Nearly a month has passed since the release of Phase 2 for WoW TBC Classic Anniversary, and while top-tier players have mostly reached BIS gear, many casual players are still struggling through raids and dungeons.
In WoW TBC Classic Anniversary, the progression gap between different player groups has actually become quite large. The root of this divide does not originate from Phase 2 alone; in fact, the trend was already present during Phase 1, and Phase 2 has only widened it further.

Phase 2 Raids
BCC Anniversary Phase 2 raids launched in a nerfed state, which lowered the requirements for positioning, ability usage, and even gear. Along with several new speed-running techniques, some players claim that Phase 2 raids are extremely easy. Nevertheless, a significant number of players have still not managed to complete them.
The efficiency of clearing all raids has not been as high as expected either. Only truly hardcore groups can compress the run time to around ninety minutes, while nearly fifty percent of players cannot finish all the instances in a single night.
These players typically take on Serpentshrine Cavern one evening and The Eye the next. That means each character requires two raid nights per week. If you maintain two characters, you will spend nearly half of your week - or even more - engaged in raids. For busier players, it might take two full weeks to complete all the raids.
Multiple Characters
Having multiple characters is precisely where the gap originates. The most hardcore players can manage several characters at once and clear instances with remarkable efficiency. Once one character obtains the best loot, they immediately switch to another character, develop it as a main, and rapidly pull ahead of others in terms of gear.
All hardcore players are doing this. Their raid groups do not need an entire evening to finish Serpentshrine Cavern or The Eye. They complete their tasks extremely quickly and then move on to the next raids. This advantage began accumulating in Phase 1. A casual player might only reach, by week three or four, the progression that hardcore players had already achieved in week one.
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Trash Mob
Trash mob mechanics are another major culprit. These mobs block your path and waste your time, and they are threatening in their own right.
In the past, you could clear trash in seconds, as in Karazhan. Now, however, you need extensive explanation and coordination. Once a mistake causes a wipe, players repeatedly drop out of the group.
For ordinary raid teams, this makes boss encounters like Kael'thas Sunstrider extremely difficult. No player wants to reclear trash after a wipe, and the group will almost certainly disband as a result. If players choose to leave, they might not have time to rejoin the raid until the following week, which severely slows down their progress.
Split Runs
Hardcore guilds encounter none of these problems. They clear instances with great ease and have highly optimized rosters. But that does not mean faster clearing teams are necessarily more skilled. Hardcore guilds are accumulating far more gear than anyone else through split runs.
The world's fastest guilds are conducting four or five different split runs. In doing so, they secure more and more gear for their core members. Assuming Black Temple or Sunwell Plateau opens in an unnerfed state, these guilds will enjoy a massive item level advantage over everyone else.
Consumable Costs
The gap also appears in consumable costs. When your guild wipes repeatedly, each wipe consumes more consumables. Everyone uses food buffs, elixirs, and flasks. These expenses add up significantly. Essentially, each raid attempt takes hundreds of WoW TBC Classic Anniversary gold. As soon as something goes wrong, people immediately leave the group.
Moreover, the most hardcore players never have anyone leave their groups. Therefore, they do not need to replace members during an instance. That is precisely why ordinary raids take so long.
Loot Systems
The soft reserve run system fails to keep players around. There is no mechanism binding players to a soft reserve group. They have no incentive to stay; once the item they want does not drop - or does drop - they leave immediately.
In contrast, other loot team such as GDKP, you will never see people leaving. Most players may dislike GDKP, but the current pickup group environment is unnecessarily harsh. If you are currently in a TBC guild, the experience can be quite good. If you are in a pug, however, you are likely facing a 7-hour raid ordeal.
Casual players are forced to do all sorts of things, such as constantly recruiting in trade chat to fill their groups, only to spend an entire evening without defeating a single boss. Meanwhile, other groups keep pulling ahead. They have split runs, and when they merge everyone back into the main team, they will be ten item levels above the average player.
WoW TBC Classic Anniversary has performed reasonably well up through Phase 2, but the official team clearly needs to offer more support to casual players. Otherwise, those players may fall so far behind in progression that they choose to quit.







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