This and resilience worked in PvE in case of crit reduction (tanks had to raise the defense skill to get crit immune from bosses, resilience worrked too and mostly druids took advantage from it in Burning crusade) Nice video, brings back what changed, what worked and what is missed
Hey my dude, just thought I'd let you know that the end of this video, at the part where you put links to some of your other videos, you have a link that just links back to this same video.
Fun Facts about this video! -It took me 3 weeks to make -I had stabbing chest pains the whole time I worked on it -It took me 2 days to record the audio for it because using my fake "CZcams" voice surprisingly, hurt my chest. Well more than it was already hurting. The voice I use in videos is not my real voice. -The original list of things to be included was a little longer than 11 things. And I thought of cutting the "stats" part and just making that its own video, since thats about half the video. -This video was meant to be a lot shorter. But when I was done with my script it just happened to be 20 minutes long. I didnt think this video topic could have that much to talk about. -MP5 was a stat in vanilla wow, it just wasn't used as often until TBC. So it shouldn't be on this list. -Apparently Marks of Honor were added at the end of Vanilla wow, and not in TBC. Marks of Honor are the reason AV was changed and is a major point in pvp history. So I still would have included if I had found this out before the video, and just said "yah marks of honor were technically not added until late Vanilla but its close enough to TBC, and heres why they're so important" -The first "Hard Mode Raid Trigger" was in vanilla wow as well with the bug trio in AQ40. Although I did mention that in the video. -"Mythic" mode use to be called "Heroic" mode from wrath to mists. The "Heroic" mode we have today is actually the "Normal" mode from wrath-mists. And the "Normal" mode we have today is a new mode made to be easier than the old "Normal" mode for causal people to actually complete the raid outside of Raid Finder. Normal modes back in the day use to be actually a challenge. It was very common for causal guilds to never complete Normal mode before the next raid came out. Also in case you were wondering, I have already gone to the doctor multiple times and I'm feeling a little better. So I'm probably not dying.
Don't be too quick to discount the effect of WoW on your health: I had a massive heart attack the day after seeing the "Warcraft" movie, and open-heart surgery 6 days later. I blame Gul'dan!
Yeah, you got one thing wrong riiiight here "-MP5 was a stat in vanilla wow, it just wasn't used as often until TBC. So it shouldn't be on this list. " Nah dude. MP5 was mandatory for holy paladins all throughout vanilla and nearly equally as mandatory for resto shamans. Did you start playing the game in TBC or something? I started in late 2004 and quit entirely by 2012.
I mean I kinda get it now; moving into Shadowlands everyone will have a BiS list with their best stats. nothing would ruin that more than if you saw an item drop from your BiS list that could be traded to you but the person who got it declined because they will go reforge it as it is a minor upgrade for them with that reforging.
Without this RNG based drops most of people will stop the game even faster then now. This system is completely voluntary on the part of Blizzard to keep people hooked on the game.
@@Noldo18 Entirely false. More people are leaving than ever due impart to just how unsatisfying everything is. Especially gear drops. Oh hey an epic. Aw dang it didn't upgrade and it didn't warforge. Gues I wasted my time again. The so called methods to keep people hooked aren't doing their job at all.
@@shii5795 I didn't say it was a success, but that was the plan. Anyway, WoW is slowly dying for several extensions and all Blizzard's choice only makes things worse.
@@Noldo18 Nah, they did it not to stop people from quitting. They did it because someone at the top demand more engagement statistics to show to investors. I suspect the reason the Diablo team was put onto WoW was because of it.
12:14 Oh yeah. I forgot this video wasnt "10 stats no longer in wow." Lol That section went on so long i thought it was the end of the video on the last one. haha
my hunter carried around 28,000 bullets at the end of wrath as i mainly used a 28 slot ammo pouch that same ammo pouch is now just a regular 20 slot bag that i keep in my bank as a memento of my time spent in wrath
I loved the pet training system, besides many people hated it. I loved that you had to gain the trust of your pet, by fighting with it, feeding it what it likes etc. Back then pet diet was a real thing. As your pet leveled it gained its own talents, 1 every 4 lvls, we had 1 every lvl so it was pretty nice. And you felt really bad, when you left ypur pets at stable master because you needed that bugy ravager for the fight in Zul Aman
I think the pet running away probably didn't need to exist, but I did like that system overall. I also liked how every pet was unique in playstyle. I think they went in the wrong direction in hunter pet design. They should have made it more in depth instead of simplifying it because hunters are super boring to play now since they stripped so much from pets. Also they don't need a pet for every spec either. I think they should focus on Marksman spec being a Archer spec that doesn't use pets at all. The other 2 can use pets or make Survival a tank spec that tanks with the pet so they can have an alternate role. The game could probably do with less 3 dps spec classes in the game tbh.
I miss when hunter pets had their own unique abilities depending on species, though I'm glad devilsaurs still have their healing reduction debuff which is still useful for pvp
make a class history video series like how you explain their different playstyles and relavence in each expansion like how disc priests went from a weird melee intended garbage healing spec in vanilla to a bubble spamming damage healer
Priestelar Check out PreachGaming. He's got a series called The Legacy of the . They're really well done you might enjoy checking it out if you already haven't
They call power word shield and Divine protection bubbles because in the earlier graphic versions of wow they looked like normal "bubbles" so that's where it came from
I remember when we needed to buy the ability to use new weapons ^^ and then you needed to play with it to up your level, otherwise you couldn't even touch you enemies because you missed them while they are killing you. xD
Many comments on what people seem to be missing. I personally was kind of sad that Ulduar was the only raid to really implement those Hardmode triggers or specifications (And I guess Sartharion). It made it feel like we actually made an impact in the environment and boss execution, rather than "push the button for harder"... Although ironically, one of my favorite hardmodes was literally that big red button anyways o_o...
We do have special boss triggers like in Castle Nathria, Innerva will spawn the animus machines from ToT for every animus pet your raid had. They hit like a truck.
Man I actually kinda miss ammo. I mean, it was annoying but it was kinda rad. I remember that being the main reason I leveled my hunter back in the day. I kept wanting to get new ammo that added more dps. Maybe it's just nostalgia from my noob days but I dunno, it just felt like it was a part of what made hunters hunters. I never really got past like level 20 before it was taken out of the game so I could be way off but ya know.
As a hunter, I do not miss Ammo, when you were raiding you had both your quiver/ammo pouch stacked full of ammo AND you'd usually have another bag full as well. This was combined with the fact that hunters also had to carried a shit-ton of petfood to keep their pet happy (or else it would run off).
Yeah, I hear you. I felt the same way about poisons- it was a pain to keep a ton of each stuff brewed and ready, but it made the rogue class feel more like its own thing and, I guess, made the game as a whole feel like it had more varied content. Sure, it was a pain, but isn't the entire idea of a game just a convincingly disguised self-imposed struggle?
you're right, but the one thing that should never have existed for rogues was the reagents required for blind...having to be herbalism just to be able to use blind was retarded, should've made it something else entirely
Spell pen was actually in vanilla, check the talent trees. I don't remember any gear having spell pen though and it never called it spell pen, however, there were talents that reduced the chance your spells would be resisted, ie, spell pen.
Reforging and hit: you already had to change a lot when you got new gear, anyway. You might need to gem for more or less hit, or change out another piece of gear that had more or less hit to reach the hit cap. Reforging just made it easier to hit the hit cap without changing gear around, which was a huge QOL boon for those who had to keep multiple pieces of gear just to min/max their hit. Whoever at Blizzard decided it was better to reach the hit cap without reforging was probably drunk when the decision was made.
Daniel Skrivan Especially since bosses can now just randomly dodge or parry attacks from the front so when having to stack for certain mechanics makes melees lose out on potential dps for no reason other than more rng. I miss reforging even without having to reach hit and expertise stats. The amount of haste gear I've found on my rogue which is worth basically half as much as mastery crit or vers is crazy and it's always the shit that titanforges to 920 or something dumb.
I can think of a couple reasons: 1) Daily quests usually were repeatable events at the end of a story or to progress reputation, whereas WQs were basically just redoing all of the story. 2) Daily quests usually had an end in sight (got enough rep) or were done as one option for gold, instead of being required for power progression (as long as you don't look at Mists). 3) Daily quests were less likely to be bugged than WQs because you did them every day. 4) Daily quest hubs require less travel than going all over a zone or continent. Overall, I feel WQs were nice, but the fact they overlapped so heavily with the leveling content made them suck.
Honestly, I think TBC had the best stats and itemization in the game. In Vanilla and TBC, gear had flavor. Starting in Wrath, and especially Cata and on, gear just got so formulaic. Blizzard has done a lot to streamline the game that individual pieces of gear, classes, etc. have really lost their personality.
Another thing added and then removed. Monks. I remember they were added during mists of pandaria, but then I never saw them again in any of the other expansions. Wonder why they would remove a whole class.
@Poison You live up to your name. Sure, you still play one. I also play one, but a huge attraction for the class was just the lore around MoP. Soon as it ended, they just dropped in popularity. Very few play them.
@Poison I mean the actual playerbase. It was relevant in MoP, then it just became either a drunk or discount rogue and most players didn't care anymore.
"10-man mythic" never existed: mythic difficulty was born in Siege of Orgrimmar as it is nowadays,20-man,it came to substitute the former restriction of members that no longer applied to flex. before that,only 10/25 normal and heroic existed
Joe Garik I got so annoyed at that when I heard it. I raided Heroic content before mythic and when people nowadays hear it they just say "you only did heroic LK? Was mythic too hard then?"
World quests are great, except for the fact you end up doing the same content you leveled on over and over again. So it's nothing new (except for Surumar, which is still going to repeat the story content in that zone that you do to unlock the WQs), and then it makes leveling your next character that much more boring.
Oh God. Armor pen. Aka the reason Blizzard took a bat to Fury everytime they turned around. Spec stacked 100% without trying and infinite rage because they did so much damage.
And because of that it was the reason almost any pug you did for ICC would guarantee the deathbringer trinket was gonna be ninja'd. Then the raid would collapse because thats the only reason half the dps came anyway.
I liked the video a lot! I admit to SORELY missing Reforging, it was wonderful to have a LOT of haste and crit for a caster regardless of hit. Expertise? - Meh, it was actually useless for my hunter at the time of Cata - I didn't care for it at all. Don't recall PvP Power though, and never noticed much of the content being taken out - call me a "filthy casual" but I enjoyed all I could during the time I had. Guild Perks were extremely helpful and I am very sad they were "dumbed down". I was completely MIA after the beginning of MoP - life took over more and I simply wasn't all that into it anymore after a year and a half or whatever time I did play. So when I came back in Legion, I was blown away by the gold people had like it was no big deal - the gold market now is actually ruined. once I found out it was taken away, I didn't really have all that much love left for my hunter other than running around and collecting rare hunter pets. I liked the fact that I had myself to focus on as well as my pet, now it seems it has shifted more toward making a hunter obsolete if you spec BM because you have to keep track of cooldowns on your pet's and whatnot - I dunno, I haven't played my hunter much as of late, I just don't agree with taking away a great ability which was essentially the equivalent to Shadow Word Death - yet Death got a limit set on it with a cd and Kill Shot was straight up taken away. Stupid, imho.
Remember that shittery, like every items what bosses dropped had hit, and every class had way too much of it, even you reforged it. Like my lovely troll hunter had it 11-16%.
Spell pen existed in Vanilla as well, but it was in the fashion of "Equip: Decreases the magical resistances of your spell targets by __.". Which can't go into negative resistances as far as I know. I guess it could go into negative resistances when it got changed to Spell Penetration instead
Spell Pen was introduced with AQ20&40. Even a trinket was added to the WSG vendor, along with a ring from AV were added in the same patch. Basically I'm saying Spell Pen started in Vanilla.
Mp5 was in the game and could be found on radomized uncommon items. Items with the Mp5 stat would be called "of Concentration" and would typically be found exclusively on rings, necklaces and capes. Similary Hp5, health per 5 seconds also existed. While I am not sure what the health regeneration stat was called in vanilla I am sure it was something around the lines of "Regeneration."
What I liked about multistrike back then was the fact you could multistrike a multistrike lol and on top of that get a crit on every single one if you are incredibly lucky
@hirumaredx tho a bit late, expertise did work for ranged casters too as of MoP, this meant that we could use gems to fix hit cap, and since MoP had a higher focus on secondary stats instead of gemming straight primary stats (like Cataclysm), this meant that gems like the Crafty Vermilion Onyx (Exp/Crit) (crit in my case as I was a Fire Mage) was in certain cases a lot more attractive to hit that perfect cap at 1742 hit/exp rating as caster in MoP
I know this is quite old, but I think the answer to the question about challenge modes and why they'd be removed is because although scaling works just fine, the fact is that we all know by now that there's no guarantee that your class/spec will play the same from one expansion to the next. Some abilities get removed, others get changed, we (far too rarely) get new ones, stat priorities evolve, new talents... There's no easy way to make sure that it stays exactly as challenging in future expansions. Sure, you could make the argument that they could just give you the abilities that you had back then, but even if that were feasible to do, what happens to people new to the class who only have experience playing its current iteration and don't know the rotation or tools available back then? And all of that ignores the fact that there's some prestige involved. Having rewards from challenges no longer in the game feels rewarding, and I think it's best that they simply give us new challenges to conquer each expansion to earn similar rewards rather than trying to keep the old ones around for people who missed them.
Rogues can still go to the solo Thunder Isle treasure scenario. With an order hall perk (can't recall name), you'll sometimes get Vault Tickets which lets you get a special item. One of these items is a Set of Sparkling Keys which is actually 3 keys to the scenario
Man what a gem your channel is!. I thank whatever algoritm made them show up in my feed because i cant stop watch them now. I never cared much about lore but you make it sound so interesting. Love everything about your videos even your voice puuuuh damn that a good voice :)
MP5 was called MP5, because that's how the stat was called, you even have it in your text. "Restores x mana every 5 sec". It ticked every 2 seconds, though that might have happened later on (remember when rogues were getting energy back in 'ticks' of 20 energy?), but the value of the stat was the amount of mana you got in 5 seconds. Each tick restored only 2/5 of the number you had on your item.
I remember in wrath the raids allowed separate lockouts for 10 and 25 then Blizz changed it because "It put pressure on players to do both for more loot causing burn out" or something when they really meant "we don't like players gearing that quickly."
It's worth noting that in BC Resilience had PvE significance, for tanks. It would reduce the chance to be crit by a higher amount per rating than Defense would -- though it wouldn't increase your chance to dodge, block, or parry like defense would. But for much the same reason people complained about resil being a 'dead stat' for most players in PvE, for a bear druid for example, defense rating was almost a dead stat too, since the only benefit it gave to them was crit reduction and bonus dodge (which they already had in abundance). So for bears, resil was a much more efficient alternative to defense rating to become crit immune vs bosses. And at the time, there were non-pvp items which carried resil (such as the Cloak of Blade Turning from Magister's Terrace), so it was a legitimate stat to consider for tanking. After that though it was a dead stat for tanking too, since in Wrath they made it so that by default tanking specs were boss crit immune via talents.
Negative resistances were in the game even before launch. It was patched early on in vanilla to prevent player's resistance dropping below 0. The reason for that was that warlocks with their elemental curses had a ways to drastically improve their damage output by making their targets vulnerable to their magic, especially in pvp that was gamebreaking.
Resilience was useful for tank druids in burning crusade, as there was very little defensive gear to start, and resilience crit reduction did affect NPC attacks. Druids could still be crushed, but not crit with enough defense rating + a few resilience pieces.
Wasn't it such - you need defence rating to be uncrittable and then you needed over 100% avoidance (including block) to be uncrushable? Wars and pallies had it easy with block while druids could never get uncrushable, but had a shitton of armor mitigation and dodge
multistrike was removed because if you had enough of it your multistrike could then multistrike and that one could also multistrike. You had situations where a warlock would throw a Chaos Bolt and there would be 7 other tiny ones flying behind the first because a couple sets of the multistrikes and the main cast duplicated. This was a busted thing for specs like blood DK and WW monk, 5 Deathstrikes off 1 cast all going into the same blood shield, Or getting a lucky proc and sending out 3 Chi Waves all bouncing around.
did it remind you of a certain melee spec of a certain caster/melee/healer class who certainly used 2h weapons along with a certain spell with this effect and then certainly 1shot ppl in pvp if the stars aligned? I remember my game crashed once bcuz some guy did it.
Magicmano123 That is untrue each spells could multistrike twice at maximum the only exception are destruction warlocks as one of their tier sets automaticly sent 2 bonus multistrikes on chaos bolt on top of the normal ones Also multistrike death strikes for blood only multistriked the damage,not the healing or the shield.the reason why blood used multistrike was for the runic strikes passives,which gave them 15 runic power per auto attack multistrike
"it added yet another step to the list of things that must be done to a new item before it was ready to be equipped, reducing the joy of getting an uprade intoa chore. if an upgrade drops, wen want you to be able to equip it with a minimum of fuss." jesus did the interns at blizz took over the dev team at some point? lmao
SPen was in Vanilla only it was worded as Decreases the magical resistances Example from the Mantle of the Oracle, the t2.5 Priest shoulders: Equip: Decreases the magical resistances of your spell targets by 10.
jdssnake I don't it was expensive af and I feel you should have to keep playing to get gear with the best stats instead of just reforging it but.. I guess that's the diablo player in me
I was in a small guild of family friendly raiding so i wasnt getting the best stuff at a fast rate at all. Idk why but i just loved having to enchant and reforge each piece of wargear to get the absolute best stats out of it.
Brian didn't say it was hard, just that I hated doing it. Almost every time you got a new bit of gear you needed to tweak it, especially when you got a piece with lots of expertise or hit. That being said, I wouldn't mind reforging returning now that hit and expertise are gone.
Specially when versatility - a stat that's, at best, filler for 90% of specs - is pretty much everywhere while others are as rare as Invincible to get...thank Elune for RNG huh.
MP5 was totally a Vanilla stat. As a healer it was one of my preferred stats because it meant I could regen mana while casting, not casting would allow more mana regeneration. It's actually kinda nice now that us healers can DPS without killing our mana regen.
Make a video about "untold villains" across warcraft lore this being characters that did many vile acts, started conflicts and etc, while still not getting too much attention, staying behind the curtains and all of that. it would be really interesting!
As for hit rating and reforging, Blizzard could have simply baked critical strike into hit rating, fusing them together in one stat that provided hit % vs. a target up to the cap and then critical strike chance for any point in excess. It would have also made sense from a practical point of view: once you are geared/trained enough to always hit a target of a certain level with your weapon/spell, any blow has a certain % to turn into a critical strike. Below that threshold you simply can't crit and even miss.
Just want to point out how incredibly complex the reforging for Prot Warr was, especially before DS when gear had low ilvl. You weren't even able to hit all the caps, because gear didn't have enough stats, and it would come at cost of loosing strngth (treath). You had to cap: Block, hit, expertise and have your Dodge + Parry at a 4% gap. Stamina was also a 'good' stat mostly in cata
Spellpen was in the game since vanilla, mostly on mage gear and the spellpen stat could only go negative for a while in vanilla and was changed before TBC. Good video still keep up the good work.
Actually, before AQ40 Hakkar had a "hard mode" but it just didn't give any extra loot. The 5 priests around ZG could be left alive and would buff the final Hakkar fight.
I just played an alt through the Wrathgate questline for the first time since Battle for Undercity was removed. The omission was jarring, and made the whole Wrathgate event feel kind of...pointless.
Armor pen in Wrath was the easiest thing to understand for a MM hunter. Replace every single gem with ArP gems. Fuck the meta bonus because that shit don't matter. PewPew.
Correction: Starting in Cataclysm (when Reforging was introduced), rogue poisons were on the physical hit cap. The spell hit cap for poisons was only through WotLK. Also, starting in MoP (I think), expertise also contributed to spell hit, meaning that casters in MoP would sometimes be reforging for expertise (if the gear already had hit) in order to hit spell hit cap. Haste caps to "add another tick" also complicated things. Now that dot duration does not change with haste (and you merely get a partial tick at the end) and hit/expertise have been removed, reforging makes a lot more sense with regards to its original intent.
I think reswilience was helpful in pve as well in TBC, If I recall corectly it helped tanks to be less crited by bosses, but it was not that much valued compared to standard avo stats
Negative resists were around in the game since the beginning of vanilla, mostly as a result of warlocks using either curse of elements or shadows. MP5 was a stat from the beginning of vanilla also, with Mindtap Talisman (wowwiki.wikia.com/wiki/Mindtap_Talisman) being a very good example of this.
What's better: Leveling/doing dungeons/raids and not finding anything that gives better secondary stats than the thing you've been wearing for eternity, or being able to reforge higher level gear that doesn't have the stats you want into something that does? The second way means higher item level would, usually, mean an upgrade.
reforging came out towards the end of wrath. I remember changing mastery on every bit of gear I had on my shadow priest. having more than 10 of yourself walking towards the enemy in wintergrasp had me in tears everytime xD
I believe Armor Pen worked fine based on the tooltip, but it reduced the target's armor, not their armor reduction. Thus, against higher armored targets it would provide less of a boost, because armor has diminishing returns. The way it worked was actually pretty straightforward: the more armor pen you had, the further back you pushed their armor, and the better return you got for it. 10% armor pen was basically useless, but 100% armor pen was a significant damage boost.
In Burning Crusade, using PvP gear in raids didn't start getting looked down upon until towards the end of the expansion. As a mage, I remember it being pretty standard and even expected to grind out battlegrounds for the S1/S2 boots and gloves since there weren't many great options for those gear slots without raiding the higher tier content. The Merciless Gladiator's Warstaff was once THE best weapon for a caster until you could unlock Hyjal and Black Temple. In early TBC, I remember it being pretty common for a good starter tank to have some PvP gear since Resilience acted like a poor man's defense rating, not quite as good, but still serving the core purpose of eliminating critical strikes from enemies.
they didn't take out the 25 daily quest cap in mists, it came in the patch that came before the mist pre-patch in cata that took it away, mp5 was already in the game in vanilla, it just didn't appear as much on gear and could not be enchanted on to it like in tbc, there was also no gems that had it since JC was added to the game in tbc.
you cal ammo anoying? But it visually improve game as hunter with bow got quiver on hes back. And now after so many years they cant evan make back slot cary something like backbag or other cosmetic shit. only shiti 1 polygon cloak... When even shitty allods online got intesting backs (dragon whelp riding your back, crow siting on shoulder and more other).
Blizzard removing reforging is kind of similar to their early handling of problems with azerite armor. They don’t understand the reasons that people have issues with certain systems. With reforging, people didn’t like it because it became a complicated equation of “how do I get my hit chance to be exactly 100%”, instead of what it should have been, which is just “this item is an upgrade but it gives me versatility when I could really use more haste, so I’ll just reforge it”. Azerite armor we didn’t like because the traits were so important that decent sized upgrades could be worse than your current armor until you could grind enough AP to unlock the traits that you already had, and blizzard initially responded by just adding more traits onto armor
The Battle for Undercity is such a seminal moment in the game, linking directly to the after effects of the Battle of Angrathar, that it should have remained in the game. I suppose since about half the people involved are dead now, I can sort of get it... but those "dead" people are still out there in the world giving quests (Bolvar anyone?)
i really miss multihit, my wl once had a chaosbolt proccing a little chaosbolt and that cute tiny one tgiggered a third one and that just looked amazing ^^
4:10 raids in cata and mop were harder on 10 man, why do you think all of the first guilds to get the ahieves were 25 man, with a 10 man you had less CDs like rallying cry, tranq, and many more, also you had a lower healer to raid group ratio, the only thing that made 25s challenging was organizing 25 people, which goes away after you have a guild that is experienced with each others abilities
You got resistances very wrong here. Resistances increased the chance to resist (fully or partially) a spell. They didn't provide some kind of flat damage reduction.
Because of the outrage when Armor Pen was removed, Fury Warrs and MM Hunters were promised to get the same effect from the new Mastery stat incoming in Cata, but Blizz broke that promise some time during the Cata beta.
Feel like Multi-Strike is just a better or worse crit depending on the class and build and cap (though knowing Blizz, it was probably rare enough not to worry about that). I don't know if it could proc additional debuffs, such as poison stacks, or generate additional character stacks, such as Rage or Combo Points.
Removing hit and expertise doesn't make reforging more fun. The thing with reforging is that it's as boring as putting a gem or enchanting an item. You just maximize whatever your best stat is that isn't featured. It is, as Blizzard said, simply an additional step before an item can equipped optimally, much like you wouldn't equip a new weapon in a raid if it's not enchanted.
I miss those old alterac valley days. I remember maxing out on those marks and having nothing left to buy but those pvp potions and still just played that game mode. It wasn't a grind for me it was just what I wanted to do.
Regarding old dungeons on new mechanics: Blizzard usually makes the game easier for classes every expansion by removing mechanics you used to have to worry about (i.e. threat, DPS going OOM, lack of humanoid CC) and giving players even more tools to handle various situations. Timewalking dungeons are a joke of their former selves for this reason.
What about the bonus abilities/attributes for professions that was added in Lich King? Remember lifeblood for herbists and increased crit chance for skinners. These were cool, but they got scrapped at some point.
You should look up a bit more about resilience. It was changed in BC after one or two seasons of Arena because the same classes were dominating shamelessly. After the change, it instead reduced the damage caused by crits, and the damage caused by DoTs, thus completely breaking the stranglehold that a few key classes had on arena rankings. Resilience was also removed from the stat point balance on gear, and given freely as a bonus stat on pvp gear, although I don't recall exactly when this change was made and I'm too lazy to look it up right now. Before the change, some classes/specs were crippled by resilience. Retribution Paladins, who had ZERO resilience on their class pvp gear for the first 2 seasons of Arena pvp (this was intended, because the stat balance point system would have left Ret Paladin epics with the same non-pvp stats of blue gear), depended heavily upon inflicting critical hits to activate some of their abilities, including damage increases. Since an Affliction Warlock back then could not crit with DoTs, and would have a significant reduction to damage inflicted upon him by a Ret Pally, the Warlock would be at a tremendous advantage, both by inflicting full damage to his target, and by his target inflicting only half damage in return, with his healing also reduced (lost an instant cast Flash of light that was activated by inflicting critical hits). Any spec that depended upon critical hits was similarly dampened by the old system, while DoT and steady-damage classes were not impacted in any way by the original Resilience system. That's why it had to be revamped to something that would affect crits and DoTs evenly, without impacting steady-damage classes who were considered to be functioning as intended.
So I have an idea for a complete redesign of AV to make it less about rushing the enemy boss (which most AV runs are) and more about actually having a battle over the progression of towers. Here are the changes/rules: 1) Take the BG to half it's size. There are only 3 towers instead of 8, a captain for each team, and the general. Remove a lot of the graveyards and the mines. 2) It is 20-on-20 instead of 40-on-40 to manage the new size. 3) The towers are changed to be re-capturable similar to the EotS towers. Each side starts with 1 under their control and the middle tower is neutral. With 3 towers, the boss is easy for a 5-man group. With 2 towers, the boss is doable by a 10-man group. With 1 tower, the full 20-man raid might have trouble. With 0 towers, you have absolutely no chance. 4) Mechanics would be in-place that you couldn't just trade towers back and forth and have your bosses permanently buffed/debuffed (exactly how the timing would work is something I can't say for sure, as I haven't obviously tested this). The goal would be to have a BG where you actually fight over the objectives, instead of one where you have 2 groups of 40 people just race past each other and see who can cap towers and DPS the boss the fastest.
Why was multistrike removed? It made DoTs/HoTs super unpredictable. If a warlock or priest or druid couldn't know how much damage/healing they were going to do, it was impossible to judge when to use cooldowns or lust. See, every time an over time effect hit it could both multistrike and crit, and those were separate variables. What this meant in practice was that throughput was spiky for classes that relied on over time effects. One minute you'd be a god, and the next you'd be useless. Also it like, broke Atonement. Priests could no longer predict how many people would get hit with atonement each GCD, but failure to hit all group members with a heal could mean a raid wipe due to the massive AoE effects Warlords bosses had. A Holy priest could dependably do this: but playing disc was like playing whack-a-mole blindfolded. Multistrike was removed because it broke one of the most fun specs in the game. Holy was always dependable, but as boring as daytime television. Shadow was, at that time, a shit warlock. So, yeah. It was like Vanilla all over again for priests.
You're wrong about alliance players reforging hit around having a draenei in the raid/party or not, pretty early if not at the start of cata heroic presence was changed to only give hit to the draenei
Yeah I think you forgot you were supposed to mention only stats that were added after Vanilla in your deleted stats part because all spell pene, mp5, etc were already there in ZG Vanilla
Who else was aggravated by the fact that if you were in Arathi Basin guarding the flag on top of the big hill, a shaman would come and cast the lightning spell that threw you off the hill and you died from fall damage?
mp5 was in the game from the beginning
but nice video as always ^^
oops
This and resilience worked in PvE in case of crit reduction (tanks had to raise the defense skill to get crit immune from bosses, resilience worrked too and mostly druids took advantage from it in Burning crusade)
Nice video, brings back what changed, what worked and what is missed
Hey my dude, just thought I'd let you know that the end of this video, at the part where you put links to some of your other videos, you have a link that just links back to this same video.
Raybayize yeah there was that but it wasnt always the best because the other stats were crap for endgame
at max i think it was 1 or 2 items
marks were a vanilla thing
Fun Facts about this video!
-It took me 3 weeks to make
-I had stabbing chest pains the whole time I worked on it
-It took me 2 days to record the audio for it because using my fake "CZcams" voice surprisingly, hurt my chest. Well more than it was already hurting. The voice I use in videos is not my real voice.
-The original list of things to be included was a little longer than 11 things. And I thought of cutting the "stats" part and just making that its own video, since thats about half the video.
-This video was meant to be a lot shorter. But when I was done with my script it just happened to be 20 minutes long. I didnt think this video topic could have that much to talk about.
-MP5 was a stat in vanilla wow, it just wasn't used as often until TBC. So it shouldn't be on this list.
-Apparently Marks of Honor were added at the end of Vanilla wow, and not in TBC. Marks of Honor are the reason AV was changed and is a major point in pvp history. So I still would have included if I had found this out before the video, and just said "yah marks of honor were technically not added until late Vanilla but its close enough to TBC, and heres why they're so important"
-The first "Hard Mode Raid Trigger" was in vanilla wow as well with the bug trio in AQ40. Although I did mention that in the video.
-"Mythic" mode use to be called "Heroic" mode from wrath to mists. The "Heroic" mode we have today is actually the "Normal" mode from wrath-mists. And the "Normal" mode we have today is a new mode made to be easier than the old "Normal" mode for causal people to actually complete the raid outside of Raid Finder. Normal modes back in the day use to be actually a challenge. It was very common for causal guilds to never complete Normal mode before the next raid came out.
Also in case you were wondering, I have already gone to the doctor multiple times and I'm feeling a little better. So I'm probably not dying.
Best of those facts are that you apparently not dying. Get well soon!
Don't be too quick to discount the effect of WoW on your health: I had a massive heart attack the day after seeing the "Warcraft" movie, and open-heart surgery 6 days later. I blame Gul'dan!
THE1andONLYHairfish blame the shitty movie!
Yeah, you got one thing wrong riiiight here "-MP5 was a stat in vanilla wow, it just wasn't used as often until TBC. So it shouldn't be on this list. "
Nah dude. MP5 was mandatory for holy paladins all throughout vanilla and nearly equally as mandatory for resto shamans.
Did you start playing the game in TBC or something? I started in late 2004 and quit entirely by 2012.
Spell pen was also in vanilla : check mage t2.5 :)
Nevertheless enjoyable vid.
Get well soon !
The sheer irony of their reforging removal reasons and the current problems with gear is hilarious.
"I need haste & crit. Cool!" *gets gear with nothing but versatility*
When you finally get the 475 azerite piece but it has shit traits
Intrspace nd corruption
I mean I kinda get it now; moving into Shadowlands everyone will have a BiS list with their best stats. nothing would ruin that more than if you saw an item drop from your BiS list that could be traded to you but the person who got it declined because they will go reforge it as it is a minor upgrade for them with that reforging.
@@RoboBongoCuckooCop sounds like a guildie problem not a gear one
Reforging would fit so nicely with modern RNG based drops.
Without this RNG based drops most of people will stop the game even faster then now. This system is completely voluntary on the part of Blizzard to keep people hooked on the game.
@@Noldo18 Entirely false. More people are leaving than ever due impart to just how unsatisfying everything is. Especially gear drops. Oh hey an epic. Aw dang it didn't upgrade and it didn't warforge. Gues I wasted my time again.
The so called methods to keep people hooked aren't doing their job at all.
@@shii5795 I didn't say it was a success, but that was the plan. Anyway, WoW is slowly dying for several extensions and all Blizzard's choice only makes things worse.
@@Noldo18 Nah, they did it not to stop people from quitting. They did it because someone at the top demand more engagement statistics to show to investors. I suspect the reason the Diablo team was put onto WoW was because of it.
Yooooo I’ve thought about this during all this shit in BFA.
12:14 Oh yeah. I forgot this video wasnt "10 stats no longer in wow." Lol That section went on so long i thought it was the end of the video on the last one. haha
I was literally thinking that same thing lol
my hunter carried around 28,000 bullets at the end of wrath as i mainly used a 28 slot ammo pouch that same ammo pouch is now just a regular 20 slot bag that i keep in my bank as a memento of my time spent in wrath
Farming ore on my paladin to make arrows for my hunter.
Cobalt Arrows, RIP.
I carried around no more than about 6 stacks of ammo even when they stacked to 200. When they stacked to 1000 I carried just 1 stack.
I miss ammo
I still have a Druid named Kwivur who I had made specifically to make and hold ammo for my Hunter.
I loved the pet training system, besides many people hated it. I loved that you had to gain the trust of your pet, by fighting with it, feeding it what it likes etc. Back then pet diet was a real thing. As your pet leveled it gained its own talents, 1 every 4 lvls, we had 1 every lvl so it was pretty nice. And you felt really bad, when you left ypur pets at stable master because you needed that bugy ravager for the fight in Zul Aman
People just wanted to get things, not to earn them. Thats why wow is so shit today lazy newplayers started to cry about things.
I think the pet running away probably didn't need to exist, but I did like that system overall. I also liked how every pet was unique in playstyle. I think they went in the wrong direction in hunter pet design. They should have made it more in depth instead of simplifying it because hunters are super boring to play now since they stripped so much from pets. Also they don't need a pet for every spec either. I think they should focus on Marksman spec being a Archer spec that doesn't use pets at all. The other 2 can use pets or make Survival a tank spec that tanks with the pet so they can have an alternate role. The game could probably do with less 3 dps spec classes in the game tbh.
I miss when hunter pets had their own unique abilities depending on species, though I'm glad devilsaurs still have their healing reduction debuff which is still useful for pvp
make a class history video series like how you explain their different playstyles and relavence in each expansion like how disc priests went from a weird melee intended garbage healing spec in vanilla to a bubble spamming damage healer
Priestelar Check out PreachGaming. He's got a series called The Legacy of the . They're really well done you might enjoy checking it out if you already haven't
They call power word shield and Divine protection bubbles because in the earlier graphic versions of wow they looked like normal "bubbles" so that's where it came from
So PreachGaming does class by class retrospectives and analysis? Sounds neat!
I remember when we needed to buy the ability to use new weapons ^^ and then you needed to play with it to up your level, otherwise you couldn't even touch you enemies because you missed them while they are killing you. xD
Rip Gladiator Warrior. I miss you every day.
I'm still salty about them removing guild perks.
Many comments on what people seem to be missing. I personally was kind of sad that Ulduar was the only raid to really implement those Hardmode triggers or specifications (And I guess Sartharion). It made it feel like we actually made an impact in the environment and boss execution, rather than "push the button for harder"... Although ironically, one of my favorite hardmodes was literally that big red button anyways o_o...
DonYagamoth one of the very beat gimmicks ever
We do have special boss triggers like in Castle Nathria, Innerva will spawn the animus machines from ToT for every animus pet your raid had. They hit like a truck.
Man I actually kinda miss ammo. I mean, it was annoying but it was kinda rad. I remember that being the main reason I leveled my hunter back in the day. I kept wanting to get new ammo that added more dps. Maybe it's just nostalgia from my noob days but I dunno, it just felt like it was a part of what made hunters hunters. I never really got past like level 20 before it was taken out of the game so I could be way off but ya know.
loved it aswell, i hated soulshards though..i think i wouldve liked them if the stacks werent just 1 soul shard per space
SAME. Them not stacking was the bane of my existence lmao
As a hunter, I do not miss Ammo, when you were raiding you had both your quiver/ammo pouch stacked full of ammo AND you'd usually have another bag full as well. This was combined with the fact that hunters also had to carried a shit-ton of petfood to keep their pet happy (or else it would run off).
Yeah, I hear you. I felt the same way about poisons- it was a pain to keep a ton of each stuff brewed and ready, but it made the rogue class feel more like its own thing and, I guess, made the game as a whole feel like it had more varied content. Sure, it was a pain, but isn't the entire idea of a game just a convincingly disguised self-imposed struggle?
you're right, but the one thing that should never have existed for rogues was the reagents required for blind...having to be herbalism just to be able to use blind was retarded, should've made it something else entirely
Spell pen was actually in vanilla, check the talent trees. I don't remember any gear having spell pen though and it never called it spell pen, however, there were talents that reduced the chance your spells would be resisted, ie, spell pen.
there were a few items in naxx with spell pen
Reforging and hit: you already had to change a lot when you got new gear, anyway. You might need to gem for more or less hit, or change out another piece of gear that had more or less hit to reach the hit cap. Reforging just made it easier to hit the hit cap without changing gear around, which was a huge QOL boon for those who had to keep multiple pieces of gear just to min/max their hit. Whoever at Blizzard decided it was better to reach the hit cap without reforging was probably drunk when the decision was made.
Daniel Skrivan Especially since bosses can now just randomly dodge or parry attacks from the front so when having to stack for certain mechanics makes melees lose out on potential dps for no reason other than more rng. I miss reforging even without having to reach hit and expertise stats. The amount of haste gear I've found on my rogue which is worth basically half as much as mastery crit or vers is crazy and it's always the shit that titanforges to 920 or something dumb.
Bosses could always parry or dodge from the front.
Daily quests were just redesigned and renamed to World quests
Tony Grind yeah a lot of things in this video were changed but not removed
I'm also pretty sure previous dailies exist.
Dailies are better imo then fucking WQ
Weapon Smith, Brynjar how the fuck are dailies better? They are literally exactly the same as WQs, just a different name
I can think of a couple reasons:
1) Daily quests usually were repeatable events at the end of a story or to progress reputation, whereas WQs were basically just redoing all of the story.
2) Daily quests usually had an end in sight (got enough rep) or were done as one option for gold, instead of being required for power progression (as long as you don't look at Mists).
3) Daily quests were less likely to be bugged than WQs because you did them every day.
4) Daily quest hubs require less travel than going all over a zone or continent.
Overall, I feel WQs were nice, but the fact they overlapped so heavily with the leveling content made them suck.
I miss reforging, one of best features ever made.
Honestly, I think TBC had the best stats and itemization in the game. In Vanilla and TBC, gear had flavor. Starting in Wrath, and especially Cata and on, gear just got so formulaic. Blizzard has done a lot to streamline the game that individual pieces of gear, classes, etc. have really lost their personality.
Another thing added and then removed. Monks. I remember they were added during mists of pandaria, but then I never saw them again in any of the other expansions. Wonder why they would remove a whole class.
It’s a joke bcuz no one plays them anymore
Poison sweet
@Poison You live up to your name.
Sure, you still play one. I also play one, but a huge attraction for the class was just the lore around MoP. Soon as it ended, they just dropped in popularity. Very few play them.
@Poison I mean the actual playerbase.
It was relevant in MoP, then it just became either a drunk or discount rogue and most players didn't care anymore.
CrazyDolphin r/woose
Man, reforging sure would be useful now with all the god damn RNG that's on gear now.
"10-man mythic" never existed: mythic difficulty was born in Siege of Orgrimmar as it is nowadays,20-man,it came to substitute the former restriction of members that no longer applied to flex. before that,only 10/25 normal and heroic existed
Joe Garik I got so annoyed at that when I heard it. I raided Heroic content before mythic and when people nowadays hear it they just say "you only did heroic LK? Was mythic too hard then?"
Jesse Morales first of all who the fuck are you talking to about lk runs and second nobody fucking acts like that omegaLuL
Mp5 was there since vanilla, and it also generated mana every 5 secs at that time
World quests are great, except for the fact you end up doing the same content you leveled on over and over again. So it's nothing new (except for Surumar, which is still going to repeat the story content in that zone that you do to unlock the WQs), and then it makes leveling your next character that much more boring.
I honestly like having 2 different critical stats during WoD expansion.
Yeah. Multi-strike was great. Versitility is just renamed PVP power. And it's garbage.
Oh God. Armor pen. Aka the reason Blizzard took a bat to Fury everytime they turned around. Spec stacked 100% without trying and infinite rage because they did so much damage.
And because of that it was the reason almost any pug you did for ICC would guarantee the deathbringer trinket was gonna be ninja'd. Then the raid would collapse because thats the only reason half the dps came anyway.
Rest In Peace to that one demo warlock glyph from MoP that turned you into a tank. Gone but never forgotten.
It was beautiful while it lasted
I liked the video a lot!
I admit to SORELY missing Reforging, it was wonderful to have a LOT of haste and crit for a caster regardless of hit.
Expertise? - Meh, it was actually useless for my hunter at the time of Cata - I didn't care for it at all.
Don't recall PvP Power though, and never noticed much of the content being taken out - call me a "filthy casual" but I enjoyed all I could during the time I had.
Guild Perks were extremely helpful and I am very sad they were "dumbed down".
I was completely MIA after the beginning of MoP - life took over more and I simply wasn't all that into it anymore after a year and a half or whatever time I did play. So when I came back in Legion, I was blown away by the gold people had like it was no big deal - the gold market now is actually ruined.
once I found out it was taken away, I didn't really have all that much love left for my hunter other than running around and collecting rare hunter pets. I liked the fact that I had myself to focus on as well as my pet, now it seems it has shifted more toward making a hunter obsolete if you spec BM because you have to keep track of cooldowns on your pet's and whatnot - I dunno, I haven't played my hunter much as of late, I just don't agree with taking away a great ability which was essentially the equivalent to Shadow Word Death - yet Death got a limit set on it with a cd and Kill Shot was straight up taken away. Stupid, imho.
Remember that shittery, like every items what bosses dropped had hit, and every class had way too much of it, even you reforged it. Like my lovely troll hunter had it 11-16%.
mythic came in mop in the prepatch for wod and only for siege of orgrimmar from mop, which was just the renamed hc mode...
Came to post that mp5 was in Vanilla from the beginning, nice to see others remembered it there as well. It was on T1 priest armor.
Spell pen existed in Vanilla as well, but it was in the fashion of "Equip: Decreases the magical resistances of your spell targets by __.". Which can't go into negative resistances as far as I know.
I guess it could go into negative resistances when it got changed to Spell Penetration instead
Spell Pen was introduced with AQ20&40. Even a trinket was added to the WSG vendor, along with a ring from AV were added in the same patch. Basically I'm saying Spell Pen started in Vanilla.
Mp5 was in the game and could be found on radomized uncommon items. Items with the Mp5 stat would be called "of Concentration" and would typically be found exclusively on rings, necklaces and capes. Similary Hp5, health per 5 seconds also existed. While I am not sure what the health regeneration stat was called in vanilla I am sure it was something around the lines of "Regeneration."
What I liked about multistrike back then was the fact you could multistrike a multistrike lol and on top of that get a crit on every single one if you are incredibly lucky
RIP Mass Summons
@hirumaredx tho a bit late, expertise did work for ranged casters too as of MoP, this meant that we could use gems to fix hit cap, and since MoP had a higher focus on secondary stats instead of gemming straight primary stats (like Cataclysm), this meant that gems like the Crafty Vermilion Onyx (Exp/Crit) (crit in my case as I was a Fire Mage) was in certain cases a lot more attractive to hit that perfect cap at 1742 hit/exp rating as caster in MoP
I know this is quite old, but I think the answer to the question about challenge modes and why they'd be removed is because although scaling works just fine, the fact is that we all know by now that there's no guarantee that your class/spec will play the same from one expansion to the next. Some abilities get removed, others get changed, we (far too rarely) get new ones, stat priorities evolve, new talents...
There's no easy way to make sure that it stays exactly as challenging in future expansions. Sure, you could make the argument that they could just give you the abilities that you had back then, but even if that were feasible to do, what happens to people new to the class who only have experience playing its current iteration and don't know the rotation or tools available back then?
And all of that ignores the fact that there's some prestige involved. Having rewards from challenges no longer in the game feels rewarding, and I think it's best that they simply give us new challenges to conquer each expansion to earn similar rewards rather than trying to keep the old ones around for people who missed them.
Rogues can still go to the solo Thunder Isle treasure scenario. With an order hall perk (can't recall name), you'll sometimes get Vault Tickets which lets you get a special item. One of these items is a Set of Sparkling Keys which is actually 3 keys to the scenario
Man what a gem your channel is!. I thank whatever algoritm made them show up in my feed because i cant stop watch them now. I never cared much about lore but you make it sound so interesting. Love everything about your videos even your voice puuuuh damn that a good voice :)
MP5 was called MP5, because that's how the stat was called, you even have it in your text. "Restores x mana every 5 sec". It ticked every 2 seconds, though that might have happened later on (remember when rogues were getting energy back in 'ticks' of 20 energy?), but the value of the stat was the amount of mana you got in 5 seconds. Each tick restored only 2/5 of the number you had on your item.
I remember in wrath the raids allowed separate lockouts for 10 and 25 then Blizz changed it because "It put pressure on players to do both for more loot causing burn out" or something when they really meant "we don't like players gearing that quickly."
It's worth noting that in BC Resilience had PvE significance, for tanks. It would reduce the chance to be crit by a higher amount per rating than Defense would -- though it wouldn't increase your chance to dodge, block, or parry like defense would. But for much the same reason people complained about resil being a 'dead stat' for most players in PvE, for a bear druid for example, defense rating was almost a dead stat too, since the only benefit it gave to them was crit reduction and bonus dodge (which they already had in abundance). So for bears, resil was a much more efficient alternative to defense rating to become crit immune vs bosses. And at the time, there were non-pvp items which carried resil (such as the Cloak of Blade Turning from Magister's Terrace), so it was a legitimate stat to consider for tanking.
After that though it was a dead stat for tanking too, since in Wrath they made it so that by default tanking specs were boss crit immune via talents.
Negative resistances were in the game even before launch. It was patched early on in vanilla to prevent player's resistance dropping below 0. The reason for that was that warlocks with their elemental curses had a ways to drastically improve their damage output by making their targets vulnerable to their magic, especially in pvp that was gamebreaking.
Resilience was useful for tank druids in burning crusade, as there was very little defensive gear to start, and resilience crit reduction did affect NPC attacks. Druids could still be crushed, but not crit with enough defense rating + a few resilience pieces.
Wasn't it such - you need defence rating to be uncrittable and then you needed over 100% avoidance (including block) to be uncrushable? Wars and pallies had it easy with block while druids could never get uncrushable, but had a shitton of armor mitigation and dodge
Resilience only worked against players...
resilience was viable for bear druids more than defence.. and was cheaper to get. tanked BT and 3 sunwell bosses with a couple of resilience gems in.
multistrike was removed because if you had enough of it your multistrike could then multistrike and that one could also multistrike. You had situations where a warlock would throw a Chaos Bolt and there would be 7 other tiny ones flying behind the first because a couple sets of the multistrikes and the main cast duplicated. This was a busted thing for specs like blood DK and WW monk, 5 Deathstrikes off 1 cast all going into the same blood shield, Or getting a lucky proc and sending out 3 Chi Waves all bouncing around.
did it remind you of a certain melee spec of a certain caster/melee/healer class who certainly used 2h weapons along with a certain spell with this effect and then certainly 1shot ppl in pvp if the stars aligned? I remember my game crashed once bcuz some guy did it.
Magicmano123 That is untrue
each spells could multistrike twice at maximum
the only exception are destruction warlocks as one of their tier sets automaticly sent 2 bonus multistrikes on chaos bolt on top of the normal ones
Also multistrike death strikes for blood only multistriked the damage,not the healing or the shield.the reason why blood used multistrike was for the runic strikes passives,which gave them 15 runic power per auto attack multistrike
John Maxwell you mean druid?
"it added yet another step to the list of things that must be done to a new item before it was ready to be equipped, reducing the joy of getting an uprade intoa chore.
if an upgrade drops, wen want you to be able to equip it with a minimum of fuss."
jesus did the interns at blizz took over the dev team at some point? lmao
SPen was in Vanilla only it was worded as Decreases the magical resistances Example from the Mantle of the Oracle, the t2.5 Priest shoulders:
Equip: Decreases the magical resistances of your spell targets by 10.
I wish you could Timewalk to the older content, such as old Vale or pre-cata Azeroth (without flying of course)
Miss reforging
jdssnake I don't it was expensive af and I feel you should have to keep playing to get gear with the best stats instead of just reforging it but.. I guess that's the diablo player in me
I was in a small guild of family friendly raiding so i wasnt getting the best stuff at a fast rate at all. Idk why but i just loved having to enchant and reforge each piece of wargear to get the absolute best stats out of it.
jdssnake ugh I hated trying to balance hit and expertise. That made reforging a pain
Brian didn't say it was hard, just that I hated doing it. Almost every time you got a new bit of gear you needed to tweak it, especially when you got a piece with lots of expertise or hit. That being said, I wouldn't mind reforging returning now that hit and expertise are gone.
Specially when versatility - a stat that's, at best, filler for 90% of specs - is pretty much everywhere while others are as rare as Invincible to get...thank Elune for RNG huh.
MP5 was totally a Vanilla stat. As a healer it was one of my preferred stats because it meant I could regen mana while casting, not casting would allow more mana regeneration. It's actually kinda nice now that us healers can DPS without killing our mana regen.
Make a video about "untold villains" across warcraft lore
this being characters that did many vile acts, started conflicts and etc, while still not getting too much attention, staying behind the curtains and all of that. it would be really interesting!
As for hit rating and reforging, Blizzard could have simply baked critical strike into hit rating, fusing them together in one stat that provided hit % vs. a target up to the cap and then critical strike chance for any point in excess. It would have also made sense from a practical point of view: once you are geared/trained enough to always hit a target of a certain level with your weapon/spell, any blow has a certain % to turn into a critical strike. Below that threshold you simply can't crit and even miss.
Just want to point out how incredibly complex the reforging for Prot Warr was, especially before DS when gear had low ilvl. You weren't even able to hit all the caps, because gear didn't have enough stats, and it would come at cost of loosing strngth (treath). You had to cap: Block, hit, expertise and have your Dodge + Parry at a 4% gap. Stamina was also a 'good' stat mostly in cata
Spellpen was in the game since vanilla, mostly on mage gear and the spellpen stat could only go negative for a while in vanilla and was changed before TBC. Good video still keep up the good work.
Actually, before AQ40 Hakkar had a "hard mode" but it just didn't give any extra loot. The 5 priests around ZG could be left alive and would buff the final Hakkar fight.
marks of honor where in vanilla
also im pissed that they removed battle for under-city, no valid reason why they did
I just played an alt through the Wrathgate questline for the first time since Battle for Undercity was removed. The omission was jarring, and made the whole Wrathgate event feel kind of...pointless.
THE1andONLYHairfish You can still do the battle for undercity on a few Wotlk private servers. :)
Yeah, never understood why they would remove that. Probably because it revived the Jaina Proudmore hate. Fuck her. BFA is literally all her fault.
Resilience was required for ferals to be crit immune in BC thus not looked down on, though they only used a 2 pc bonus
there were no negative resistances, but Curse of the Elements (also Shadow before LK) also increased magic damage taken.
Actually, multistrike would also let your on hit effects proc multiple times, which would make it even more useful for fx. Paladins with our seals.
Bonus armor was added in Warlords and was removed for Legion with the exception of the Eye of Fhaarg/shatuug in antorus
I had completely forgotten about a lot of these! Interesting video
May i ask what weakaura/addon are You using on your disc priest? I mean the one with "cooldown tracking".
If I remember right, the Marks you use to get in BGs were in the game since vinalla
Armor pen in Wrath was the easiest thing to understand for a MM hunter. Replace every single gem with ArP gems. Fuck the meta bonus because that shit don't matter. PewPew.
Correction: Starting in Cataclysm (when Reforging was introduced), rogue poisons were on the physical hit cap. The spell hit cap for poisons was only through WotLK. Also, starting in MoP (I think), expertise also contributed to spell hit, meaning that casters in MoP would sometimes be reforging for expertise (if the gear already had hit) in order to hit spell hit cap. Haste caps to "add another tick" also complicated things.
Now that dot duration does not change with haste (and you merely get a partial tick at the end) and hit/expertise have been removed, reforging makes a lot more sense with regards to its original intent.
I really do like these kind of video! Please keep making them and I will keep watching!
I think reswilience was helpful in pve as well in TBC, If I recall corectly it helped tanks to be less crited by bosses, but it was not that much valued compared to standard avo stats
Negative resists were around in the game since the beginning of vanilla, mostly as a result of warlocks using either curse of elements or shadows. MP5 was a stat from the beginning of vanilla also, with Mindtap Talisman (wowwiki.wikia.com/wiki/Mindtap_Talisman) being a very good example of this.
What's better: Leveling/doing dungeons/raids and not finding anything that gives better secondary stats than the thing you've been wearing for eternity, or being able to reforge higher level gear that doesn't have the stats you want into something that does? The second way means higher item level would, usually, mean an upgrade.
Spell pen was also in vanilla but wasnt called spellpen it was "decreases the magical resistances of your spells targets by (number)"
reforging came out towards the end of wrath. I remember changing mastery on every bit of gear I had on my shadow priest. having more than 10 of yourself walking towards the enemy in wintergrasp had me in tears everytime xD
I believe Armor Pen worked fine based on the tooltip, but it reduced the target's armor, not their armor reduction. Thus, against higher armored targets it would provide less of a boost, because armor has diminishing returns. The way it worked was actually pretty straightforward: the more armor pen you had, the further back you pushed their armor, and the better return you got for it. 10% armor pen was basically useless, but 100% armor pen was a significant damage boost.
resilience was a good pve stat for bear druids.. it got you over the threshhold of crushing blows easier than defence
In Burning Crusade, using PvP gear in raids didn't start getting looked down upon until towards the end of the expansion. As a mage, I remember it being pretty standard and even expected to grind out battlegrounds for the S1/S2 boots and gloves since there weren't many great options for those gear slots without raiding the higher tier content. The Merciless Gladiator's Warstaff was once THE best weapon for a caster until you could unlock Hyjal and Black Temple.
In early TBC, I remember it being pretty common for a good starter tank to have some PvP gear since Resilience acted like a poor man's defense rating, not quite as good, but still serving the core purpose of eliminating critical strikes from enemies.
they didn't take out the 25 daily quest cap in mists, it came in the patch that came before the mist pre-patch in cata that took it away, mp5 was already in the game in vanilla, it just didn't appear as much on gear and could not be enchanted on to it like in tbc, there was also no gems that had it since JC was added to the game in tbc.
So when I use fire resistance at level 60 in MC it will not protect me from fire anymore even if it says fire resistance?
you cal ammo anoying? But it visually improve game as hunter with bow got quiver on hes back. And now after so many years they cant evan make back slot cary something like backbag or other cosmetic shit. only shiti 1 polygon cloak... When even shitty allods online got intesting backs (dragon whelp riding your back, crow siting on shoulder and more other).
Using any skin of the hunter artifact you do have a quiver on your back, beast since its a gun you dont.
Blizzard removing reforging is kind of similar to their early handling of problems with azerite armor. They don’t understand the reasons that people have issues with certain systems. With reforging, people didn’t like it because it became a complicated equation of “how do I get my hit chance to be exactly 100%”, instead of what it should have been, which is just “this item is an upgrade but it gives me versatility when I could really use more haste, so I’ll just reforge it”. Azerite armor we didn’t like because the traits were so important that decent sized upgrades could be worse than your current armor until you could grind enough AP to unlock the traits that you already had, and blizzard initially responded by just adding more traits onto armor
DUUUUUDE… .. GLYPHS?
He has a whole separate video about that
does anybody know what happened to Rob from How to Warcraft?
just a small question.
The Battle for Undercity is such a seminal moment in the game, linking directly to the after effects of the Battle of Angrathar, that it should have remained in the game.
I suppose since about half the people involved are dead now, I can sort of get it... but those "dead" people are still out there in the world giving quests (Bolvar anyone?)
i really miss multihit, my wl once had a chaosbolt proccing a little chaosbolt and that cute tiny one tgiggered a third one and that just looked amazing ^^
Throne of Thunder scenario is still in the game. Key for it still drops from Sunreavers bounty.
4:10 raids in cata and mop were harder on 10 man, why do you think all of the first guilds to get the ahieves were 25 man, with a 10 man you had less CDs like rallying cry, tranq, and many more, also you had a lower healer to raid group ratio, the only thing that made 25s challenging was organizing 25 people, which goes away after you have a guild that is experienced with each others abilities
You got resistances very wrong here. Resistances increased the chance to resist (fully or partially) a spell. They didn't provide some kind of flat damage reduction.
Because of the outrage when Armor Pen was removed, Fury Warrs and MM Hunters were promised to get the same effect from the new Mastery stat incoming in Cata, but Blizz broke that promise some time during the Cata beta.
Feel like Multi-Strike is just a better or worse crit depending on the class and build and cap (though knowing Blizz, it was probably rare enough not to worry about that). I don't know if it could proc additional debuffs, such as poison stacks, or generate additional character stacks, such as Rage or Combo Points.
what debuff tracker addon is this at 9:20 and does it still exist?
Removing hit and expertise doesn't make reforging more fun. The thing with reforging is that it's as boring as putting a gem or enchanting an item. You just maximize whatever your best stat is that isn't featured. It is, as Blizzard said, simply an additional step before an item can equipped optimally, much like you wouldn't equip a new weapon in a raid if it's not enchanted.
Where do you get the old footage from previous expansions? Private servers?
I miss those old alterac valley days. I remember maxing out on those marks and having nothing left to buy but those pvp potions and still just played that game mode. It wasn't a grind for me it was just what I wanted to do.
Regarding old dungeons on new mechanics: Blizzard usually makes the game easier for classes every expansion by removing mechanics you used to have to worry about (i.e. threat, DPS going OOM, lack of humanoid CC) and giving players even more tools to handle various situations. Timewalking dungeons are a joke of their former selves for this reason.
Great video. Love seeing these kinda videos. It's amazing to see how far WoW has come.
What about the bonus abilities/attributes for professions that was added in Lich King? Remember lifeblood for herbists and increased crit chance for skinners. These were cool, but they got scrapped at some point.
You should look up a bit more about resilience. It was changed in BC after one or two seasons of Arena because the same classes were dominating shamelessly. After the change, it instead reduced the damage caused by crits, and the damage caused by DoTs, thus completely breaking the stranglehold that a few key classes had on arena rankings. Resilience was also removed from the stat point balance on gear, and given freely as a bonus stat on pvp gear, although I don't recall exactly when this change was made and I'm too lazy to look it up right now.
Before the change, some classes/specs were crippled by resilience. Retribution Paladins, who had ZERO resilience on their class pvp gear for the first 2 seasons of Arena pvp (this was intended, because the stat balance point system would have left Ret Paladin epics with the same non-pvp stats of blue gear), depended heavily upon inflicting critical hits to activate some of their abilities, including damage increases. Since an Affliction Warlock back then could not crit with DoTs, and would have a significant reduction to damage inflicted upon him by a Ret Pally, the Warlock would be at a tremendous advantage, both by inflicting full damage to his target, and by his target inflicting only half damage in return, with his healing also reduced (lost an instant cast Flash of light that was activated by inflicting critical hits).
Any spec that depended upon critical hits was similarly dampened by the old system, while DoT and steady-damage classes were not impacted in any way by the original Resilience system. That's why it had to be revamped to something that would affect crits and DoTs evenly, without impacting steady-damage classes who were considered to be functioning as intended.
So I have an idea for a complete redesign of AV to make it less about rushing the enemy boss (which most AV runs are) and more about actually having a battle over the progression of towers. Here are the changes/rules:
1) Take the BG to half it's size. There are only 3 towers instead of 8, a captain for each team, and the general. Remove a lot of the graveyards and the mines.
2) It is 20-on-20 instead of 40-on-40 to manage the new size.
3) The towers are changed to be re-capturable similar to the EotS towers. Each side starts with 1 under their control and the middle tower is neutral. With 3 towers, the boss is easy for a 5-man group. With 2 towers, the boss is doable by a 10-man group. With 1 tower, the full 20-man raid might have trouble. With 0 towers, you have absolutely no chance.
4) Mechanics would be in-place that you couldn't just trade towers back and forth and have your bosses permanently buffed/debuffed (exactly how the timing would work is something I can't say for sure, as I haven't obviously tested this).
The goal would be to have a BG where you actually fight over the objectives, instead of one where you have 2 groups of 40 people just race past each other and see who can cap towers and DPS the boss the fastest.
20v20..........no
Why was multistrike removed? It made DoTs/HoTs super unpredictable. If a warlock or priest or druid couldn't know how much damage/healing they were going to do, it was impossible to judge when to use cooldowns or lust. See, every time an over time effect hit it could both multistrike and crit, and those were separate variables. What this meant in practice was that throughput was spiky for classes that relied on over time effects. One minute you'd be a god, and the next you'd be useless. Also it like, broke Atonement. Priests could no longer predict how many people would get hit with atonement each GCD, but failure to hit all group members with a heal could mean a raid wipe due to the massive AoE effects Warlords bosses had. A Holy priest could dependably do this: but playing disc was like playing whack-a-mole blindfolded. Multistrike was removed because it broke one of the most fun specs in the game. Holy was always dependable, but as boring as daytime television. Shadow was, at that time, a shit warlock. So, yeah. It was like Vanilla all over again for priests.
minor point, but dailies used to max out at 10 a day in bc and wrath. I think it was late wrath that made it 25
You're wrong about alliance players reforging hit around having a draenei in the raid/party or not, pretty early if not at the start of cata heroic presence was changed to only give hit to the draenei
Yeah I think you forgot you were supposed to mention only stats that were added after Vanilla in your deleted stats part because all spell pene, mp5, etc were already there in ZG Vanilla
Who else was aggravated by the fact that if you were in Arathi Basin guarding the flag on top of the big hill, a shaman would come and cast the lightning spell that threw you off the hill and you died from fall damage?