I played through closed beta, the whole skill points system was so cool to building your characters in a more unique way. But the most fun and OP thing has to be the Undead Will that used to be being IMMUNE to all those things (sleep,charm,breathing) BUT they actually counted as undeads (because that was prior to retcons)
also comes with disadvantages for undead, priest can polymorph them with shackle undead, paladins can fear them, and palas would do huge dmg to them with holy spells
I seem to have always had a memory of using paladin exorcism on undead players in wsg some time in vanilla, but I suspect it's a false memory. I was pretty young.
The global cooldown of 1.5 seconds was added later which probably explains the 1second cast times or 1 second cooldowns on some of these spells for skills that would otherwise be instant cast or have no cooldown beyond the GCD
I remember watching some of the old dev interviews in the leadup to Classic & the Paladin blessings were originally supposed to all be like BoP or Sac, high impact & short duration. Because they moved away from that system into having them be more traditional buffs is why the paladin blessings have such short uptime compared to other class buffs. (I don't remember exactly which interview it was but it would've been a Kevin Jordan interview)
paly buffs are exactly like a shamans weapon buffs other than you can’t put them on other people. totems are more annoying because you can just get an addon to buff your entire raid.
Mind control was great. Only reason i went night elf priest was to shadowmeld near cliffs and bridges then mc unsuspecting players to their doom as they pass by. It also took them considerable effort to corpse run, then find their way out of whatever crevasse they ended up in.
That version of Banish makes more sense now! I used to have a physical WoW guide book and in the PvP section, it stated that if you were having problems with, for example, a Priest, just Banish them. That was so weird and I always wondered why the book suggested that but I guess the change to Banish stayed right up until close to release.
@@EyeLeviathan There's DAoC Eden if you want to play DAoC classic again. Still my favorite MMO till this day, though the inability to cast while being attacked didn't age well.
Of course literally Everything in the world is inspired by what came before it even if ppl say it's not it is they just wanna be original doesn't mean it's not good but everything is inspired by what comes before that's how you evolve you take it and make it better
Release Vanilla still had some very broken stuff. Will of the Forsaken lasted 20 seconds of fear, sleep and charm immunity. No diminishing returns in crowd control PvP so you could be chain sheeped or feared. Warrior enrage was +40% damage. No forbearance debuff on paladin BoP or divine shield. Towns spawned level 40 guards to defend against enemy faction which were a joke for level 60s to kill. No weapon normalisation made slow weapons even more insane. No +dmg or +healing stats for casters only intellect. Lupos hunter pet did shadow damage. Windfury had no internal cooldown so could proc off itself for insane combos. Many terrible top tree talent points for many specs making them a joke.
paladins undead nuke was a 2 sec cast i believe, no cooldown and could nuke undead players in pvp. always crit(since undead). undead players where immune to polymorph(not beast or humankind).
Ye like the person above me commented felhunters give increased stealth detection as an aura to party members but I imagine that rogue hunting warlock probably ran around with the stealth detection goggles as well and maybe even the elixir too. Perception would then be the cherry on top. So the story is most probably true but our boy guzu is still getting the different buffs confused :Þ
"why did they give paladin all these things then remove it" because they realized that giving a class a 10 second invulnerability to ALL effects is really hard to balance around, bubble should have never been a thing
I played through closed beta, the whole skill points system was so cool to building your characters in a more unique way.
But the most fun and OP thing has to be the Undead Will that used to be being IMMUNE to all those things (sleep,charm,breathing) BUT they actually counted as undeads (because that was prior to retcons)
The saddest thing everyone will Google the most op build and copy it nowadays
also comes with disadvantages for undead, priest can polymorph them with shackle undead, paladins can fear them, and palas would do huge dmg to them with holy spells
I seem to have always had a memory of using paladin exorcism on undead players in wsg some time in vanilla, but I suspect it's a false memory. I was pretty young.
The global cooldown of 1.5 seconds was added later which probably explains the 1second cast times or 1 second cooldowns on some of these spells for skills that would otherwise be instant cast or have no cooldown beyond the GCD
I remember watching some of the old dev interviews in the leadup to Classic & the Paladin blessings were originally supposed to all be like BoP or Sac, high impact & short duration. Because they moved away from that system into having them be more traditional buffs is why the paladin blessings have such short uptime compared to other class buffs.
(I don't remember exactly which interview it was but it would've been a Kevin Jordan interview)
paly buffs are exactly like a shamans weapon buffs other than you can’t put them on other people. totems are more annoying because you can just get an addon to buff your entire raid.
Mind control was great. Only reason i went night elf priest was to shadowmeld near cliffs and bridges then mc unsuspecting players to their doom as they pass by. It also took them considerable effort to corpse run, then find their way out of whatever crevasse they ended up in.
That version of Banish makes more sense now! I used to have a physical WoW guide book and in the PvP section, it stated that if you were having problems with, for example, a Priest, just Banish them. That was so weird and I always wondered why the book suggested that but I guess the change to Banish stayed right up until close to release.
Rogues and Bards in Everquest 1 had masks that gave them illusions of different races, guess that's where the disguise idea came from.
Didn't "Play Dead" come back for Hunter pets way later? fitting for an ability that was originally for druids.
Play Dead came later for druids too, Symbiosis on a hunter gave you it
I feel like many of these old abilities were heavily inspired by Everquest and Dark Age of Camelot
Well all the devs played those games, & they have said that they took a lot of inspiration from them.
Daoc is such a great game
@@EyeLeviathan There's DAoC Eden if you want to play DAoC classic again. Still my favorite MMO till this day, though the inability to cast while being attacked didn't age well.
Of course literally Everything in the world is inspired by what came before it even if ppl say it's not it is they just wanna be original doesn't mean it's not good but everything is inspired by what comes before that's how you evolve you take it and make it better
Release Vanilla still had some very broken stuff. Will of the Forsaken lasted 20 seconds of fear, sleep and charm immunity. No diminishing returns in crowd control PvP so you could be chain sheeped or feared. Warrior enrage was +40% damage. No forbearance debuff on paladin BoP or divine shield. Towns spawned level 40 guards to defend against enemy faction which were a joke for level 60s to kill. No weapon normalisation made slow weapons even more insane. No +dmg or +healing stats for casters only intellect. Lupos hunter pet did shadow damage. Windfury had no internal cooldown so could proc off itself for insane combos. Many terrible top tree talent points for many specs making them a joke.
0:00 I WOULD GO BACK TO THAT DATE INSTANTLY ❤
Rogues have disguise on Twow.
11:13 Rogs in Turtle Wow have this
paladins undead nuke was a 2 sec cast i believe, no cooldown and could nuke undead players in pvp. always crit(since undead). undead players where immune to polymorph(not beast or humankind).
Imagine the level of trolling rogues could do with those disguises though.
Removed crusader strike has actually made me mad
imagine the little ofc disguised as a Kul TIran marine
Damn having play dead would be so nice.
Survival hunter for HC ❤
That Story with You as a rogue and a warlock cant be true. Because warlocks can only detect invisibility and not stealth. There is a difference.
Felhunters grant increased stealth detection
Ye like the person above me commented felhunters give increased stealth detection as an aura to party members but I imagine that rogue hunting warlock probably ran around with the stealth detection goggles as well and maybe even the elixir too. Perception would then be the cherry on top.
So the story is most probably true but our boy guzu is still getting the different buffs confused :Þ
He also mentioned perception. The guy probably had all these things up to find any form of stealth/invis.
Thunder clap was designed for shamans huh. That makes a lot of sense, I wonder why they moved it.
Here from the future guzu did the mage and died
"why did they give paladin all these things then remove it" because they realized that giving a class a 10 second invulnerability to ALL effects is really hard to balance around, bubble should have never been a thing
Laughs in cloak of shadows
tons of copy pasted everquest abilities here
the design of the totem is just better of all totem