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Topici rank the WoW classes based on how much time i've played them
banananor
11/11/20 5:01:11 PM
#39:


azuarc posted...
Disagree strongly. Beginning of Wrath was what pushed me away from the game. Naxx was a recycled dungeon. Once you cleared the outdoor zones, the instances were a waste of time because gearing for Naxx was pointless. The dungeon finder absolutely ruined the game for anyone who wanted to run instances unless you were a healer or a tank. I loved the outdoor questing in Northrend, but after that point, Lich King was pretty terrible. We'd be waiting months for an actual raid besides two one-off encounters, and when it hit, I didn't care for Ulduar. It'd be over a year before we got another *real* raid, unless you count whatever TGT was, but I'd already quit the game by that point.
Wrath certainly had its weaknesses, and while I'm nostalgic for it I certainly wouldn't call it the best. But it's respectably close.

Naxx 2.0 and Trial of the Crusader were both disappointing as 'ultimate' raids, but they were excellent, and perhaps even ideal as stepping-stone or introductory raids.

I'll even defend Naxx further- something less than 2% of the playerbase had even stepped foot into Naxx 1.0 in vanilla. It was an ultra hardcore raid released mere months before the burning crusade invalidated everything with hellfire peninsula greens.

A total of 23 guilds had killed Kel'thuzad 1.0. For literally everyone else, Naxx 2.0 was a fantastic experience. Yes, after Hellfire greens had made raiders salty, they went in the opposite direction for wrath. If you were a super hardcore TBC raider, you could use your legendary warglaives in the first tier of Wrath. And that, evidently, made a separate group of raiders salty.

If you wanted an excuse to gear up in dungeons you could aim for an Immortal run- that was certainly one of the most nerve-wracking raids in the history of wow

Some of this is up to personal taste, but Ulduar is considered by the community to be the best raid of its time, and Icecrown Citadel was also considered fairly good. Those patches, with those stepping stones, either from Naxx --> Ulduar, or Trial --> Icecrown, were halcyon times for the game.

Yes, Trial was brief, had no trash, and some of the fights were rather straightforward. But that's what you want in last tier's raid.

The first real mistake of Wrath was Trial's 4-lockout system that seemed almost intentionally designed to create burnout. I took a break then, too, and came back once ICC was released. The second real mistake of Wrath was that Blizzard didn't give Ulduar time to breathe, and released the next tier (Trial) too quickly. This meant many people didn't see much of Ulduar, and the gap between ToC and ICC was too long.

Basically, if it wasn't for the mishandling of ToC, wrath would have been much closer to the running for best expansion of the game

As an addendum, I think the Dungeon Finder was a great feature. I understand nostalgia, but nothing sucked more than spamming the chat channels for 45 minutes to find a group, hoofing it to the dungeon, then having the tank disconnect after the first boss. LFG changed the game in a way that made it less prone to producing EVE-online-esque dramatic tales, but better for actual players who weren't guild officers

LFR, on the other hand, went too far. But that's a topic for another time

Lastly... don't forget about wintergrasp! That was a great idea and well executed

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You did indeed stab me in the back. However, you are only level one, whilst I am level 50. That means I should remain uninjured.
... Copied to Clipboard!
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