Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

World of Whorecraft: Battle for Asseroth

Aildrik

Savant
Joined
Sep 10, 2014
Messages
159
Next expansion will probably have Guldan escape to 'real' Azeroth to Tomb of Sargeras where you'll fight him and some avatar of Sargeras (but not the real thing!).

See, that was one of my major issues with this whole 'two timelines' crap. it leads to obvious questions such as, if the Burning Legion from Draenor comes through a portal to present Azeroth, do we now have two Burning Legions to fight? What if Kil'Jaeden comes through the portal? Can he shake hands with himself? Of course, Blizzard deflected such questions as "missing the point" of the expansion, which apparently is just to familiarize us with lore from the past. But obviously, if the players can travel between timelines, it stands to reason that others can too. I thought the entire point of Kairoz's efforts was to create an infinite army of orcs from different timelines. It is just a sloppy, sloppy mess.

After you do South Seas there isn't any other place on Azeroth you can do that wouldn't be invented out of thin air. That's why you get these 'stall' plotlines that don't really take us anywhere except goofy locales like Pandaria or time travel, etc.

Well there is always underground stuff. You have the whole 'old gods being buried within Azeroth' angle to explore. Heck, I thought the design of Azjol'Nerub was awesome; it hinted at a very huge subterranean world under Northrend. Apparently we were supposed to get more of that in WoTLK but the content was cut for release :(

You also have other content that could be expanded upon; the Ethereals for example and their fight with Dimensius.
 

Iluvcheezcake

Prophet
Joined
Aug 27, 2014
Messages
1,975
Location
Le Balkans
Raided back in vanilla and most of the burning crusade, then went the pvp route and light dungeoneering for wotlk, but lost interest pretty fast. Ive bought every expansion, played for like, a month or two and then quit. WoW lore was never its strong point but it has lost its appeal a long time ago.
At this point in my life i dont have time or the energy for private vanilla servers - guess im just too cynical and burned out.

Reading these forum posts does bring back waves of nostalgia about playing wow in my college days :) a simpler time :kingcomrade:
 

Caim

Arcane
Joined
Aug 1, 2013
Messages
18,126
Location
Dutchland
Isn't there another Old One we could be fighting? There's C'tun, Yog'sototh, that one thing that powered up Garrosh in the final Pandaria battle, but what about the other one? Or are there more?
 

Wilian

Arcane
Patron
Joined
Jan 14, 2011
Messages
2,846
Divinity: Original Sin
Oh ye, almost forgot - imo lore went into the shitter with teh pandas amg kawabunga!

Yes, short sighted people often want to blame pandas but Pandaria in terms of lore was far stronger expansion than say Cataclysm which revolved entirely around Saturday morning cartoon villains.
 

Metro

Arcane
Beg Auditor
Joined
Aug 27, 2009
Messages
27,792
There's supposed to be four or five old gods depending on what the retcon du jour is: C'Thun, Yogg-Saron, Y-Sharj (or whatever the dead dude was in Pandaria), N'zoth (who will probably be in the next expansion), and maybe one more (again, depending on how they fudge things). They're out of old gods unless they start recycling them or making up more. South Seas/Azshara and Argus are the only two expansion ideas I can think of that wouldn't be completely out of left field/batshit crazy a la WoD.
 

Metro

Arcane
Beg Auditor
Joined
Aug 27, 2009
Messages
27,792
72syHh6.jpg
 
Last edited:

Zetor

Arcane
Joined
Jan 9, 2003
Messages
1,706
Location
Budapest, Hungary
3mil drop in subs, even filthy casuals can't take it anymore

:dead:
It's all part of Blizzard's masterplan to turn WOW into a minigame within Hearthstone.

The rivers shall run purple with the discarded gear of the unbelievers, yea, and the wails of the hardcore raiders shall be swallowed by the sound of a billion decks being shuffled...
 

Metro

Arcane
Beg Auditor
Joined
Aug 27, 2009
Messages
27,792
Eh, this almost always happens during periods with no content. They'll probably gain a million or so back with 6.2 and the other two million with the next expansion.
 

Iluvcheezcake

Prophet
Joined
Aug 27, 2014
Messages
1,975
Location
Le Balkans
Oh ye, almost forgot - imo lore went into the shitter with teh pandas amg kawabunga!

Yes, short sighted people often want to blame pandas but Pandaria in terms of lore was far stronger expansion than say Cataclysm which revolved entirely around Saturday morning cartoon villains.


What you say about Cata is so very true, it was THE most bland expansion so far, but i always found MoP to be teeming with "silly" - starting with the choice of a new class (pandas) and moving on to the general feel and theme of the expansion itself (keeping in mind ofc that i quit after a few months of it)
 

Wilian

Arcane
Patron
Joined
Jan 14, 2011
Messages
2,846
Divinity: Original Sin
I quite liked the vibe of Pandaria and make-doing your own way in the "alien world", especially as a Horde (prior to the faggotry storyline with Garrosh that started on 5.1). There was a bit disconnect when you could choose after Jade Forest with the farmlands vs. Karasrang Wilds and the overall flow would've been better if it was Jade->Karasrang->farmlands.

I didn't personally find silly stuff all that unbearable coming from Cataclysm where entire zones were dedicated to rip offs (Hi Uldum and Indiana Jones). Nor was it really as much even around beyond the panda thing which people always get overly hung over about. The only area that could be declared outright "Silly" was the farmland area but it was supposed to present the very heartland of Pandaria that hadn't really seen war for thousands of years proper so that didn't bother me too much thematically.
 

Iluvcheezcake

Prophet
Joined
Aug 27, 2014
Messages
1,975
Location
Le Balkans
For me its vanilla > TBC > Wotlk and it stops there. I'm a huge storyfag, played all of the expansions but couldnt really "get into it" after Wotlk (not saying everything in wotlk was great, only the story part as a direct continuation of wc3).
 

Iluvcheezcake

Prophet
Joined
Aug 27, 2014
Messages
1,975
Location
Le Balkans
As for Panda, the pandarens looked like kung fu santas *shudder*. Think i quit after a month and a half, so havent played the upcoming patches with Garrosh story etc.

Two things i found cool in panda were 1) klaxxi story and zone and 2) blue bind of account items that spawned around the map
 

Metro

Arcane
Beg Auditor
Joined
Aug 27, 2009
Messages
27,792
The only place vanilla had TBC beat was aesthetics. Outland looked like shit. The zones were bland and monochromatic. The dungeons interiors were lazy cut and paste jobs with almost no scenery. Aside from that TBC was a vast improvement on vanilla mechanically and challenge-wise with heroic dungeons and more interesting attunement methods. Wrath 'smoothed' over TBC a bit making it a bit more casual but still kept things challenging. The aesthetics were also miles better. The sweet spot would be a middle ground of TBC and Wrath but the game will never get anywhere close to that again.
 

Wilian

Arcane
Patron
Joined
Jan 14, 2011
Messages
2,846
Divinity: Original Sin
Wrath kept things challenging? Where? I don't remember single challenge in that game before Ulduar's release.

And please don't say Halls of Lightning or that blue dragon place with flying. Those were only "challenging" if you lacked the neurological capability to move few steps one time or spam one button and then click another once.
 

Metro

Arcane
Beg Auditor
Joined
Aug 27, 2009
Messages
27,792
Shut up, phag-mo. As challenging as BC? No. I meant it was a decent enough compromise between keeping a challenge and total derpface casual shit like in WoD. Early on, Wrath heroics weren't faceroll.
 

Wilian

Arcane
Patron
Joined
Jan 14, 2011
Messages
2,846
Divinity: Original Sin
Shut up, phag-mo. As challenging as BC? No. I meant it was a decent enough compromise between keeping a challenge and total derpface casual shit like in WoD. Early on, Wrath heroics weren't faceroll.

Are you kidding? Even if WoD heroics became totally lulzy within a week due to gearing curve being finishable in matter of days, they were initially tuned harder than WotLK heroics ever were and definately in terms of mechanics more involving. WotLK on the other hand didn't compensate at all for the fact that every single class could suddenly do whopping AoE to a point you obiletrated trash packs in seconds, having to pay no mind to their abilities and thus rendering CC useless, tank threat stopped mattering entirely and most mechanics that required attention were easily healed through (only one you couldn't was with Loken, but as stated earliel, it was a simple move few steps away from boss).

There was no compromise with WotLK heroics, it was absolute downgrade in every sense of the word. People got so fucking terrible in matter of weeks that if you leveled any alts you'd witness more wipes on TBC normals than on WotLK heroics.
 

Wilian

Arcane
Patron
Joined
Jan 14, 2011
Messages
2,846
Divinity: Original Sin
I distinctly remember WotLK being easier than even Cata. Hell, a common theme in Cata was the return of healers to 5 mans.

WotLK was what made faceroll into a thing. Cata tried to remedy it but damage had been already done and players didn't re-adjust back to TBC difficulty, thus they nerfed everything within first 3 months.
 

Angthoron

Arcane
Joined
Jul 13, 2007
Messages
13,056
We returned from LotRO at some point of early Ulduar, and eventually figured I'd tank and gf would heal, so to practice we went to TBC HCs. As L80ies. With some WotLK experience already. Guess what? BC heroic damage was higher than WotLK ones'. This with a 10 level gap.
 

Wilian

Arcane
Patron
Joined
Jan 14, 2011
Messages
2,846
Divinity: Original Sin
Some amusing facts about difficulty of WotLK

Anub'rekhan, during his locust swarm phase in vanilla does 1200-1500 damage every 2 second onto health pool of 4-6k depending on class.

During WotLK, the same ability in 10 man deals 875-1125 against health pool of 20k-30k, in 25 man around 1300 to 1600

And to be taken in account, even from beginning you could kill him so fast it most likely never happened more than once.
 
Last edited:

Angthoron

Arcane
Joined
Jul 13, 2007
Messages
13,056
During WotLK, the same ability in 10 man deals 875-1125 against health pool of 20k-30k, in 25 man around 1300 to 1600
To be fair, he was massively nerfed.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom