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This is well presented and worth watching. I normally don’t care for videos like this much as many of them are drawn on and convoluted. I think you raise a good points on both ends. I however don’t think 8 months between MC and BWL is too long. That’s fine imo and would like to see content released at the pace in 04-06.

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Original Poster1 point · 2 months ago

Thanks for your thoughts! It could be that with so many new players in Classic that we may end up needing the original timeline that works for the majority of the players.

Original Poster1 point · 2 months ago

Hey guys! One night while looking at some stuff on the forums I noticed that it feels like a lot of people are interested in experiencing Classic in different ways – some people want all content at release, others want progression etc.

However while progression is ideally what most people want, this led me down the rabbit hole of thinking about how fast or slow content should be delivered to the player base, should some content be in the game at launch (Honor System, Mara?) and overall what would be best for the players?

As always thanks for watching guys!

I think you're a bit optimistic about the average raiders progress early on. Considering right now on K3 even, the majority of players have not hit 60. Then there's gearing, professions, epic mount, pvp for fun/ranking (if that's out at launch) and so on.

These are maybe the more casual private server players, but still. They go out of their way to play vanilla wow. 6 months is not "too long" for leveling, gearing for raiding and all that comes with it and actually doing the raid I would say.

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Original Poster0 points · 2 months ago

Yes that is a good point since something I'm constantly torn about when it comes to these videos is the difference between the majority of players and the minority of players that make up the core, progression raiding guilds.

It could be that with so many new faces in Classic that we may actually need eight months and extensions in other areas of the timeline.

Original Poster2 points · 2 months ago

Hey everyone! Over the past few years we’ve played on various 1x projects for Vanilla that featured different timelines, some like to include certain content at launch which wasn’t the case back in Vanilla along with making cuts in certain places to prevent stagnation and encourage consistency.

In Classic do you want to see Blizzard emulate this same type of experience due to gameplay reasons (similar to why we’re playing 1.12) or should we have a full progressive experience? As always thanks for watching!

That is very close to how it was originally released.
(1m)-Mara (4m)-azuregos/kazzak (8m)-BWL (10m)-ZG (11m)-world dragons (14m)-AQ (19m)-Naxx

-I say start with MC and Ony, although I could see delaying Ony for 3 months. I would also start with the honor system and at least WSG. Mara at release as well, I see no reason to delay it a month. I would also be fine with DM being in at release as I see 1.12 talents trivializing content more than gear from these dungeons.

-3 months in release azuregos and kazzak. Release Ony if she is delayed and AB. Also DM if it was delayed.

-6 months in release BWL and AV. In agreement on tier 0.5, release it here.

-9 months in release ZG.

-12 months in release the Dragons of nightmare and start AQ event.

-18 months in release Naxx.

I'm torn on battlegroups. On one hand I remember how much I hated them when they came out. I feel that they destroyed the server community. At the same time I remember how bad queues could be at times and how premade dodged each other to farm pugs.

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Original Poster1 point · 2 months ago

Battlegroups is something that I actually forgot to include in this video, thanks for mentioning that - will have to jot it in my notes for future video topics.

Excellent analysis!

I think what hasn’t been realized is that the original vanilla timeline was a timeline for a game that was exploding with growth. Over its lifespan it gained more and more players with many people starting their journey at different times. On private servers that is not the case. There is a population boom at the start that fizzles, stabilizes and eventually slowly declines. There are not nearly as many players starting midway through progression as Vanilla had so with majority of players starting near the server launch it makes sense to shorten content release to keep players interested and engaged

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Original Poster1 point · 2 months ago

Very good point that I didn't think about and is seen widely on vanilla projects when they enter the AQ-Naxx era as players begin to quit because they see the end on the horizon.

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Original Poster1 point · 2 months ago

Hey guys! There’s been a lot of discussion on what type of experience that players want to see in Classic and while most want a progressive timeline – does that involve the same original timeline or would a timeline some adjustments as seen on Kronos be the best for Classic?

Exactly 10 mins, gotta get that yt money :/

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Original Poster10 points · 2 months ago

This video is not monetized

Original Poster9 points · 2 months ago

Hey everyone! Over the past couple of years as a lot of you have seen – Vanilla Projects are starting to adopt a new approach to world buffs following new raid content where the buffs are usually disabled for a few weeks which increases the challenge of the content considering how powerful they are.

I personally think it’s a fantastic way in preserving some of the challenge in a game that is 14 years old at this point and wonder if Blizzard should consider adopting the same approach when it comes to Classic.

Original Poster1 point · 2 months ago

Hey guys! With the way that world buffs are now being handled by servers like Kronos I was inspired to make a video raising the argument about how strong these are in hindsight and why Blizzard could learn a thing or two about what could happen if these are left un-checked.

Needless to say I tried to explore every angle objectively and while I believe the game would be better if they were removed, I’m not sure if it’s the best option. Thanks for watching!

Original Poster3 points · 2 months ago

Hey guys! With the way that World Buffs were handled on LB/Ana/Darrow for new raid releases, I was partially inspired to make a video that raises the argument about taking this a step further into Classic and I believe that Blizzard should consider the implications of how strong World Buffs are in 2018-2019 considering everything that we know today.

While I wasn’t able to cover everything, hopefully I hit all of the key points and moving forward I believe that it could be interesting to take the current system a step forward and permanently disable world buffs on Northdale considering that the Devs have brainstormed other experiments such as pre-nerf Deviates.

Original Poster6 points · 2 months ago

Hey everyone – During this long wait for Classic, there’s a lot of things that make me question how they’ll affect the game considering everything we know today and one of those is World Buffs.

Due to how strong they are, I felt compelled to make a video because I believe it’s important that the community understands that with the combined stats from these buffs, a lot of the content can be steamrolled to say the least and while these buffs aren’t the sole reason for it, I believe that it’s important that Blizzard tries to preserve the challenging aspects of the game while staying in line with no changes if possible.

Thanks for watching!

Aren't most /World channels created by Private Server GMs on private servers today? So since Blizzard probably won't "officially" make one of their own in Classic then if it's player operated then it will probably turn into a shitshow of constantly banning/kicking people, locking the channel, etc.

I remember something like this happened on Nostalrius or Anathema and the GMs finally decided to intervene and take control of it

Raserisk commented on
r/classicwowPosted by

Changes that don't inherently affect the gameplay and mechanics would be the best of both worlds - basically stuff like updating the Field of View, Retail-like Postal System, Retail-like Auction House, additional options for updated visual graphics and models and stuff to assist Color-blind players.

Yes - Honestly I believe that Classic isn't just a great place to start playing WoW but in general it's a great place if you're new to MMO's as well. If you haven't played either then yes it will be hard and challenging but if you love a difficult journey and meeting lots of people along the way then this is your thing!

For a totally new player, I would say it will probably take you 8-12 days of in-game time or 192-288 hours. The max level is 60 and this is the best version to experience World PVP. As for Classic Servers and their longevity we don't have enough information yet but I would say that everything will be permanent.

2 points · 4 months ago

Very good video. Didn't the last surviving horseman do some sort of enrage, so you had to kill the last two at roughly the same time? (like 30-60 seconds)

Or maybe i just can't remember the fight correctly.

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Original Poster1 point · 4 months ago

When doing research for this guide I did find a bit of information suggesting that they did have some sort of Enrage mechanic when they were low on health but because I couldn't really confirm it - I left it out.

However after 100 Marks have gone out they will enrage and wipe your raid.

Original Poster16 points · 4 months ago

The 4H fight represents the peak of Classic Raiding and introduction of more interesting mechanics that requires coordination and mobility as seen in later versions of WoW however did this fight actually expose prominent issues with the Vanilla Raid System that would lead to what we have today?

For Example,

a) Guilds were completely caught off-guard by needing eight tanks - could this have influenced the "bring the player, not the class" model as seen today?

b) C'Thun and Vanilla Naxx pushed the 40 man raiding model to its limits but could things such as the meme of most vanilla raids having to be carried by the other half pushed Blizzard to go with the 25 player size since their future mechanics would be too complex for 40?

Original Poster7 points · 4 months ago

Hey guys - hope everyone is enjoying Naxxramas. I put together a 4H guide for progression guilds that could use some help with this encounter so hopefully this information is useful to some.


After years of playing on Vanilla Private Servers it would be horrible to progress through the end of a Classic server only to be told that it's the end - while I don't expect TBC servers to automatically be ready after Patch 1.12 is released - I do believe that Blizzard will work on TBC/WOTLK realms after seeing the success of Classic.

The silent or unaware majority typically represents the largest demographic in a lot of things whether its gaming or otherwise - for this reason I really hope that Blizzard launches a good marketing campaign for Classic roughly 6-12 months before release because I would love to see tens of thousands of players from the past and present joining in for the launch.

Expect things to get more hyped once they actually start releasing some news or updates on development.

Unbalanced classes and systems, slow gameplay and the strong social elements required in Classic are exactly what keeps me coming back to the game and why I've played on private servers over the years much more than retail.

So I think that Classic and future TBC and WOTLK additions will be right up my alley.

In retail, the classes are homogenized, the gameplay feels incredibly drawn out and don't even get me started on what dungeon finder, LFR have done to the social network of the game among other things.

To sum it up - comparing Classic to Retail is comparing Apples to Oranges. By this point they're entirely different games for entirely different audiences.

Comment deleted4 months ago
Original Poster1 point · 4 months ago

I'll do the best I can. Thanks for your support!

I'd change it so after defeatimg Kel Thuzad, your character wakes up back in the starting area and you realize it was all just a dream.

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Original Poster2 points · 4 months ago

Not a bad idea at all! Waking up from the dream and then realizing its day 1 of Classic WoW's launch?

I can dig it.

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Your guides are awesome. Would you consider doing a overview of the trash packs you'll encounter in Naxx? Whats skippable, what isn't, etc

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Original Poster3 points · 4 months ago

Eventual plans are for a streamlined video that analyzes each trash mob/group in Naxxramas and maybe additional information such as tips and tricks regarding which to skip to save time.

However not sure when I'll get around to it, lots of projects to work on.

The private server community is very old and a lot of the players are veterans and experienced players - I imagine it will be totally different on Classic with a much larger demographic of players that will be trying out all sorts of specs despite what we know today for various reasons.

At the same time, I feel that in PVP situations there are a bit more ways to find diverse specs but it's unfortunate that respeccing is very costly in Vanilla if you want to experiment.

The original version of WoW known as Vanilla or Classic was available from 2004-2006 by the developers (Blizzard Entertainment) before they released their first expansion in 2007 and continued the trend from there.

However certain individuals decided to emulate the original version by creating their own private servers however these projects aren't 100% accurate to the original experience but its the closest thing to what things used to be like.

Which is why people talk about it so casually since many of them have played on one of these servers at a point. If you want a true, authentic experience then wait for Classic - no release date yet but my guess is 2019.

At the same time with including Classic as part of your $15 a month subscription (Access to Classic and Retail) - they should take things a step further and remove the ability for players to purchase or use WoW Tokens in Classic.

Yes though not as common as today in retail - on Vanilla private servers today you also see many raiding guilds later on transforming old raid tiers they don't need gear from anymore into GDKP runs (bid on items with gold, highest bidder wins and pays for item) which are then opened up to players across the realm.

At the end of the run the gold is then used to support the guild whether that is for consumables, resistance pieces or in our case - giving everyone their cut at the end of the run.

I still remember when we started doing GDKP AQ40 runs on Saturdays and some dude paid like over 5000g for an item that dropped, needless to say it was a nice way to make some pocket gold.

Based off previous experiences across several vanilla projects - 5000 seems to be the sweet spot for a good experience that includes having a healthy pop for all of the content in the game.

Either way, I expect Blizzard to introduce under the hood changes to accommodate modern players which will involve dynamic spawn systems for NPCs, quest items, etc that did not exist back in 2004-2006.

A large part of Vanilla is player driven activity out in the world and I have no issues with raising the previous cap of 2500 to something marginally higher by todays standards.

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