Classic+ Done Right: The Version Blizzard Is Too Scared to Make

idk most of my games are around 8-10 mins

I think the difference is you’re looking at 8-10 minute wins and I’m looking at 8-10 minute losses, though.

I have done it solo Q AV, its not terribly difficult; you can do it Fri / Sad only needed.

either era has very different numbers or you’re willing to play 20 hours a day

The numbers are the same. It’s the same system

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To cap in 2 days you need to play in reality a long shift.. of like 12 to 15 hrs each day otherwise its not gonna happen in 2.

But it’s very possible just depends on how well you optimize your play and strategy to get honor.

Lot of good ideas here…

From my end:

  • Copy/paste Turtle wow design. Vanilla feel/look… more content.
  • Class/spec changes to improve viability in ways that DO NOT IMPACT PVP AND DO NOT CHANGE ROTATION/PLAYSTYLE. You want to give ret 10% or even 20% melee haste after judging, fine… But absolutely no giving them crusader strike
  • Shaman and paladin for both factions… You can even include Draenie/BE races/starter zones for it.
  • graphics overhaul would be welcomed (turtle UE5 update was supposed to be coming eventually)
  • “SOLO Queu random bg” button that nets honor/hour on par with current AV. Gut the honor/hour of current AV down to AB levels, bump current wsg averages up to ab levels (average pug winning 3 base ab). Cut premade honor/hour in half.
  • Mixed faction bg team formation. Horde/alliance doesn’t matter, just fill teams.
  • Unsure of solution here, but some kind of faction population balancing needs to happen, even if it’s painful.
  • pvp faction racial balancing also needs to happen. IMO, take each horde race and pair them with an alliance race. Between the two races pick the stronger and that’s the new racial for both.
  • transmog, but with a global toggle switch for players opposed to seeing it. If you don’t want to see xmog, you literally won’t see ANYONE’S. It’s either all “on” or all “off”.
  • No boosting, gdkp, paid carries, etc. If it’s p2w it doesn’t belong here.
  • Personal loot for any instance not being 100% run in guild.
  • Nerf warrior scaling, starting with rage normalization.
  • actually ban bots and gold sellers.
  • You don’t have to ban gold buyers, just wipe their gear and gold first offense (account wide). Second offense reset them to a naked itemless character half their current level (account wide). Third is perma ban
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That’s because they only do it on AV weekend on era

It sounds like what you want is actually classic- maybe you should try EQ that sounds like what you’re actually going for.

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well I was just kidding my friend, If you look at my account user name, I used to be a competative (ish) resto shaman in 2’s, got to like 2200 rating in Legion and WoD. and if you read it, im not asking for retail, classic + with no modern systems added whatsoever is just classic, there is already a game for that… classic. if you read what I wrote and took away from it that I am asking for retail, I dont know what to tell you.

If only self awareness was a faction to grind in game.

that’s interesting, would you say your not a fan of faction asymmetry? I personally love that there are faction specific classes in classic. But most people tend to disagree with me. I suppose people dont want to have an advantage/ disadvantage basedo n faction with things like windfury… but this never bothered me personally. And I would disagree that no changes should be made to pvp, Idk, it seems to me that burning crusade balancing is pretty decent. I just don’t personally like the idea that there are some class/spec combos that have 0 chance whatsoever of being competative against another in pvp, I am ok with one class having a MAJOR advantage over another, I just don’t like the idea of one class being able to get totally locked down by another with no escape route.

The problem with the asymetry is that it leads to a “meta faction” every single time.
The single most egregious example is EMFH when that’s in the game (wrath till legion), but even in vanilla there’s a notable stigma of horde being the pvp faction and alliance being the pve faction.

I don’t want to change ROTATIONS of classes from vanilla iterations.

I believe the example I used was Ret paladins… Giving them a haste buff after judging changes nothing about their rotation but their total output. Giving them CRUSADER STRIKE, completely changes how they play, and probably makes them stronger than arms warriors.

I’d add, simply putting shamans/paladins on both factions is going to be a pretty gargantuan buff to specs like Ret, who now get to access windfury (that alone is probably a 23-25% damage increase to the spec, given it’s a 20% chance for another attack, but seals can proc off the extra swings…)

A few of the specs also would need mana efficiency buffs. Enhance for example. My thought there is to make stormstrike also apply a buff to the shaman. This buff would reduce earth shock threat generated dramatically, and windfury attacks on stormstrike debuffed targets with the buff active would generate mana. This effect would be lost upon casting a healing effect (so there’s no weird exploits where healing shaman spec this, do damage, and have unlimited mana while healing). The way the mana regeneration works should mitigate it’s pvp application.

The harder class/spec to deal with is shadow, because their output damage is horrible in pvE, but they’re already REALLY REALLY strong in pvp. They need mana efficiency as well, but again… they’re already REALLY REALLY strong in pvp. It might have to get a bit complicated, but with VE on a target, mind blast will grant the priest a buff. This buff will cause mind flay to generate mana after a full channel cast. Not the perfect solution, but it would mean the shadow has to hard cast and fully channel a mind flay from the shorter mind flay ranges, which should help mitigate the pvp impact a bit. It only solves the pvE situation from a mana perspective, however, not the output perspective. Maybe just a threat change so that the VE healing causes no threat (and thus can be always active)? That’d be a utility increase at least.

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That has to be one of the biggest walls of text I’ve ever seen .

I want 
pvp colloseum with spectators, rotating events, and betting. 
Also guild housing would be sick. 
New abilities that arent in retail.
Classic style races, ogres for horde, high elves for alliance, maybe more.
Guild V Guild leaderboards such as pvp, resources, gold.
Less reliance on meta.
Darker nights.
Unreal lighting.
Better flight paths.
Community event infrastructure.

this :expressionless: if we’re gonna keep the pvp system this way, the items need to be nerfed. ALL of them

thanks for your response, let me give you more of my thoughts, starting in order of criticism. With achievements, I don’t understand why people are so against those. Now, Maybe how they were implemented originally was a fail, but if the goal for many is ever-green esque content, this would be the way to do it without just adding 10 raid tiers which to me makes even less sense. My vision for achievements is creating many sweaty ones, like super hard raid ones that remain hard, I am not even opposed to adding some power upgrades that are achievement related. If your familiar with OSRS, I am thinking like combat achievements, Imagine if there are some super grand-master esque meta achievements for BWL, and when completed you get a recolored t2 set that is super exclusive. If you create searchable player profiles and high scores for achievements and collection logs, this is a way you can keep content relevant for collection enthusiasts for a long time. As far as loot being assigned like it is in LFR, I have that same initial reaction… but REALLY think about it. What is the advantage of having group and master loot? funneling loot to specific players, GDKP’s? all these systems do is create a major advantage for the mega minority in guilds. Now, if you read, I state that I am not necessarily opposed to making the loot that is assigned tradable, like the 2 hour window we have now, and guilds can make their own rules about that. The point of making the loot system this way, really boils down to a collection log type system. I see a lot of players being tyrannical for the sake of the collection log, loot whoring to the extreme. and I actually don’t think that funneling gear to tanks/ healers is fun at all. No one wants to play the shadow priest because the warlock does more dps so they funnel the warlock all the gear, to me that’s eww. It could be that… lets say each boss in a raid drops 2 pieces of loot, last boss 3-4. and those are randomly assigned. I don’t know, It may just be a fundamental disagreement.
I don’t understand how arena’s are eww, there is no good actual competitive pvp system in vanilla as it is. I think adding seasonal gear upgrades is eww, I can agree with you on that.
As far as things like GDKP’s are concerned, people are always saying some form of… wow is not immersive/ an MMO type thing anymore, wha wha… its because of systems like GDKP. mage boosting, etc etc. It is the idea like " well thats how I want to play" which is basically saying, I want to skip the entire game, it just is a difference in philosophy I suppose. Some people think classic + is impossible because they are so end- game minded. My version of classic plus, its like… when you see a 47 in half blues, that is a “late game” player, like that guy has been through the ringer. MOST classic players enjoy vanilla particularly because "the leveling is the game/ the leveling is infinitely more enjoyable than any other expansion. Got a little off topic, point being, things like GDKPS/ Boosting not only discourage immersive mmo gameplay, but also are the reason for ALOT of the goldfarmers/ goldbuying. to deny this is stupid.
2h enhancement shaman is just a personal favorite of mine, although, almost no classes use 2h axes/swords in their optimal dps setup. I guess this didnt have to be in the must have category.

Demon hunters- I put this in my maybe tab, in which im just spitballing ideas/ wackier suggestions. this probably shouldn’t happen, I agree.
Achievements/ Collection log- I discusses my reasoning earlier.
Loot system for endgame raids- discussed above.
Add jewelcrafting- Your right, this is not a must - have, it doesnt need to be there at all.
Hunter ability/ disengage- I agree that adding abilitys is a slippery slope, but I just disagree that any particular class can get totally and completely locked down without the use of engineering equipment, without ANY recourse, the moment a mage gets in your deadzone (and is good) and you dont have engineering equipment, your done. I think you should have atleast 1 initial escape, if a mage gets there twice on you, then yeah your dead and thats fair. Again, I just used hunter as an example because thats my class, I am not an expert on all the other classes, this WOULD be tricky, I agree.

Hardmodes, Ulduar esque, I think would be great in some instances, doesn’t have to be every boss. Think hakkar without killing al lthe other bosses, but add extra loot for doing it, may just be a fundamental disagreement.
Racials- whatever, you say that but ever serious rogue pvp’er plays undead for a reason. I think your response is incorrect.
Player housing- Again, this was in my maybe’s/ whacky ideas section… I think, if its in my must haves, than it shouldn’t be there. My vision for this is just a trophy room essentially.

It was written like a stream of consciousness diary post to Tumblr.

The long and the short.

The long:
Any time you try and build a game as a designer (something blizzard has none of) you run into the problem of supplying components to a game that are in disagreement with some players and in agreement with others. No matter the choices you make you will always find players who disagree with you on some things, and other players that disagree with you on other things.

The idea and the goal is to minimize the disagreements and throw out those ideas you think are great in favor of the few ideas that people do like..

Now this may feel like you’re throwing away good ideas, but in reality less is sometimes more, and because of that emergent game play is more likely to spawn as a result of a more simplistic system that feels like you left things on the cutting room floor; and indeed you have but they were not worth using in the first place. This is why Demon Hunters, Blade Masters, Monks, Death Knights, and the like were all scrapped in “vanilla” because they were just not good enough for a real core game. The demands to “expand” the game got the best of the wow team in 2007 when this was being developed, and the death knight, and achievements were thrown in, because they felt they needed more than just content and wanted more features and systems.. X-box gave us achievements, this is just how things are now in retail.

The short:
The game you describe and want basically exists, only it has a few MTX mixed in; this is Retail wow. It’s a hard sell around here to get that into existence both for Classic players and Blizzard because it exists already. I doubt blizz will produce anything new that does not have MTX injected somehow.

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A lot of the game shipped unfinished. So this narrative of them cutting out stuff to bring out exactly what was good is really suspect. Im sure time and budget constrains weighed a lot more heavily than some ideal of slimmed down design.

Death Knights were a great addition to the game. Other than the absurd overtuning they had at the start, the concept of Hero classes for veterans only was great. Achievements were cool because it was a way to earn nonsense ingame (cosmetics, toys, mounts). RDF was the best addition to the game ever. I do agree it got out of hand and scope creep eventually caused the game to cave in under its own game, but I would put the start of the decay at pandaland, not before.

It got toxic and trashy in the first week of RDF, just like all the solo player components.