![]() Friends, heirlooms, etc., although BGs were X-realm in 1.12. Cross-realm or bind-on-account anything. Respawn "checkpoints" in dungeons or raids Warlock Closets (but warlocks could summon one person at a time if two others clicked) Indicator for uninterruptible enemy spells Haste and Speed weren't common stats on gear, but a few things had them, like hunter quivers and some novelty items Ratings for any stat (it was all listed as "1% crit" or "1% dodge") Strength/Agility/Intellect was fixed rather than the Legion/BfA system) Primary stats that changed to your current spec (i.e. Automatic/Mandatory ports out for people removed from a group (this may have been only if they were saved to the raid ID) Modern lockouts (the way LFR/Normal/Heroic are now) Automated tools to prevent premades and / or win trading Modern mechanics that limit the length of WSG or AV matches (AV had no reinforcements, for example) Any battlegrounds besides WSG, AB, and AV Pop-up dialog boxes for world quests (like when Illidan tells you he needs harpies killed) ![]() There were very few in-game “cinematics”, like the ones that introduced the Warlords bad guys Cataclysm zones (Hyjal/Vashj'ir/Twilight Highlands/Deepholm/Uldum) Outland, Northrend, Pandaria, Draenor, Broken Isles Jewelcrafting, Inscription, or Archaeology Draenei, Blood Elves, Pandaren, Worgen, or Goblins Flight (besides flight paths, which dismounted you at each stop until 1.10) Itemization was a counter-intuitive mess that caused problems leveling and serious loot drama in dungeons and raids. (Although talents were much less important for DPS back then.) ![]() Quested as Holy, farmed as Holy, did world PvP as Holy, did battlegrounds as Holy, etc. Many raid rotations were absurdly simple.* Paladin blessings were better than shaman totems for PvE*.ĭue to no dual-specs and expensive respecs, if a player raided as Holy, they either:įarmed for two hours to get the gold to re-spec and back Combat Rogues, Fire Mages, and Fury Warriors were the best DPS*. However the logistics were different and it could take 15 minutes from "Wipe It" to "/dbm pull 10." Raid bosses had three to five abilities and maybe a phase change. Exploring, Leveling, Dungeons, and to a lesser extent PvP, were. ![]() The game was designed for immersion at the expense of player convenience.Įverything took much longer-particularly leveling.ĭungeons and leveling were more challenging and required meaningful player interaction and a thorough knowledge of a player's class.Ī player’s reputation as a person mattered because there were no transfers or boosts and re-rolling took hundreds of hours. However, it also lacked modern conveniences and in hindsight had many flaws. Vanilla WoW was like a classic car.iconic, fun, and at the time, cutting-edge. It was the best of times, it was the worst of times. ![]()
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