am exaggerating on how overpowered hunters are in this topic, how hunters should be nerfed, or anything else on this general matter, i'd love to hear it below.
How was a Hyjal/BT/Sunwell guild supposed to recruit? Guild purging all over the place. Need a tank? Take the GM or guild main tank for a SSC/TK guild. I remember carrying recruits in pvp to 1850 so they could get a decent pve weapon (esp warriors). How could you get started in raiding late in the expansion? You couldn't just jump into hyjal/BT and no one was running Kara/Gruul anymore. A few classes were lucky enough that they could craft some solid set pieces (shadoweave & spellweave inc)
ilvl didn't increase any more in TBC than it has in any WoW tier/expansion.
And it's hard to excuse the raiding rotations, but honestly the challenge came from other sources, not pushing buttons.
Did you forget about badges? You could always buy a 1 tier back set in TBC that was perfectly functional for a new raider until they geared up.
And as for new 70's, people ran Kara and then ZA up until the day TBC died. Not to mention heroics for badges.
If it was someone that was worth bringing into Sunwell, they could get gear, or had it already. The whole point of TBC was that not everyone was raiding the same tier at the same time. You had to invest time before you were ready to see the "bleeding edge" content.
Dakkrothy, on 08 August 2012 - 03:41 AM, said:
What blizzard decided to do was just to let the more casual players also be able to experience the same content but on an easier level & I think thats the best way it could be handled. The only downside with the game (in my opinion) is the lack of content being released. Look at season 8 & the current season, almost a friggin year long.
That's the exact problem. At the very highest end, raiding is still "hard." But the problem is that everyone has ALREADY EXPERIENCED that content, and thus they have no MOTIVATION, no DRIVE to continue playing. Blizzard CAN'T develop content fast enough to keep a playerbase having fun if all they have to do to "finish" the content is hit a "queue up" button and not fall asleep.
The last season of an expansion was always long, but WoW has never seen this kind of subscriber drop due to that fact. TBC gained subscribers even through what was considered a huge content "lull."
Starcookie, on 07 August 2012 - 08:41 PM, said:
[Lots of Vanilla problems]
TBC? The only reason it took shit so long to die was because of bugs. Kael'thas was bugged on release, as was Vashj. M'uru was an extremely hard boss, but even in TBC they nerfed the hardest of the hard within weeks, as it was too hard. M'uru was nerfed 4 times in the first 3 months. The final nerf was 30% with the final patch.
Well yes, everyone knows Vanilla had problems. No one's advocating that we go back to the grinds of Vanilla, it's TBC that people want back.
But not exactly TBC, moreso that "vision" that TBC had, not necessarily the flask time sink and bugged bosses. The idea that IT'S OK for not everyone in the game to see everything that the game has to offer. The idea that it's OK for not everything to be cleared and documented on a PTR before it's even released. The idea that it's OK for you to have to actually go out in the world and travel/explore and spend time NOT in a city opening menus.
And there's no way that you can say that content would have been cleared at the same pace as Wotlk and Cata if the bugs weren't there. Just look at fights that weren't bugged. Did they get cleared in 48 hours? No.
Also I found the attunements to be fun and worthwhile. Sure they aren't very applicable to World First contenders or Top 50 World guilds, but for the vast majority of the playerbase, it was content and engaging activities that gave you something to do if you weren't in a top tier guild that spent hours and hours every week on the cutting edge. And since it was something that not a huge percentage of the playing population could do, that also gave you prestige and distinction outside of your guild's accomplishments.