What dungeon nerfs are you referring to? The only changes of old dungeons that I found in the patch notes while/after RDF was introduced was the reduction of boss immunity duration during encounters, because players didnt like to just stand around and wait more than necessary. Other than that, only Occulus got nerfed in patch 3.3.0.
Am I missing something, or why are you insisting the dungeons got dumbed down to adapt to the random dungeon finder?
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There are only like 5 servers already, is there much to destroy?
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When Nikkyblond states stuff like that, you should not take it seriously. We all know that player numbers didnt drop for a whole year after RDF launched. Its only his memory that he experienced a change in the community during wotlk, since players without a social guild focus were able to play too, and associates that with the RDF. Its not based on facts, its based on his vague memory and holds no value.
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Exactly! Thatâs why all the arguments based on 12 year old memories are worthless. People just remember what they want to remember.
In general the arguments of the pro RDF crowd is based on problems that are currently in the game. Whereas the anti RDF crowd mostly makes arguments based on some hazy memories, that the RDF did ruin WoW. And today itâs impossible to prove if the RDF did ruin WoW or not.
But actually thatâs irrelevant. Because the community today is different than the community back then. Therefore you canât assume that the RDF will influence the game like it did back then.
In order to discuss if the RDF will destroy the community or not, we have to completely move away from the question, if the RDF destroyed the community, when it was first released.
We just need to take a sober look at the community as it is now and then we might be able to make assumptions if the RDF would change something.
And I think no. The Community now already is selfish, toxic and doesnât value social interactions. There is nothing the RDF could change in this community.
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The problem with the anti-RDF crowd is that, like with flying, dailies, etc. - they make their arguments based on their experience on retail (or 12-y-old memories) more than their experience on TBC/WotLK pservers. The best part is when they say we donât want these systems because âof the consequences they had on game designâ. How can something have consequence of the design of a game that is supposed to be the faithful recreation of something that already happened to begin with?
But Blizzard seems to have decided to go down the WoW2 path, so here we are. Iâll prolly ride this off for the duration of WotLK Classic and then jump off the train before it goes crashing somewhere. Again.
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All those arguments about what was or wasnât back in original WotLK is so tiring. As if those people believe the removal of the RDF will change the past.
But maybe thatâs also because if you just look at the present itâs hard to make up reasons against the RDF and they want to be against it.
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Not having RDF helps the MMORPG vanilla enthusiasts, because without RDF the less social and casual players play less or just quit long term. In terms of MMORPG experience, if only the most committed and socially bound players remain, its a good thing. For anyone else, who would like to just play the game a few hours a week or has multiple alts, having to play less or just quit is of course a bad thing.
Personally I think its ironic to call a feature toxic, where the experienced players are usually the toxic ones due to their entitled behavior, while trying to keep a huge group of players from playing basic content, which is toxic in itself.
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It would have. RDF was introduced because Blizzard wanted to make the game more casualfriendly, and was only one step of many. Not the other way around.
Iirc dungeons was ânerfedâ already at launch (as in made alot easier then TBC dungeons). As, as I said above, a step to make the game more casualfriendly.
Lol. sorry, but not much that guy says can be taken seriously
Plays less dungeons anyway, thatâs one thing thatâs for sure.
Donât want to be RUDE but the mentality of players changed like 10 years already and itâs not gonna change back
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Actually, I felt like quitting too when I joined TBC just to see boosts and GDKP runs being spammed constantly. GDKP is seriously killing the game. RDF just means I donât have to put up with this garbage spamming that I have to sift through like Iâm looking through sewage for those diamonds(actual groups).
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Plus we donât know if the RDF really caused this change in the community or just came at about the same time. And there is no way to prove it today.
In my opinion people just jump to conclusions here. In reality there will have been a lot of factors that did this, most of them were probably not even in the game.
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Because destroyed servers and player numbers are the same thing. You really are a special one.
You know what the fun thing is? People said the same thing about me before BFA when i was telling them what was gona happen. And guess what, everything i said would happen became reality when BFA launched.
One thing it did cause for sure, and that is provide the intangibility for being toxic, that is when many started to just not care anymore to be decent players, because there was no consequence for them.
Go afk? Need on random gear? Leave after the boss that you need? No problem, just queue again. No one would recognize you because there are hundreds of thousands you havenât met yet.
So now you are trying to tell us you are some kind of fortune teller, because you had one lucky hit?
Do you work as a fund manager by any chance?
I am telling you i can think and see logic patterns and in this case, i was there the last time it happened. Ppl like you tend to be the sort that cant see anything before it actually happens and then sits thee with a surprised picachu face and wondered what the hell happened.
They way you are saying those things just points out how entitled you feel. Go touch some grass.
rdf is a great tool for solo players and is a must in 2022 imo. tbc doesnt have rdf and we all know how it goes rn
The whole design of wotlk was more casual friendly. Like dungeons were shorter and had less thrash than ever and all classes had access to some kind of aoe damage. Even more so the catchup (badges from old content get replaced by the 2nd best ones, catchup dungeons) and leveling design (build in quest helper, faster regen, heirlooms, able to queue bgs and dungeons from anywhere for experience).
But these are the reasons that up until today wotlk, as it was, is the most desired expansion out there.
Actually casuals tend to play much more dungeons than any other content in wotlk, and much more than âhardcore playersâ. Since they usually have multiple chars and dont raid as often, because they dont have the time for it, as soon as a new patch hits they run dungeons with all their characters to get all the new items, that the raiders already had anyway. Anyone with good gear only needs 1 dungeon a day for the daily.
5 man dungeons are THE casual group content in terms of action and rewards and thats why casuals play it the most.
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Its not about facts but about your feelings and your vague memory. I understand that. In my opinion the community on Firemaw is already destroyed today, even without RDF. For me that is a proof, that the RDF isnt necessarily the crucial element of what you call âdestructionâ.
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