What insights would you like to see in a future episode of the WoW: Forever Podcast?

Greetings!

We’ve been super excited about the reception to our first episode of the WoW: Forever Podcast and are already gearing up for next week’s show!

This next episode is going to focus heavily Class Design with special guests from our systems design team, so please look forward to that!

Looking forward past that, the team wanted to know if there are any other topics that you would like developer insights on for future episodes?

So, feel free to post and let us know what topics you’d like to see us dig into and discuss in the WoW: Forever Podcast!

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What is the future of neutral races, and why was Skyborne chosen to be neutral? I would love to see goblins back in the game, but preferably Steamwheedle goblins that can be played by both factions.

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Rage Normalization and your plan for compensating warriors for their completely different playstyle due to it’s effects.

They don’t want to have to do as much DPS and be the big vanilla powerhouses that they were, just that their class plays as expected and is fun. Being a level 60 warrior is fun because there’s lots of buttons to press, not because it does a lot of damage.

With normalization, they press buttons a lot less often. It’s objectively less fun, no matter the DPS they’ll end up doing.

101 Likes

Raids / Encounter design. Things like, tuning philosophy (especially with such a diverse skill range of players), class-specific mechanics for 20 man raids (is the expectation that all 20 man raids have one of each class?).

Any goals for dynamic encounters (ex: in-fight decisions like Ulduar hard modes or ‘Build-a-boss’ style fights like Lei Shen where your choices mid-combat impact the encounter mechanics).

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Aggrend my wife will murder me if we dont find a snazzy way to make priests out of skyborne. they need a pretty race q_q

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Can you share a little more about the development process of World of Warcraft: Forever? For example - things that were considered but ultimately cut from the game, and why that decision was made?

What has it been like internally making adjustments with new information gathered from the beta?

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Please do a speed running contest in beta / classic era to put to bed the question of accelerated leveling.

Comparing average time to 20 in a brand new beta vs 20 year old established game is a horrible metric, please help us arrive at the truth about it.

And if you think leveling SHOULD be faster, and you want us to try that out then please just say so and i will TRUST you.

Beta testers have all these reasons why they are not using their time played on xp:

  • new skills/talents
  • new professions
  • new quests
  • camping
  • yet-to-be-discovered XP meta

I would bet you a lot of money that players will be able to achieve faster in wow forever and to a significant extent- and extent that diminishes the JOURNEY.

it MUST be difficilt and tedious to achieve 20, if you want to give players that feeling of having come a long way.

Please hold a contest, or at least please address the points I made above about WHY forever beta average time to 20 relative to classic era is not a good litmus test for the health of the xp economy

game is absolutely fantastic, we love it. but i think the accelerated leveling threatens the journey and its so critical.

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What about account wide catchup mechanics like reputations?

edit: I would like to aim my question specifically at reputations. The idea of having to farm classic reps like the furbolgs in timbermaw on different characters is a bit daunting. I don’t think account wide would be a proper solution but what about like in mop when you could target a specific reputation to get a bonus rep gain on it?

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What potential challenges do you anticipate if you were to add additional classes down the road?

Can you share a little more about your balance philosophy, and any unexpected outcomes you have had to adjust for so far in the beta?

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It’s not exactly a dedicated topic, but we would love confirmation if WoW Forever will have a RP-PVP ruleset added in time for launch.

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I want to know more about how, moving forward, your art team plans to make new assets that actually fit into the world and don’t look entirely out of place.

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I don’t wanna jump the gun here but if you could address people speculating on the addition of playable Ogres, Goblins, Highborn, Naga, Murlocs etc, that could be fantastic to hear more about. I personally would love to play as an Ogre or Goblin.

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Streamers advertising your game without disclosing is an FCC violation!

Is it possible we see the wrath version of Berserk for cat form? Subjectively more fun and doesn’t feel like crit stat gets wasted during berserk. I understand the desire for slower paced gameplay, but since it is a 3m cd and feral is otherwise quite slow paced now, it would be nice.

Cat talent builds don’t feel satisfying as you can’t take very many utility or pvp oriented talents without sacrificing dps - Would be nice to be able to take one of feral impact, brutal instinct or thick hide in a build without feeling like you are giving up damage. Is this something that is possible?

For a full cat raid dps build, only one point MAX can go into feral swiftness OR into feral charge to max cat dps. Not ideal as those are both fun talents to have, but players will not take if it means losing dps in raid. Would love to be more like wrath version where u can take 2/2 feral swiftness and feral charge.

PS. Love the no powershifting change! but it feels like cat could use something else to make the rotation a bit more active. Even with tiger’s fury, that is a 30s cd.

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I would like to get more information on how the team plans on handling lore or storytelling and their approach to that going into the future.

Are they going to be self contained to zones? Is there going to be any arcs? Are they going to stay purely before Vanilla story stuff or are they willing to go beyond that? Are they going to be staying within scope of Retail lore or will they establish their own continuity? Will we ever see the likes of Arthas, Illidan, Kael’thas in WoW: Forever?

Just a few questions but just in general I’d like to know more about how they’re going to be handling the lore and story that makes up the world we play in.

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With 10 and 20 man raid sizes being the norm, is the “bring the player, not the class” philosophy something you’re looking to encourage? If so, how will you accomplish that through class design.

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Changes / expansions to talent trees (even as far as extra specs) esp for things like Shaman tanking which is hotly requested.

Would you ever consider adding an extra endgame progression system like “mini talents” to give tiny changes to gameplay and something to “grind” for after 60 in order to further customize specs? I don’t want to say paragon as it would just be boring stat buffs.

Race/class combo expansions? That Tauren rogue guy from SoD is still there… eyesemoji

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Un-normalize rage

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