![]() Sometimes it was even easy to get lost on the corpse run back to a dungeon (like Black Rock Depths).īut at 60, this steady rate of progress took a huge downshift. ![]() Things were tuned much harder back then and catching a second (or, God forbid, a third) add (additional monster) could mean certain death. ![]() Aside from the occasional frustration, progress was slow but steady. I never looked at a guide, or searched the web, but took the game as it came. It took me approximately 400 hours to level my Warlock from 1 to 60. Everything was slow compared to where it is now. In those early days, experience came from only two sources: killing monsters and quests. The XP was split among players and the two hours it took to assemble a party and the frequent wipes made them inefficient. In fact, while the dungeon blue gear was much better than the typical leveling gear, dungeons slowed you down. ![]() Dungeons were an exception, as these always required five players, but you didn’t need dungeons to keep leveling. Sure, helpful or hurtful players sped up or slowed down your leveling rate, but you rarely required others. Why Endgames – and a bit on levelingįor the most part, leveling a character in Vanilla World of Warcraft wasn’t too different than in most single player RPGs. In this detailed post series, I discuss the evolution of the five World of Warcraft endgames from both a player and game design perspective. ![]()
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