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I find it amusing this guy is appealing to the old players with these numbers without saying the real reason those numbers even exist.
Basically, in Classic your gear was shit. T1? Shit. T2? Shit. T3? More shit with spirit on it. TBC rolls around and Blizz releases a level of gear that replaces your T3 with a superior green. Still had bad stats on it though. All the gear in that xpac did to go with the bad talents. Which means you can't kill the end-dungeon raid bosses until you run Heroics, each once a day mind you, hoping your gear will drop. And for many it did not. Why did the raid bosses stand tall? Because the tier needed to kill them was leagues above what you were able to accumulate unless you dedicated weeks or months to just getting the gear.
Wrath rolls around and the raid bosses are dead, but for the exact same reason. Wrath did not have a huge gear jump like TBC at the same time they revamped the talents and stats to perfect the classes. This means the guilds in Sunwell were able to steamroll the raids, which since they'd already done Naxx was no great feat. However, look at the next tier, Ulduar, for those numbers. Yogg 1 Light did not die for a very, very, very long time.
I don't get the people who say they loved Classic and that it was difficult, but fail to acknowledge why it was difficult. It wasn't the encounter mechanics, those consisted of staying out of fire and debuffing every now and then while each class facerolled their one viable ability. The gear had Fire Resist on it for crying out loud. That's called artificial difficulty. Same with TBC. Mechanics of Nightbane? Point away from raid, pick up adds, heal. Mechanics of Kael? Kill advisors one at a time, kill all advisors at once, kill weapons, kill Kael with weapons to stop his abilities. Not hard, just time-consuming.
I don't think raid mechanics actually got difficult until stuff like Ulduar actually. And that's also when Blizz put in the option to fight hard versions of the fights.
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