Posted June 29 Welcome to Skullcrusher - the ultimate World of Warcraft experience. With a dedication to the authentic and the intended gameplay, prepare to rediscover the epic adventure that captured your heart... Join us and experience World of Warcraft like never before. Are you ready for the ultimate test? Highlights: New management led by Fanadin. Realm named Skullcrusher: Permanent, no seasonal resets. Objective: Recreate the classic WoW experience with enhanced difficulty. No cash shop: No pay-to-win elements or boosts available. Addressing game exploits: Commitment to eliminating gold and experience exploits. Multiboxing is strictly prohibited. One player, one account. Faction-specific gameplay: Emphasis on faction identity with no cross-faction features. Content difficulty: Maintains 2.0 stats without introducing easy modes for gear. Netherwing and Ogri'la dailies are available at launch with adjusted rewards comparable to other reputations. Attunements are in, and entering T6 requires clearing T5. Karazhan, T4, T5, and T6 available on launch, ZA and Sunwell launching next year. Leveling system: Uses 1x experience rate with 2.3 pacing for a balanced progression. No quality of life features to preserve challenge and immersion. Game moderation: Shift from Discord to forums for community interaction and discussion. Addons banned: Intention to maintain original gameplay integrity without addon automation. Client integrity: Strict adherence to using unmodified 2.4.3 clients. Focus on intended gameplay: Preventing game-breaking exploits and maintaining original design principles. NPC AI enhancements: Improved NPC behaviors to prevent exploit abuse and enhance gameplay dynamics. Class mechanics: Adjustments such as AOE caps to balance XP gain and dungeon dynamics. Launch date set for July 21st: Anticipating a smooth and stable release. World interaction: Encouraging player engagement through grinding and world PVP. Community engagement: Dedicated forums for discussions and feedback from players. Developer transparency: Regular updates and communication about server changes and improvements. Competitive integrity: Promoting fair play and challenging gameplay without shortcuts or external aids. 9 Share this post Link to post
Posted June 29 15 hours ago, Fanadin said: Karazhan, T4, T5, and T6 available on launch, ZA and Sunwell launching next year. Excited to get to draw attention to this!!! As a team committed to no catch up mechanics I'm excited to see how these raids, which never previously required an attunement, will be handled. Will there be new attunement quests added to the game? Will badge NPCs be gated behind instance portals? Only time will tell. But we only get to speculate now! Let's hear those theories!!! 3 Share this post Link to post
Posted June 29 (edited) 30 minutes ago, Searcher said: Excited to get to draw attention to this!!! As a team committed to no catch up mechanics I'm excited to see how these raids, which never previously required an attunement, will be handled. Will there be new attunement quests added to the game? Will badge NPCs be gated behind instance portals? Only time will tell. But we only get to speculate now! Let's hear those theories!!! ZA gated behind KT/Vashj kills or T6 attunements! Edited June 29 by Geology 0 Share this post Link to post
Posted June 29 (edited) !! T6 available on launch !! Edited June 29 by bumbaloe typo 0 Share this post Link to post
Posted June 29 25 minutes ago, Geology said: ZA gated behind KT/Vashj kills or T6 attunements! I think behind an Archimonde kill would be good for ZA access. Sunwell Isle portal should require custom keys dropped from Illidan and Archimonde and a quest to merge both keys into an item that lets you enter the Sunwell Isle portal 0 Share this post Link to post
Posted June 29 I'm hyped, I hope people give the no addons thing a chance and see how this will be the most legit TBC experience anyone has had in years. However I want to point out once again, that horde did not have Fear Ward in 2.0 or 2.1, so if they have it here, which is labelled as being in a 2.0 state, then that is a custom change. So I argue that if horde get Fear Ward here then the best way to balance that would be to give alliance Seal of Blood. 2 Share this post Link to post
Posted June 30 Sad that they decided on a sunday. Damn it!!! Style hyped tho, i'll just have to wait longer 0 Share this post Link to post
Posted June 30 11 hours ago, Crescentburn said: I'm hyped, I hope people give the no addons thing a chance and see how this will be the most legit TBC experience anyone has had in years. However I want to point out once again, that horde did not have Fear Ward in 2.0 or 2.1, so if they have it here, which is labelled as being in a 2.0 state, then that is a custom change. So I argue that if horde get Fear Ward here then the best way to balance that would be to give alliance Seal of Blood. When I originally played TBC (Horde), we didn't have fear ward. Then again, nobody really played ret paladin either... but this was early on and healers were always lacking. With that being said, there is no "perfect" patch to replicate 1:1, all of them have flaws, which I briefly discussed here: https://www.felmyst.com/forums/index.php?/topic/170025-felmysts-skullcrusher-intended-vs-actual-release-date/ Anyway, I feel everything is about as balanced as it can be on Skullcrusher and "feels just about right"... Is it perfect? No, but I honestly don't think anything Blizzard ever put out was better. Either way fear ward vs no fear ward is a relatively small thing in the grand scheme. Could I see it removed for Horde and then just go back to relying on tremor totem? Probably... 0 Share this post Link to post
Posted June 30 38 minutes ago, danzor00 said: will the server atleast open early on 21st? We've got a timer up... https://www.felmyst.com/home/ 0 Share this post Link to post
Posted June 30 (edited) 6 minutes ago, Fanadin said: We've got a timer up... https://www.felmyst.com/home/ you lost me there buddy. you said the server was suppose to launch 21st of july, but the timer says in 24 days. in 24 days its the 23/24 july depeding on where u live Edit: correct me if im wrong, im might have misunderstood something, Edited June 30 by danzor00 0 Share this post Link to post
Posted June 30 2 hours ago, danzor00 said: you lost me there buddy. you said the server was suppose to launch 21st of july, but the timer says in 24 days. in 24 days its the 23/24 july depeding on where u live Edit: correct me if im wrong, im might have misunderstood something, Woopsy, it's been corrected. Nice catch! 3 Share this post Link to post
Posted July 4 We are excited about this new server! To what degree is addons banned, will this include ALL addons OR is it still possible to use addons such as: Decursive & totem timer? 0 Share this post Link to post
Posted July 4 1 hour ago, Pandarino said: We are excited about this new server! To what degree is addons banned, will this include ALL addons OR is it still possible to use addons such as: Decursive & totem timer? All addons are banned. This is discussed in more detail here: https://www.felmyst.com/forums/index.php?/topic/170009-felmysts-skullcrusher-the-first-realm-to-ban-addons/ 2 Share this post Link to post
Posted July 4 Very excited about this server and the idea of doing TBC with no addons! I have a big group of players I raid with on classic wow i'm trying to convince to play. a lot of them love the idea but the only thing that's stopping a lot of them is no damage meter. Have you guys consider putting your own damage meter in the game? I don't even have a problem with no threat meter, I think their is a nice skill to doing max DPS without pulling threat and doing it with no threat meter sounds challenging and fun. I'm sure you have heard it all about why you should be able to have a damage meter, but I feel like there is a reality I have experienced while trying to get a large group of about 30 players that trust me to play this server. That is that being able to see your damage and compete with your raid members on damage is just a big part raiding for a large portion who enjoy it and take it seriously. I don't mean any disrespect towards the leadership of this server with this post. I think this is an awesome server idea and it can really change the game! I just think this is worth considering and looking into:) 0 Share this post Link to post
Posted July 4 1 hour ago, Clubsoda said: Very excited about this server and the idea of doing TBC with no addons! I have a big group of players I raid with on classic wow i'm trying to convince to play. a lot of them love the idea but the only thing that's stopping a lot of them is no damage meter. Have you guys consider putting your own damage meter in the game? I don't even have a problem with no threat meter, I think their is a nice skill to doing max DPS without pulling threat and doing it with no threat meter sounds challenging and fun. I'm sure you have heard it all about why you should be able to have a damage meter, but I feel like there is a reality I have experienced while trying to get a large group of about 30 players that trust me to play this server. That is that being able to see your damage and compete with your raid members on damage is just a big part raiding for a large portion who enjoy it and take it seriously. I don't mean any disrespect towards the leadership of this server with this post. I think this is an awesome server idea and it can really change the game! I just think this is worth considering and looking into:) I can see why you want something like a damage meter in the game for the sake of friendly competition between raiders, which can obviously be seen as a good thing in this regard. I played without meters in raids back in the day and can't say I really enjoyed when they were added... just created a more hostile environment... Having no meters does create a sense of mystique which I want to promote since damage output is unknown/not easily parsed. It also puts more stress on leadership to actually evaluate their players on a case by case basis instead of just weeding them out based on some meter reading. Also, the whole idea/concept of raiding is to build camaraderie and accomplish a common goal. Is it not enough to succeed together? Why does there have to be a competition between friends? I feel like competition in this regard usually creates problems in terms of envy and "Oh this guy already has the best loot, why is he getting more" type situations. Bear in mind the content here will be difficult, because of 2.0 stats ON TOP of the no-addons aspect. The main priority will likely be just beat the boss, not be top dps... which is what the actual goal SHOULD be. Hope to see you and your friends in-game. 2 Share this post Link to post
Posted July 6 (edited) Fanadin, DPS meter doesnt only help monitoring dps but other mechanics also. like: >> friendly fire (triggering boss mechanics and wiping nearby raid members) >> interrupts (kicks) >>to monitor whether specific skills casted or not (skill rotation by tanks, or burst heals at the time of fatal death) without these are not being able to monitored by raid leaders, it will be difficult for RLs to improve their team. not only blaming any raid member, but monitor their outcome and help them to correct. imo, it will dramatically reduce progress speed. and people will loose their interest due to dramatic slow progresss in the entirety of realm. solely being able to monitor dps outcomes of raiders will still help RLs to monitor their raid performance. to me dps meter is too important. however, I still dont get it. how the raiders will handle threat issue. there are certain boss fights in TBC where a simple overagro will cause a wipe. and in TBC a wipe means min of 20min of time loss. even with a threat meter, people often overagro. cuz TBC is not like any further expansions. mana and threat contorl in TBC requires super focus and without addon, imo it will be just an unpleasure experience for all. To put it briefly, how will the citizens of Skullcrusher realm will be able to handle threat issue whe raiding? if you can imagine Prince, Hydross, Fel reaver fights for instance, without threat meter. what do you think? I am not asking to object your realm policy. I respect it. but I really cant figure out whether this realm will be successful without a threatmeter addon. imo people will loose interest after a while due to poor progress and wipe fiesta. Edited July 6 by karakedi 0 Share this post Link to post
Posted July 6 (edited) I always wanted to start Felmyst due to its hard features. I even downloaded previous clients and wanted to experiecne it. but at that time, there was only 5-6 players online, so I insta quit. TBC is my fav expansion and I only play this exp. but I also dont wanna put so much effort on a realm, which will maybe die after a short time due to feature that makes the progress impossible. that is why I am asking. not to object your policy, but to clarify my concerns. I mean without the use of raid frame addon, raids will already be super difficult. and one adds further difficulties by banning dps meter and threat meter on top of it. I just cant figure out how people be able to progress. I guess I will still give this realm a try. but I am afraid if this Felmyst realm will be stillborn too. or maybe not. cuz I have to hit lv70 on 1x server. do 5man dungeons, become pre-raid equipped. attuned for karazhan. if you think about it, this adventure will already take super long. I wouldnt want to end up spending this much effort but the server dies at T5 due to impossible progress. Idk why one would consciously setup a realm this much arduous near to impossible. or maybe it is just me exagarating idk. Edited July 6 by karakedi -1 Share this post Link to post
Posted July 6 On 04.07.2024 at 7:55 PM, Clubsoda said: Very excited about this server and the idea of doing TBC with no addons! I have a big group of players I raid with on classic wow i'm trying to convince to play. a lot of them love the idea but the only thing that's stopping a lot of them is no damage meter. Have you guys consider putting your own damage meter in the game? I don't even have a problem with no threat meter, I think their is a nice skill to doing max DPS without pulling threat and doing it with no threat meter sounds challenging and fun. I'm sure you have heard it all about why you should be able to have a damage meter, but I feel like there is a reality I have experienced while trying to get a large group of about 30 players that trust me to play this server. That is that being able to see your damage and compete with your raid members on damage is just a big part raiding for a large portion who enjoy it and take it seriously. I don't mean any disrespect towards the leadership of this server with this post. I think this is an awesome server idea and it can really change the game! I just think this is worth considering and looking into:) I am just asking for information purpose. how do you think that it will be fun without threatmeter and there will be always 1 dps pulling threat at every try. cuz I thought that it wont be fun to wipe due to overagro, having to run again, rebuff, reposition and start again. but you will wipe again cuz another dps will for sure overagro and wipe the raid. I mean even the buffing process of itself will be a challenge without pally power, RBS or concerned weak aura strings. after intensive communication raid will handle the rebuff process (most prolly with missing buffs), you will give it an another try and wipe again due to same issue: overagro. and for the entire week of raiding, one guild will maybe able to kill only 1 or 2 boss. yes this will make the server to last long. but how many players would you expect to last in the server after 3 years (maybe) of continous effort to clear swp. I am afraid, none. 0 Share this post Link to post
Posted July 7 3 hours ago, karakedi said: I am just asking for information purpose. how do you think that it will be fun without threatmeter and there will be always 1 dps pulling threat at every try. cuz I thought that it wont be fun to wipe due to overagro, having to run again, rebuff, reposition and start again. but you will wipe again cuz another dps will for sure overagro and wipe the raid. I mean even the buffing process of itself will be a challenge without pally power, RBS or concerned weak aura strings. after intensive communication raid will handle the rebuff process (most prolly with missing buffs), you will give it an another try and wipe again due to same issue: overagro. and for the entire week of raiding, one guild will maybe able to kill only 1 or 2 boss. yes this will make the server to last long. but how many players would you expect to last in the server after 3 years (maybe) of continous effort to clear swp. I am afraid, none. I discuss my opinions of addons and things like threat meters here: https://www.felmyst.com/forums/index.php?/topic/170009-felmysts-skullcrusher-the-first-realm-to-ban-addons/ Managing threat relative to dps is part of the game, if nobody ever pulled threat, what's the point of the threat mechanic? I played at a time when threat meters weren't common, and didn't use one... We still killed plenty of bosses. Did sometimes people pull aggro and wipe the raid? Yes, but that's part of the game and something raid leadership needs to deal with. 0 Share this post Link to post
Posted July 7 (edited) It's okay to worry about the raid progress, and weather some people might find it too challenging. But when you compare the absolutely insane amount of information and practise we have in this game today compared to 15 years ago when it was live. Not to mention the vastly improved hardware. Really hope you guys decide to join! Edited July 7 by Thalric 0 Share this post Link to post
Posted July 7 8 hours ago, Fanadin said: I discuss my opinions of addons and things like threat meters here: https://www.felmyst.com/forums/index.php?/topic/170009-felmysts-skullcrusher-the-first-realm-to-ban-addons/ Managing threat relative to dps is part of the game, if nobody ever pulled threat, what's the point of the threat mechanic? I played at a time when threat meters weren't common, and didn't use one... We still killed plenty of bosses. Did sometimes people pull aggro and wipe the raid? Yes, but that's part of the game and something raid leadership needs to deal with. do you mind making a summary regarding threat issue? video is 30min+ long. imo, everything else in this expansion can be handled via discord communcation durin the raid. raid UI functions (e.g kicks, dispells, cc). buffs. dodging boss mechanics. it will still be hard but possible. but I just cant figure out how not to pull threat when you have absolute ZERO data to monitor. there is enrage time that you have to race the dps. but you have to slow down the dps cuz threat meter is banned. people will do continous mistakes cuz there will be no UI addon to monitor cc, so you wll lack dps. on top of everything, u will wipe each time a dps pulls agro which will occur everytime on every bosses. I just dont get the logic behind it to make the hardest expansion further harder. this means no guild will be able to kill bosses like hydross, void reaver, bloodboil. maybe only 1 or 2 hardcore gulids. rest will be farming karazhan for months. people nowadays are not willing to spend entire week on just 1 boss progress for months. 0 Share this post Link to post
Posted July 7 21 minutes ago, karakedi said: do you mind making a summary regarding threat issue? video is 30min+ long. imo, everything else in this expansion can be handled via discord communcation durin the raid. raid UI functions (e.g kicks, dispells, cc). buffs. dodging boss mechanics. it will still be hard but possible. but I just cant figure out how not to pull threat when you have absolute ZERO data to monitor. there is enrage time that you have to race the dps. but you have to slow down the dps cuz threat meter is banned. people will do continous mistakes cuz there will be no UI addon to monitor cc, so you wll lack dps. on top of everything, u will wipe each time a dps pulls agro which will occur everytime on every bosses. I just dont get the logic behind it to make the hardest expansion further harder. this means no guild will be able to kill bosses like hydross, void reaver, bloodboil. maybe only 1 or 2 hardcore gulids. rest will be farming karazhan for months. people nowadays are not willing to spend entire week on just 1 boss progress for months. Killing a new boss every week in a raid is a successful guild in my opinion, getting "stuck" is part of progression and is how the game was INTENDED to be, not blowing through bosses without any trouble. If you don't kill anything new in a week are you supposed to just give up? The point is, as you get more geared and experienced every week - and then bosses should become easier. How is it fun to just steamroll through raids without any wipes? I experienced that on Classic, it was awful. Do I expect/want end-game raids on this server to be challenging? Yes. 7 hours ago, Thalric said: It's okay to worry about the raid progress, and weather some people might find it too challenging. But when you compare the absolutely insane amount of information and practise we have in this game today compared to 15 years ago when it was live. Not to mention the vastly improved hardware. Really hope you guys decide to join! Also yes, I'd hope people would realize that many players have played TBC many many times. We don't adjust boss mechanics or numbers, they're the same, it's not like these bosses are going to do something you've never seen before. There is endless information about how to beat the bosses. 1 Share this post Link to post
Posted July 7 (edited) I have recently (about 2 years ago) played in WOTLK in a hardcore guild as a Holy Paladin, and I have this horrible taste in my mouth, because it was such a toxic environment. We cleared everything in one raid night, absolute speed run of all of it. We cleared Naxx like a joke and then we cleared Ulduar when it came out. I was healing with another paladin, and we were often on the same HPS most of the time, depending on which part of the fight you were looking at. Both of us basically carried the healing in the guild, and even if he was ahead of me in like 70% of the fights, it was never by more than 5%. And I got crap from the raid leader every single day for not healing enough... Every raid night, no one died or was even close. We were absolutely blowing through the bosses, and still I was suppose to somehow "do my job better", when I was already better than 90% of the server and we had no healing issues. I am eager to sit down and just play the game without some random loser in a basement complaining about how I could do 3% more healing if I just take some risks and not move at a certain part of the fight etc. It was like coming to a second job. EDIT: Also, raid leader kept threatening me to not get Valanyr if I didn't improve my healing lol... it was so abusive. I was like "Dude, fine, I don't even want it, can we just play the game?" Yeah... parsing and addons have ruined the gaming culture. Edited July 7 by Carlosgr 2 Share this post Link to post
Posted July 7 47 minutes ago, Carlosgr said: Yeah... parsing and addons have ruined the gaming culture. Yeah. And guides. Too much of a meta culture nowadays. Someone please confirm, but dual specs aren't a thing before WotLK, right? So, no dual spec on Skullcrusher? 1 Share this post Link to post
Posted July 7 19 hours ago, Dalzedur said: Yeah. And guides. Too much of a meta culture nowadays. Someone please confirm, but dual specs aren't a thing before WotLK, right? So, no dual spec on Skullcrusher? That's how it was in retail. Some servers have granted dual spec on their site, but I don't think Skullcrusher will have it, considering we don't even have addons. I'm getting mentally ready to holy shock my way through things 0 Share this post Link to post
Posted July 8 Forget about addons such as threat meters, dps meters or raid frames, theres much bigger problem that nobody talks about, which is class balance and viability. Let me explain better: Classes like 1: Slam dps warrior 2: feral cat dps 3: ret paladin 4: shadow priest 5: affliction warlock Theese specs are basically obsolete at this point. I'll explain it case by case. 1: slam warrior - this spec usually performs around 150-300 dps less compared to fury( around pre bis phase and T4 content). The only saving grace for that spec is using slam, issue is that you cant see when are you going to swing, so if you want to play the spec, you gotta zoom in massively and closely watch the swing animation of your character ( since the animation begins before the actual damage inflict, but ends after it) is that fun..? You tell me. In my eyes that spec is obsolete. 2. Feral cat dps - this spec requires swing addon just like the slam spec, but also mana tracker. If you dont watch your mana bar while in cat form you may opt to shift out of form and into form without having the required mana. Results in massively reduced dps since you have to wait your mana to regenerate ( ferals tipically use mana pots on cd and try to squeeze every bit of shifting to do more dps). Obsolete at this point. 3. Ret paladin - during T4 this spec is legit the weakest dps of all. Only saving grace for the spec is seal twisting. Issue is, to pull it off consistently you gotta have very low ping, quick reactions and swing addon. Without addon, you cant seal twist, which would power your dps roughly 40% making the spec obsolete 4. Shadow priest - this spec revolves around keeping shadow word pain, vampiric touch up. Without addon you cant know when the dots would expire to start the reapply process. And no, you cant mentally count 2 dots on 5 different mobs. Obsolete. 5. Affliction warlock - suffers same issue as shadow priest except they have it worse since you're juggling 5 dots, not 2. Definitely obsolete. Any comment on theese worries? How are the players looking to play those specs gonna feel about it? 0 Share this post Link to post
Posted July 8 (edited) 6 hours ago, eXtence said: 4. Shadow priest - this spec revolves around keeping shadow word pain, vampiric touch up. Without addon you cant know when the dots would expire to start the reapply process. And no, you cant mentally count 2 dots on 5 different mobs. Obsolete. 5. Affliction warlock - suffers same issue as shadow priest except they have it worse since you're juggling 5 dots, not 2. Definitely obsolete. Default frames show debuff timers on your target, and your debuffs are prioritized to appear first in the sequence listed on the target frame. Does cycling through targets to make sure your debuffs are still active take more brainpower than watching a list of timers, yes. However, saying both of these specs are obsolete is an exaggeration. They're both support specs and you'd bring them regardless if their rotations are suboptimal on AoE packs without timers. Playing with the default UI is going to require players to pay more attention. Edited July 8 by Geology 1 Share this post Link to post
Posted July 8 It's ok that some addon-enabled specs die, it is what it is. Others will rise to take their place, or they won't, but the game will still be fun. I am eager to see what happens. 0 Share this post Link to post
Posted July 8 Hello. I would like to ask how it will be with 2 accounts... You say one acc for all.. That means no "BankAcc" with lvl 1 in big city right? And second. I want to play with my son. Sometimes on 1 internet connection. How you will be solving that? Thanks for reply. 0 Share this post Link to post
Posted July 8 9 hours ago, eXtence said: Forget about addons such as threat meters, dps meters or raid frames, theres much bigger problem that nobody talks about, which is class balance and viability. Let me explain better: Classes like 1: Slam dps warrior 2: feral cat dps 3: ret paladin 4: shadow priest 5: affliction warlock Theese specs are basically obsolete at this point. I'll explain it case by case. 1: slam warrior - this spec usually performs around 150-300 dps less compared to fury( around pre bis phase and T4 content). The only saving grace for that spec is using slam, issue is that you cant see when are you going to swing, so if you want to play the spec, you gotta zoom in massively and closely watch the swing animation of your character ( since the animation begins before the actual damage inflict, but ends after it) is that fun..? You tell me. In my eyes that spec is obsolete. 2. Feral cat dps - this spec requires swing addon just like the slam spec, but also mana tracker. If you dont watch your mana bar while in cat form you may opt to shift out of form and into form without having the required mana. Results in massively reduced dps since you have to wait your mana to regenerate ( ferals tipically use mana pots on cd and try to squeeze every bit of shifting to do more dps). Obsolete at this point. 3. Ret paladin - during T4 this spec is legit the weakest dps of all. Only saving grace for the spec is seal twisting. Issue is, to pull it off consistently you gotta have very low ping, quick reactions and swing addon. Without addon, you cant seal twist, which would power your dps roughly 40% making the spec obsolete 4. Shadow priest - this spec revolves around keeping shadow word pain, vampiric touch up. Without addon you cant know when the dots would expire to start the reapply process. And no, you cant mentally count 2 dots on 5 different mobs. Obsolete. 5. Affliction warlock - suffers same issue as shadow priest except they have it worse since you're juggling 5 dots, not 2. Definitely obsolete. Any comment on theese worries? How are the players looking to play those specs gonna feel about it? While balance is important flavor is part of the game, some things are just better than others, as is with all games, even very competitive ones with entire teams committed to balancing everything. I'm speaking generally though, not about these specific situations. Not everything here is what you assume it to be. My advice would be if you want to play something, play it and try it out... as someone would back in 2007... Edit: Just to clarify - my statement "Not everything here is what you assume it to be" is indicative that the balance here is not what you state it is. 1 hour ago, Strojvudce said: Hello. I would like to ask how it will be with 2 accounts... You say one acc for all.. That means no "BankAcc" with lvl 1 in big city right? And second. I want to play with my son. Sometimes on 1 internet connection. How you will be solving that? Thanks for reply. https://www.felmyst.com/forums/index.php?/topic/330-regarding-multiple-accounts/ 0 Share this post Link to post
Posted July 8 Theorycrafting is fun. Raid composition has always been more flexible in this engine than in others because of how we bridged early patch class mechanics with later ones. Players typically note the increased enjoyment of the content. I would expect every spec to continue to have an important role in a raid. There is much intrigue in how every spec and raid as a whole will function without threat meters. Risks associated with pulling threat will likely put more emphasis on individual game sense and awareness. 2 Share this post Link to post
Posted July 9 My concern isn't so much with specs that will die with no addons, it's on raid leadership. I can see the guild drama from failing on raid bosses over and over and not being able to tell who did well and who didn't, therefore getting stuck carrying bad players, having to disband the entire guild because you don't know which of the DPS is bad (it's easier with healer and tanks). 0 Share this post Link to post
Posted July 9 Skullcrusher will require significantly more effort by both leadership and raid members to clear 25 man content. It was already difficult carrying players that did the bare minimum WITH add-ons on previous launches. Leadership and raid members now need to carry the cognitive load that add-ons assisted with, in addition to playing the game. I think it offers a unique set of new challenges to overcome, whether or not a population that wants to tackle those challenges rises to the occasion remains to be seen. Personally I'm very much looking forward to seeing how things play out - and am hopeful that skilled players willing to put the effort in give the server a shot. Meters no doubt aid a tremendous amount in determining the shortcomings on raid encounters. That being said, combat logging still exists in the default client. And while you can't just upload them to something like WCL, they can still be parsed and trawled for important information. With a little effort, information can still be gathered and applied to subsequent encounter attempts. 1 Share this post Link to post
Posted July 9 1 hour ago, Carlosgr said: My concern isn't so much with specs that will die with no addons, it's on raid leadership. I can see the guild drama from failing on raid bosses over and over and not being able to tell who did well and who didn't, therefore getting stuck carrying bad players, having to disband the entire guild because you don't know which of the DPS is bad (it's easier with healer and tanks). Hard game This is how it should be... One strong leader is worth 10 strong raiders. Leading and managing people is the most important thing necessary to succeeding, not items, specs, dps, etc. How will people react after wiping a few times? Will they start looking at other guilds or /gquit? Why didn't we kill the boss? Not enough dps? Tank died? Healers oom? What is leadership going to do to keep morale up? What needs to be improved on? Does someone need to be kicked for being toxic and bringing morale down? Does someone need to be kicked because they suck at pressing buttons? Do we need to manage people's specs and items more? Do we keep failing on the same boss mechanic? Disbanding the entire guild over a few bad players seems like an extreme example though. Replace, move on. 0 Share this post Link to post
Posted July 9 1 hour ago, Carlosgr said: My concern isn't so much with specs that will die with no addons, it's on raid leadership. I can see the guild drama from failing on raid bosses over and over and not being able to tell who did well and who didn't, therefore getting stuck carrying bad players, having to disband the entire guild because you don't know which of the DPS is bad (it's easier with healer and tanks). That sort of issues happens regardless of addons. Only difference is you cant send pictures of addon stat ( breakdown ) and cause drama. Im actually looking forward to try playing with no addons. Whats slightly annoying is trying to figure out how much dps are you going on average. Im guessing you have to record x seconds of fight then copy paste data into excel and break down what spell/effect deals how much % of your overall dps. 0 Share this post Link to post
Posted July 9 (edited) 2 hours ago, Fanadin said: What needs to be improved on? Does someone need to be kicked for being toxic and bringing morale down? Does someone need to be kicked because they suck at pressing buttons? Do we need to manage people's specs and items more? Do we keep failing on the same boss mechanic? Disbanding the entire guild over a few bad players seems like an extreme example though. Replace, move on. That's my point, we don't know who sucks... Replace who? Who sucks at pressing buttons? It's possible to tell who isn't following mechanics many times just because you will see them screwing up, that's ok. But in a 25 men raid, 2 tanks 5 healers, maybe 6. We got 18 DPS who may or may not be doing their jobs. Edited July 9 by Carlosgr 0 Share this post Link to post
Posted July 9 1 hour ago, Carlosgr said: we don't know who sucks... You will have to get to know them to find out. 0 Share this post Link to post
Posted July 9 1 hour ago, Carlosgr said: That's my point, we don't know who sucks... Replace who? Who sucks at pressing buttons? It's possible to tell who isn't following mechanics many times just because you will see them screwing up, that's ok. But in a 25 men raid, 2 tanks 5 healers, maybe 6. We got 18 DPS who may or may not be doing their jobs. So watch them. If someone keeps dying to a mechanic, standing in fire, pulling aggro, etc then it's on leadership to help them, if they can't be helped, kick them... that's the easy thing to solve. For people doing poor dps, have "Class leaders" that simply watches their counterparts, ensures they have the right gear, specs, and are casting the right abilities. Most DPS rotations are very straight forward, but not dying is more important. Multiple layers of management are needed. 0 Share this post Link to post
Posted July 10 9 hours ago, Fanadin said: ensures they have the right gear, specs, and are casting the right abilities. Most DPS rotations are very straight forward Sounds dangerously like mandatory metaslaving? While there are multiple things accomplished through having no addons, such as cleaning up the social air by having no dps meters, I can see this as potentially rather gatekeepy and even radioactive if enacted to lengths past an adequate point. But I guess you can't have it both ways, either the encounters are hard enough to warrant this and therefore make the victors feel like they actually accomplished something, or if the encounters can be accomplished by a more casual crowd then for some they become way too easy... assuming the people are even running them intelligently. The real question is, is it a positive or a negative experience at the end of the day, I guess? 0 Share this post Link to post
Posted July 10 For me, raiding in vanilla when addons were unreliable, before the threat meter, was the only time I actually enjoyed raiding. It was robotic having everything solved and removed individual creativity. Although other servers today are also solved, the class/raid meta in this engine is different. It uses a mixture of 2.0 and 2.4 elements to bridge the early game with the later stages to facilitate a cohesive experience. Time has passed, and only the staff here knows what the meta is. There is much to discover, which implies that it should be every bit as enjoyable to play without these assistants as it once was before. 0 Share this post Link to post
Posted July 11 I played Wow-classic almost addonless (except vuhdo - as healer main) it was first time in very long time i was having fun, i wasn't worried about MAX performance. All i cared was getting job done. Sometimes people needed more healing, sometimes less, sometimes dungeon was cleared in few minutes, next time it took hour - it didn't matter. It was challenging, it was lot of times guessing timers and all that had some charm in it. The moment i installed DBM, WA and dps meter i stopped playing in two weeks - 'cause that made me to judge ppl performance, which i didn't do before. In summary addons how innocent they may look like - they bring forth evil side of players. Meta mindset is turned ON, and everything outside peak performance is meet with hostility. I really hope this project blow up with popularity. I mean i played on turtle wow when their peak was around 200ppl online and even with that "handful" bunch we were having blast together (it's pve server where horde and allies could group up together to raid/do grp content) and now they more then 4k+ i think. But classic/vanilla is time before i started wow as kiddo, my first wow experience was patch just before TBC (expansion dropped when i was even before level 20 ) and i want relive it again as draenei holy priest. As long as i will meet few ppl outside city (and they will not try to kill me on sight) i'll call it a win . 1 Share this post Link to post
Posted July 11 On 10/07/2024 at 7:02 AM, Dalzedur said: Sounds dangerously like mandatory metaslaving? While there are multiple things accomplished through having no addons, such as cleaning up the social air by having no dps meters, I can see this as potentially rather gatekeepy and even radioactive if enacted to lengths past an adequate point. I don't think so. If you can beat the bosses without doing all the "proper" things, nobody will bother to invest the time necessary to track down whether you are using the correct rotations or not, etc. If anything, that's the sort of thing that would be enabled by addons (or generally any automated information tools). This means there's essentially a price to pay for gatekeeping, which will only be worth it if it's actually necessary for progress. 1 Share this post Link to post
Posted July 11 (edited) 26 minutes ago, Nodiscord said: I don't think so. If you can beat the bosses without doing all the "proper" things, nobody will bother to invest the time necessary to track down whether you are using the correct rotations or not, etc. If anything, that's the sort of thing that would be enabled by addons (or generally any automated information tools). This means there's essentially a price to pay for gatekeeping, which will only be worth it if it's actually necessary for progress. Yeah that's when you're beating the bosses though. When everything is going well and my precious time isn't being wasted away because an unknown number of people aren't really properly performing, I am also very tolerant of everyone's playstyles, as well as understanding of all of their whacky build choices. But when things aren't working, and it's the third week your guild is stuck at the trash packs in Tempest Keep, unable to even make to to A'lar, then I begin to get increasingly more curious as to who the hell keeps dotting the sheeped target, and why things aren't dying quick enough even when we pop lust. Edited July 11 by Carlosgr 0 Share this post Link to post
Posted July 11 12 minutes ago, Carlosgr said: Yeah that's when you're beating the bosses though. When everything is going well and my precious time isn't being wasted away because an unknown number of people aren't really properly performing, I am also very tolerant of everyone's playstyles, as well as understanding of all of their whacky build choices. But when things aren't working, and it's the third week your guild is stuck at the trash packs in Tempest Keep, unable to even make to to A'lar, then I begin to get increasingly more curious as to who the hell keeps dotting the sheeped target, and why things aren't dying quick enough even when we pop lust. That sounds exactly as intended: gatekeep when it's necessary 0 Share this post Link to post
Posted July 12 I'm seeing a lot of comments like "but without addon support, how can I do [insert a gameplay action that depends on an addon]". Well, some of those gameplay actions you will still be able to do without addons: by watching what's going on in the game instead of your addon (like your character's autoattack animations, or a boss's visual/audio cue for a specific attack), by getting a feel for the game the more you play it, so you will naturally start to anticipate things (like when to move, when to use a specific ability, when a boss timer will go off). You will surprise yourself by how little you needed addons in the first place. Yes, your parses will be lower than with addons, of course. But if everyone else is in the same boat, will it really bother you that much? "But what about XYZ? I won't be able to do that without addons at all!" Those things, I think, you will simply forget. Because noone else will be able to do them either. And then they will stop bothering you. 1 Share this post Link to post
Posted July 12 2 hours ago, Wally said: Well, some of those gameplay actions you will still be able to do without addons: by watching what's going on in the game instead of your addon (like your character's autoattack animations, or a boss's visual/audio cue for a specific attack), by getting a feel for the game the more you play it, so you will naturally start to anticipate things (like when to move, when to use a specific ability, when a boss timer will go off). On the felmyst 3 beta i was running some dungeon and raid tests and since it was a beta, raid addons such as big wigs, deadly boss mods werent configured to properly display when sertain mechanic would happen, it was off by 5-10 secs. So i decided to try something else. I used an in game stopwatch ( just write /stopwatch 20 in chat) to measure when bosses use an ability. For dungeons i was testing shadow labs 2nd boss. I noticed that he uses mind control 22 seconds after the fight. I ran the dungeon 7 times in a row and every time, precisely 22 seconds on the dot he uses the mind control. After the first mind control, every 28 seconds he uses that ability again. Most pve encounters are scripted to do ability based on time or hp% If you record the fights, you can then analyse it and figure it out when sertain abilities will happen. It can be done, its just time-consuming to do for every raid/dungeon 1 Share this post Link to post