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About hotdwarfsixpack

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  1. So what you're saying is your interpretation of the team's goals is the only correct interpretation, and everyone who interprets their goals differently is a retard? Sweet logic man. Nost got popular for one reason--timing. It wasn't the scripting--trust me on that one. It came at a time when everyone was sick of Emerald Dream and ready to jump ship. Guilds who had already left Feenix/refused to play on Feenix had been waiting to play on a vanilla server for a while at that point and then Kronos announced itself as a viable alternative. Guilds started coming out of the woodworks and signing up on there, and then Nostalrius decided to release a month earlier than Kronos and all the guilds ended up moving there because waiting a month is an eternity for vets at this point. You had guilds like Ridin Dirty, judgement/team plague, dreamstate, grizzly, exiled, massivus, mcst, etc all coming together in one giant thunderdome that got bigger as the release date grew closer because we all wanted to settle grudges from previous servers. The population snowballed after a surprisingly stable launch.
  2. Don't cry because I apparently hit the nail on the head by implying you wouldn't be able to handle it. lmao at the "as someone who actually played vanilla wow". that doesn't qualify you for anything bro. And no, it wasn't "certain specs". It was just about every ваууing spec that sucked. Or if it wasn't the spec, it was other stupid фекал like hit rating not benefiting dual wielding dps. Nost exists as a way to experience the difficulty of vanilla WoW when it was current. If it were just a time capsule, they wouldn't regress the gear, they'd just crank out a regular 1.12 server with all content released. Take comfort in knowing you might find some raid guild to carry you through mind numbingly boring content at every tier. hey am I hard like you now? If instead of running a half marathon I said I wanted to run a full marathon and you told me "why don't you just jog backwards the entire way?" I'd assume you didn't want me to run the full marathon.
  3. Could easily turn this into a shitflinging contest with what I think your real reasoning is for being against this, but I'll refrain since that doesn't seem productive
  4. If you consider fine being guilds leveling to 60 and killing Ragnaros within 3 weeks of new server drop, then your description of fine differs from mine. Your idea that we should just raid with 30- people is proof that you subconsciously agree that the raiding is far too easy. I think the more obvious solution is to just buff the content so everyone has a harder time. "Short manning MC is common once everybody has their items from there. " Yes, when everybody has their items from there it's whatever. I'm talking about buffing content to make the barrier to entry for skill higher. Plenty of servers modify values but they aren't as effective because they don't run gear regression, or have bugs that lead to massive damage boosts that overcome those values. Already raided and cleared MC in 50%+ greens. It is not hard. What's your real reasoning behind not wanting content to be harder? The massive headache part I don't believe.
  5. They were meant to be difficult when they were released. They were not entry level raids. They were the raids. And given that gear was all around dogshit in 1.4, it wouldn't force a tighter gear requirement, it would force players to a higher standard of playing if they wanted to see their purples. guilds shouldn't be able to roll MC with half their raid sporting фекал they got from the barrens, nor should killing ragnaros only require having 39 players with a pulse and internet connection. buff the damage so the healers run OOM quicker buff the health/armor/resistance so the dps are forced to try harder to kill the boss before the healers run oom. rogues are going to have to learn the importance of pooling energy, healers are going to have to time their nukes better, and fury warriors are gonna have to finally make that macro that goes sword and board + shield wall to crank out those last seconds on progression bosses. would people stop claiming "we can't achieve the difficulty we had back then so why even try?" we try because we want what the real experience was, right? a hard raiding game where only the elite can guard the mailbox in orgrimmar/ironforge with their purples? maybe you want a game thats been dumbed down enough so you got a shot at killing something, but I don't. and I know many don't want it handed to them so easy either. nothing worth it in the world (of warcraft) is easy to achieve.
  6. hotdwarfsixpack

    Gyrofreeze Ice Reflector (how it should work)

    The question is, do they work like this on here?
  7. hotdwarfsixpack

    Warlock set tiers

    You won't die on any fight if you have a clue about the mechanics. maybe mandokir if he charges/whirlwind combos you.
  8. hotdwarfsixpack

    Warlock set tiers

    Don't lifetap down to 5% hp?
  9. hotdwarfsixpack

    "Full" arcane raiding.

    full arcane raiding is фекал. if you want to try it, go ahead. youll be shitty in both pvp and pve.
  10. hotdwarfsixpack

    best player(s) per class

    emerald dream was the pinnacle of pvp greatness
  11. Why shouldn't we try and recapture the difficulty of raiding MC/BWL? People wanted the vanilla experience. A tune up until we progress further down the PvE raids would help recapture it. It's easy to do, easy to revert back, and reduces the edge 1.12 talents give to the raiding community. A lot of the gear from the server first clear of MC included gear gotten from quests from the barrens. This shouldn't be possible, and shouldn't happen.
  12. hotdwarfsixpack

    Leveling with a Pocket Healer.

    You have zero points in TM and yet spend not one, but 3 points in TC. Also--using rend? Instance grinding>world? jesus christ.
  13. hotdwarfsixpack

    Ithlien - First video and stream

    why are you wearing a suit and shitty tie?
  14. Agreed. If the server were to use 1.4 talents I would not have even made this suggestion. However I think that's incredibly unlikely that we will ever see a server with them. Please read my entire post before writing back, I even addressed you in specific. People do want vanilla wow. As it stands with the current setup, it is drastically easier than vanilla wow due to the talent setup (ignoring the information available to us on every encounter). My idea to bring that difficulty up to what was experienced during vanilla wow at that time period was a buff to a raid's damage/armor/resistance/etc. We can't make ourselves do the gimped damage/healing/threat that 1.4 talent trees had, but we can bring the mobs stats to a higher level to simulate that difficulty. It could even be reverted after we progress in patches so players like yourselves could clear the content! I don't see the point in doing it "after Naxxramas". Call me pessimistic, but let's get to AQ40 first (for the first time in 4ish years on the private server scene). It should come now when it is supposed to be hard (but made easy by 1.12 talents). They did not do that. http://wowwiki.wikia.com/wiki/Onyxia_(original) 1,100,000 HP http://realmplayers.com/RaidStats/RaidOverview.aspx?Raid=38177 1,121,000 http://realmplayers.com/RaidStats/RaidOverview.aspx?Raid=38286 1,120,000 I'd say the discrepancy lies in swstats at that point, not an intentional buff. If people want the vanilla wow experience, they should have it. It was a harder game. Doing this content with supersized talents makes it easier. This makes it a not vanilla experience. Tune up the raid instances until the point when we should have 1.12 talents, otherwise we aren't really getting vanilla wow.
  15. lol, okay kiddo. Grab that 14% boost on glancing hits instead of the 40 ap/crit/hit bonus which affects your yellows. stack enough world buffs and consumables and you'll only be glancing on your offhand.