Balance dungeons

Ideas for new content, features, and balance changes.
Therealvda
Posts: 110

Re: Balance dungeons

Post#21 » Mon Aug 10, 2026 8:01 pm

Lavida wrote: Mon Aug 10, 2026 7:27 pm
Therealvda wrote: Mon Aug 10, 2026 4:01 pm
Knifewrench wrote: Mon Aug 10, 2026 8:05 am

A insane shit ton of differences actually. U would know if u playd both.
Do enlighten us, great sage.
I played both versions, mainly classic, many things easier in classic compared to vanilla.

1- you can solo content with mage almost all dungeons, I did not try on vanilla but i am sure it is harder, because there are even problems with gnome jumping, in classic gnome mage and human mage jumps the same distance ( except for some places like male human mage is kind of better jumper on those cases)

2- Aggro radius in vanilla is much higher compared to classic, you can skip certain packs while raiding in classic i did not raid here but i am sure you cannot skip bwl packs after valestrazs.

3- damage dealed by mobs higher compared to classic.

4- world buffs exist in classic rend/zandalar/onyxia or nef / DMT / Diamond Flask battle shout buff / Songflower Serenade / special event buffs like love is in the air or summer fire fest, I dont think many of them exist here.

5- Different talent trees, at least warrior's talent tree has changed here some additions like decreasing cooldown of retaliation, shield wall etc. In classic those do not exist, sword and axe specs are seperate from each other.

6- dungeons are simpler in classic, you can solo run most of em at certain levels, it is possible to make SM:Lib run with 3x 35-36 level people in 20 minutes.

Those are the things that i can directly say, probably a lot more differences exist. Still this version kinda unique and playable but it requires more time investment compared to classic.
What Vanilla Patch are you talking about? Every Private server uses 1.12 and Classic uses 1.12 talents and mechanics.

Like yeah no shit if you compare Patch 1.7 Vanilla to Classic it will feel different, because Classic was built for Patch 1.12

Talent trees and mob damage should be the same in Vanilla 1.12 and Classic.

Lavida
Posts: 17

Re: Balance dungeons

Post#22 » Mon Aug 10, 2026 10:54 pm

Therealvda wrote: Mon Aug 10, 2026 8:01 pm
Lavida wrote: Mon Aug 10, 2026 7:27 pm
Therealvda wrote: Mon Aug 10, 2026 4:01 pm

Do enlighten us, great sage.
I played both versions, mainly classic, many things easier in classic compared to vanilla.

1- you can solo content with mage almost all dungeons, I did not try on vanilla but i am sure it is harder, because there are even problems with gnome jumping, in classic gnome mage and human mage jumps the same distance ( except for some places like male human mage is kind of better jumper on those cases)

2- Aggro radius in vanilla is much higher compared to classic, you can skip certain packs while raiding in classic i did not raid here but i am sure you cannot skip bwl packs after valestrazs.

3- damage dealed by mobs higher compared to classic.

4- world buffs exist in classic rend/zandalar/onyxia or nef / DMT / Diamond Flask battle shout buff / Songflower Serenade / special event buffs like love is in the air or summer fire fest, I dont think many of them exist here.

5- Different talent trees, at least warrior's talent tree has changed here some additions like decreasing cooldown of retaliation, shield wall etc. In classic those do not exist, sword and axe specs are seperate from each other.

6- dungeons are simpler in classic, you can solo run most of em at certain levels, it is possible to make SM:Lib run with 3x 35-36 level people in 20 minutes.

Those are the things that i can directly say, probably a lot more differences exist. Still this version kinda unique and playable but it requires more time investment compared to classic.
What Vanilla Patch are you talking about? Every Private server uses 1.12 and Classic uses 1.12 talents and mechanics.

Like yeah no shit if you compare Patch 1.7 Vanilla to Classic it will feel different, because Classic was built for Patch 1.12

Talent trees and mob damage should be the same in Vanilla 1.12 and Classic.
ofcourse I talk about blizzard's wow classic.

here is the proof I know what I talk about.

https://vanilla.warcraftlogs.com/charac ... rill%c3%a1

number of clears on logs (warrior):
BwL = 79
MC = 72
Naxx = 56
Aq40 = 70

mage : https://vanilla.warcraftlogs.com/charac ... ondi%c3%aa

naxx = 37
bwl = 45
mc = 40
aq40 = 38

paladin : https://vanilla.warcraftlogs.com/charac ... er/luthien

naxx = 7
bwl = 14
mc = 14
aq40 = 6

horde orc warrior : https://vanilla.warcraftlogs.com/charac ... aw/orchasm

bwl = 8
mc = 8

I know what I talk about, classic and vanilla are different things appearantly, difficulty of those version cannot be compared, two different games at this rate.

Therealvda
Posts: 110

Re: Balance dungeons

Post#23 » Mon Aug 10, 2026 11:00 pm

Lavida wrote: Mon Aug 10, 2026 10:54 pm
Therealvda wrote: Mon Aug 10, 2026 8:01 pm
Lavida wrote: Mon Aug 10, 2026 7:27 pm

I played both versions, mainly classic, many things easier in classic compared to vanilla.

1- you can solo content with mage almost all dungeons, I did not try on vanilla but i am sure it is harder, because there are even problems with gnome jumping, in classic gnome mage and human mage jumps the same distance ( except for some places like male human mage is kind of better jumper on those cases)

2- Aggro radius in vanilla is much higher compared to classic, you can skip certain packs while raiding in classic i did not raid here but i am sure you cannot skip bwl packs after valestrazs.

3- damage dealed by mobs higher compared to classic.

4- world buffs exist in classic rend/zandalar/onyxia or nef / DMT / Diamond Flask battle shout buff / Songflower Serenade / special event buffs like love is in the air or summer fire fest, I dont think many of them exist here.

5- Different talent trees, at least warrior's talent tree has changed here some additions like decreasing cooldown of retaliation, shield wall etc. In classic those do not exist, sword and axe specs are seperate from each other.

6- dungeons are simpler in classic, you can solo run most of em at certain levels, it is possible to make SM:Lib run with 3x 35-36 level people in 20 minutes.

Those are the things that i can directly say, probably a lot more differences exist. Still this version kinda unique and playable but it requires more time investment compared to classic.
What Vanilla Patch are you talking about? Every Private server uses 1.12 and Classic uses 1.12 talents and mechanics.

Like yeah no shit if you compare Patch 1.7 Vanilla to Classic it will feel different, because Classic was built for Patch 1.12

Talent trees and mob damage should be the same in Vanilla 1.12 and Classic.
ofcourse I talk about blizzard's wow classic.

here is the proof I know what I talk about.

https://vanilla.warcraftlogs.com/charac ... rill%c3%a1

number of clears on logs (warrior):
BwL = 79
MC = 72
Naxx = 56
Aq40 = 70

mage : https://vanilla.warcraftlogs.com/charac ... ondi%c3%aa

naxx = 37
bwl = 45
mc = 40
aq40 = 38

paladin : https://vanilla.warcraftlogs.com/charac ... er/luthien

naxx = 7
bwl = 14
mc = 14
aq40 = 6

horde orc warrior : https://vanilla.warcraftlogs.com/charac ... aw/orchasm

bwl = 8
mc = 8

I know what I talk about, classic and vanilla are different things appearantly, difficulty of those version cannot be compared, two different games at this rate.
Vanilla 1.6 and 1.7 and 1.12 are all different things. Classic is based on the Vanilla 1.12 patch and the talents, mob difficulty and mob aggro should be the same.

Lavida
Posts: 17

Re: Balance dungeons

Post#24 » Mon Aug 10, 2026 11:14 pm

Therealvda wrote: Mon Aug 10, 2026 11:00 pm
Lavida wrote: Mon Aug 10, 2026 10:54 pm
Therealvda wrote: Mon Aug 10, 2026 8:01 pm

What Vanilla Patch are you talking about? Every Private server uses 1.12 and Classic uses 1.12 talents and mechanics.

Like yeah no shit if you compare Patch 1.7 Vanilla to Classic it will feel different, because Classic was built for Patch 1.12

Talent trees and mob damage should be the same in Vanilla 1.12 and Classic.
ofcourse I talk about blizzard's wow classic.

here is the proof I know what I talk about.

https://vanilla.warcraftlogs.com/charac ... rill%c3%a1

number of clears on logs (warrior):
BwL = 79
MC = 72
Naxx = 56
Aq40 = 70

mage : https://vanilla.warcraftlogs.com/charac ... ondi%c3%aa

naxx = 37
bwl = 45
mc = 40
aq40 = 38

paladin : https://vanilla.warcraftlogs.com/charac ... er/luthien

naxx = 7
bwl = 14
mc = 14
aq40 = 6

horde orc warrior : https://vanilla.warcraftlogs.com/charac ... aw/orchasm

bwl = 8
mc = 8

I know what I talk about, classic and vanilla are different things appearantly, difficulty of those version cannot be compared, two different games at this rate.
Vanilla 1.6 and 1.7 and 1.12 are all different things. Classic is based on the Vanilla 1.12 patch and the talents, mob difficulty and mob aggro should be the same.

No it does not have to be same.

Mob damage is calculated by Server side ( in turtle wow case, it is on github, they had predicted mob damages or coppied from blizzard servers, or maybe they found some exact formulas and applied them ).

Same for aggro radius, it is calculated on server side and send to client with packet. Client only reads that packet and you see mob is running towards you on your screen ( rendered ).

Client also do not have to be same, because DLL injection exists, developers inject DLL and modify game when the game is running your RAM, after you click your exe some DLL s are loaded and they manipulate game defaults, many things can be changed via reverse engineering, like talents ui files, AH ui files or many other things like nodes etc.

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