WoW Archivist explores the secrets of World of Warcraft's past. What did the game look like years ago? Who is etched into WoW's history?What secrets does the game still hold?
Attunement has been a hot topic across the WoW blogosphere of late, and WoW Insider has been no exception. Some believe that attunement is an archaic concept that only serves as a pointless, artificial gate to content. They appreciate the fact that Blizzard has almost entirely done away with attunements. Others see attunements as opportunities for extra content and a way of filtering lazy players out of raid groups where they don't belong. They want attunements to return.
Attunements used to be a big deal in WoW. As the first steps toward endgame raiding, completed attunements were a hallmark of a serious player.
Lest we forget what we're debating, I thought it might be the perfect time to revisit the single most grueling and aggravating attunement process in WoW's history: Horde-side Onyxia.
I loatheattunements. When you mention how fun old attunement chains were, I hiss and flee into the night like a werewolf from a cross. That is werewolves, right? No? It's vampires? Oh. Well, whichever. The point is, no. No, they were not fun. No. My lord, how much nostalgia must you be inhaling to argue that the Onyxia chain was fun? The Alliance version had a cool payoff, yes, but my word that thing was a slog -- and the Horde one? Pure, concentrated boring slop. I included the Wowcrendor video above becauseit's not an exaggeration. I did that quest chain. Twice. At the end, I hated all that lived, and you are all very fortunate that I don't have a death ray because just thinking about that quest makes me want to wipe out whole cities.
All of Draztal's points about attunements are valid. I salute you, brave EU CM, for your willingness to say what so many people seem to have forgotten about them. They're content barriers. That's all that they are. The people remembering them so fondly are, so far as I can tell, drunk out of their minds on the sweet and heady wine of nostalgia or just really invested in creating artificial ways to keep other players from seeing the content. I don't understand the mindset that demands extra hoops outside of the content and its actual difficulty be added to arrest progress.
I like a challenge. I do hard content in my raids. That's fun for me. What I don't like or want is a barrier to entry that has nothing to do with skill, just time and the ability to get other people to help me get through a series of stages that serve no other purpose but to delay me, especially when we're already delayed by other aspects of the game anyway.