Well worth trying WoW Hardcore by the way. Permadeath changes everything:
- People know they need to get help from others. There's less bad behavior.
- You can't cheese anything, like running in to a camp to grab the quest item, letting yourself get killed, and then resurrecting.
- You find it acceptable to do side quest things like making potions and other useful stuff.
- The levels below 60 are no longer a speedrun with barely anyone else to be seen. People die all the time, and they restart all the time, so the lower levels have a lot of life. On non-hardcore, getting to 60 is inevitable.
- You have to prepare properly. Not only bringing all the consumables you'll need for raiding, also knowing what the boss is gonna do.
- Because the game is old, you get older players with old people issues like having kids. It's much more sympathetic towards life getting in your way.
- You feel an actual adrenaline rush when things go wrong. You might have 8 days played on a character who could die if you don't get out of a sticky situation. People are constantly reporting heightened heart rates. If you play non-hardcore, it's just "meh I'll run back".
Reading through this discussion, I’m reminded of how World of Warcraft has evolved to cater to such a diverse player base. Originally, it was a game where everyone started at the same level, facing similar challenges. Over time, though, that’s changed, and now players have multiple options on how they wish to engage with the game. One aspect that has grown immensely is the pursuit of WoW Hardcore Gold.
This is a fascinating element of the game, where dedicated players push the boundaries of their abilities, accumulating resources that are crucial for success in the toughest parts of the game. Hardcore gold farming requires commitment, skill, and time—things that not every player has in abundance. For many, accumulating this gold is a way to unlock high-end gear, support raiding endeavors, or fund their adventures in Mythic+ dungeons.
What stands out to me is how this niche has sparked a new economic layer within the game. Hardcore players are investing huge amounts of time into gathering resources, and their gold becomes a sought-after commodity. This creates a different dynamic for players who want to skip the grind but still desire top-tier rewards. It’s not simply about completing quests or leveling; it’s about mastering the toughest aspects of WoW’s economy.
The question is, how will this continue to evolve in the future? Will the demand for WoW Hardcore Gold (https://wowvendor.com/shop/wow-gold/product/hardcore-gold/) keep pushing players to go deeper into these challenges, or will other methods of progression emerge to balance things out? I’d love to hear how others feel about the impact of this shift in WoW’s economy.
Let me save you some time: it's not. Hardcore WoW is strictly a streamer mode.
Hardcore WoW is really an exercise not in skill but in not getting bored/complacent and taking unnecessary risks. Plus you have the constant threat of dying to network conditions or just the game crashing, both of which happenn. You may also have to deal with griefers. They've clamped down on a lot of this now (eg probably all mobs are leashed at this point) but it can still happen.
If anything, it's a test of knowledge of the game, like knowing how things path, know the safe areas (in the outside world and in dungeons) to reset things when things go badly, etc. Learning these in hardcore would be a painful lesson.
The only people playing this have been playing the game for literally decades and they know all this.
OnlyFangs can be entertaining content. Watch as you please but hardcore is just not for you, most likely.
Totally agree with all of these points. I will roll a new toon on an era HC server every now and again when I'm bored with current games, just because it does feel like a new experience for me every time. Trying to figure out the safest routes, best quests to grab, non-death skips to get to easier leveling experiences (my favorite is one that gets you to darkshore by way of menethil harbor), etc.
>- You have to prepare properly. Not only bringing all the consumables you'll need for raiding, also knowing what the boss is gonna do.
But that is, regrettably, also the case for retail. You are expected to spoil the dungeons and raids for yourself by reading up on everything the bosses will do, before you first enter. Nobody has the patience to go in blind and figure out their own strategies.
And you're also expected to use addons that will tell you exactly what to do and when.
That's what made me lose interest in the game. You're not the player. The addons are. You are doing the one thing they can't: Press the buttons for them. You're the input device. I hate this so much.
For modern WoW, even in dungeons (M+), if you can’t follow a perfectly executed “script”, nobody is interested in grouping with you. You don’t really need a stack of addons but an encyclopedic knowledge of maps, mechanics, strats, affixes, etc and the current meta is the norm and expected.
It feels barely related to D&D tabletop sessions or classic fantasy anything and more like a group Mario 64 speedrun or something.
Is that even a new phenomenon? The notion of a MMORPG "raid" as a highly orchestrated event was already well-established 15-20 years ago (recall the infamous "Onyxia Wipe" recording, for instance). It may have even predated World of Warcraft; older MMOs like EverQuest had similar dynamics.
Raiding in original WoW covered a wide spectrum. There were a tiny handful of hardcore cutting edge raiders, some who wanted to be those cutting edge raiders but weren’t (that Onyxia video), super chill raiders who were 2+ major raids behind and mostly used raiding as an excuse to goof around in Ventrilo, and everywhere in between. My guild fell in the last of those categories and it was fun.
While being “serious” became more popular in raiding over time, prior to M+ that mentality never came to dungeons. Up until its addition those were more of a go in with whatever ragtag crew you could gather together and have fun kind of thing, which has sadly has mostly been supplanted by solo content in modern WoW. There’s little content that requires a group and is low-stakes enough for the social or fantasy aspects to take precedence over the competitive ones.
No modern addon lets you play the game for you, except maybe Hekili which displays your optimal damage rotation (but even that's a massive crutch). Addons such as DBM and WeakAuras all provide information that can be learnt manually with skill/experience (and some top players use minimal addons), but by design can't control player actions. It's more about reducing cognitive load.
The main difficulty with modern WoW is not standing in the fire that kills you in less time than human reaction speed, and using defensive abilities if you're taking damage that can't be avoided.
I'd push back slightly on the idea that top players use minimal addons. During every RWF push, almost every top team has a dedicated resource solely for the purpose of making custom WeakAuras for different parts of each boss fight. During the last cycle, I think I saw Max call for no less than two or three dozen breaks just so folks could make sure their WAs were in sync and on the right version.
Granted I'm cherry-picking RWF where people are severely under-geared at first, but I think it does offer a relevant microcosmic example of the state of addons in retail WoW. They're more or less required for the competitive side of most "hard" content these days, even for the most coordinated of groups.
(EDIT: I wanted to add that in no way do I consider this "playing the game for you". It still took the aforementioned teams like 2 weeks to clear Nerub-ar Palace, and the largest chunk of that time wasn't even on the last boss, it was on Kyveza)
Mythic raiding/RWF/literally the best of the best is a massive outlier. Blizzard themself didn't seem happy about Liquid actually having to develop custom WeakAuras for that.
Oh I totally agree that I think its not great for the game in terms of balance. As a dev, I do enjoy being able to make my own custom addons, especially as a healer. But I think a push towards less addons in the game will help its casual accessibility big time.
This is an issue even in Mythic+ where missing a single kick means you likely wipe your group and if its a pug they probably all leave the key afterwards (the latter is a separate community issue, but exists nonetheless). If Blizz in the future is forced to assume that most players dont have kick addons that tell them which party member has a kick up and a timer/alert to tell you when to kick the caster mob, then theyre also forced into improving the UI to help the players know that information without external assistance. Or even better improve the mechanics writ large so that arcane knowledge is less zero-sum when you dont have it.
Not a chance in hell you can clear mythic simply pressing buttons based on add-ons. There’s a huge learning curve and skill requirement until you’re overgeared. Otherwise you’d see PUGs getting CE when most can’t reliably clear heroic until late in the patch.
Mythic is probably as hard or harder now than it’s ever been. (Minus unkillable tuning of course). They’ve removed complexity that made things “difficult” in an unsatisfying way and we have lower ping now, but “add-ons do it all for you” is a silly take.
Not recommended for a first timer!! I played with some friends, made it to the ragnarok fight, thought, “hmm does that lava kill you on touch or only do fast damage over time?” Asked friends and they all said they remembered it being fast dots. Tippy toe goes in, and there goes 20 hours :(
"Meaningful" is going to be very different from person to person. Even $10 would be discouraging to so, so many people, while some people on here wouldn't balk even at three or even four digits.
But the TIME you lose on a high-level character, that stings for EVERYONE. I don't think you need to raise the stakes even further. Like, why, what are you even gaining? The goal of the mode has already been met.
I think I’ll stick with Path of Exile. Not a fan of the Blizzard scene these days, lots of toxicity. Some say PoE is toxic but at least you aren’t forced to interact with anyone there like in WoW. Playing hardcore to avoid toxicity isn’t a selling point and sounds like a futile cope to me.
- People know they need to get help from others. There's less bad behavior.
- You can't cheese anything, like running in to a camp to grab the quest item, letting yourself get killed, and then resurrecting.
- You find it acceptable to do side quest things like making potions and other useful stuff.
- The levels below 60 are no longer a speedrun with barely anyone else to be seen. People die all the time, and they restart all the time, so the lower levels have a lot of life. On non-hardcore, getting to 60 is inevitable.
- You have to prepare properly. Not only bringing all the consumables you'll need for raiding, also knowing what the boss is gonna do.
- Because the game is old, you get older players with old people issues like having kids. It's much more sympathetic towards life getting in your way.
- You feel an actual adrenaline rush when things go wrong. You might have 8 days played on a character who could die if you don't get out of a sticky situation. People are constantly reporting heightened heart rates. If you play non-hardcore, it's just "meh I'll run back".