If it carried over to Classic+, what feature/effect/reality from SOD would prevent you playing?

Incursion style leveling. If people can just run around in circles in a small area from level 20-60 thus killing the open world then that’s a hard pass. Nothing else in SOD is close to a deal-breaker for me.

Also like the one guy said, no specs in the game like ARMS warriors shouldn’t be dogwater in both PvE/PvP. If you can’t balance a spec around both, then at the very least make it really good at one of them, no excuses.

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I would like to see some of the rune quests redone, as they are now they’re very discouraging to alts.

So I’d like some of those to either be account bound or more solo friendly.

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I guess I can put my answer in: Runes.

If they come back, I won’t.

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Sue I’d be fine just baking the rune abilities into baseline, that would fix the problem with the quests too.

I want classic with new level 60 content and a few baseline abilities added (such as pally taunt and druids not sucking).

All this other stuff (phases, a gajillion runes, leveling raids, different raid sizes, SoM mechanics, PvP changes, instanced world bosses, incursions, etc) should all be forgotten about imo

Retail GCD bloat.
Ability combos (stacking multipliers).
Endgame arbitrary difficulties (i.e., Heat).
Trivial exploration and adventure (boosting, incursions, or systems designed to make boosts desirable such as funneling all content into the most recent expansion).

There were tons of red flags.
They are happening in SoD already.
Just not enough people care.

On a positive note, keep skill systems.
I like those. Slow climbing journeys.
Not a race to world first.
Not a push to leaderboard.
Just a journey.

:sunrise: :horse: :cowboy_hat_face:

:clap: Couldn’t agree more.

The novelty was ONLY introduced in phase one. Mage healers! Tank warlocks!

No new role functionality was added AFTER phase one, only new power ceilings and more retail abilities.

Which is wrong, see above.

If they added Monk Priest, a support healer that focused on melee unarmed DPS and holy spells, there would be sudden renewed vigor to explore that novelty.

That was the hype Holly sold us during the original BlizzCon announcement and is the hype they failed to keep up on.

(The idea of arriving late, not being an early adopter, is also an issue, carrying over gold from exploits and whatnot phase to phase.)

God yes i hope incursions go straight into the dumpster where they belong and never come back out

things i want to see stay:
rep boosts for factions like pvp factions, thorium brotherhood, hydraxians
better itemization / better drop rates / more pieces gear being dropped instead of bigger item pools / 100% spawn rates on rares inside instances like jed
more / fixed lockouts for any raid that isnt the 4 big ones
some buffs / changes to the bottom feeding specs like boomkins and ret paladins

things i want gone / i probably wont play if many of them stay for classic +
hard modes / mythics for every raid
completely useless new reputations like the wardens and the boxes that serve no purpose whatsoever
every raid being reduced to 10 / 20 man instead of being 20 / 40
daily quests, specially when awarding insane amounts of exp / gold / materials that completely trivialize gathering professions for example

I like the runes to bring other specs up in relevancy… But keep it to 2-3 max so they can actually balance the game.

I think that now that class changes are somewhat converging towards some stability, I’d love it if they get rid of the rune system and incorporate those class changes INTO the existing talent trees. This would make it easier to compare different builds, since there are fewer permutations of talents X rune combinations.

I think it’s pretty clear that they have certain expectations of how certain classes play: For example, melee hunters, they fully expect us to play with a pet, which is why flanking strike is such a critical part of our rotation. Fine, include it as a skill book, or maybe as an early BM ability. IF, on the other hand, SV is meant to be the ONLY melee tree, then that needs to be made more obvious…

Shenanigans where melee hunters were going MM, because the crit was just too good, and then the entire rotation was coming from the rune system is just too gimmicky. It dis-incentivizes playing the game and experimenting with the talents, and instead people just seek out the class discord where people run the sims and find out which BIS lists with which runes/rotations are the meta. Sure, this would still happen if there were JUST talent trees, but I think the floor is much lower, if all you want to do is drop a bunch of points into a tree, experiment with some mobs, and see how the playstyle feels.

Sidenote: give us training dummies so I can try out a spec in game, rather than going to the discord/sim app.

This is true but that’s also because of he artificially time gated phases.

If we’d had full 1-60 available at launch it would have extended that novelty find out experience.

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What’s your take on level gating and its effect on overall class balance?

Do you think this ended up making them waste a serious amount of time/resources balancing and rebalancing classes every time a level cap was raised?

I think they were designing things as they went anyways so that was just part of the SoD process.

The negative impact was more that it turned SoD into a series of effectively mini expansions instead of a continuous 1-60 experience. In a genuine classic+ experience I would expect everything available at launch without having massive rebalancings happen since that should be handled in beta.

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I think it is funny that instead of giving us actual new content to do and the new raid like they promised us, instead we just got SoM mechanics with a few extra buggy things added on top.

I wouldn’t exactly want SOD carried over and launched as Classic+. There were far too many mistakes made over the course of SOD for them to be retained in a version they expect to have more population than SOD currently has. Everyone that has played probably knows what those are even if the lists might vary a bit. So I’m not even going to attempt to list them all.

There was at least some talent displayed for phase 1… any member of the team that signed off on the other phases cannot be part of a classic+ team. There would have to be more resources for the team available as we wouldn’t be talking about a Season here. Certainly there would have to be far more done with the later aspects of the game because I doubt people want to be locked into phases.

The guild I put my Warlock in for Phase 4 had to merge with another guild in Phase 5. Everyone in the “combined” guild that was still raiding just voted to not continue to Phase 6, due to lack of interest in the “content”.

Obviously classes need to be handled better than they have been in SOD.

They need to find a way to seperately balance PVE and PVP. No one on either side of that coin wants their experience to be destroyed due to an issue in an aspect of the game they may not even play.

I also feel like earning gear for your desired play type should be exclusively earned through that play type. In other words you get pvp gear from pvp and you get pve gear from pve. The two should never mix and the gear for that play type should be exclusively the best for that play type. If you want to do both… do both and you’ll have gear to swap out I want to be snarky and say the one day a week that you raid…

So maybe that’s a thing too… so that if you are a raider you have a reason long term to log in more than one day a week or even twice a week. I don’t mention PvP because when I do PvP it seems like I can do that every day.

He can’t not, that’s why he has the same canned troll responses on every thread.

No TBC group finder. Using the addon works… but it’s not ideal.

For me as a Classic+ desired player, here are some items I want added:

  1. Runes, but as a secondary Talent system that we can change like we currently do. However, I do not like runes that add abilities. Instead I like Runes that add flavor to abilities, example would be Burn rune for Shamans as it increases targets of Flame Shock and applies a RNG to the ticks. I do not want Lava Burst in the game.

  2. Talent Tree Overhaul. Provide classes with a real route to their specialization. In short, I want specialization to matter for your character/class as it defines your characters choices. Also removing dumb talents; example is Enhance Shamans have to waste 2 talents to learn to parry and use 2h weapons, which are class base features of every other class that has these aspects. Talents should be improvement to the class spells and provides improvements to the class to fit the specialization you chose.

  3. Remove Pure DPS in the game. Hunters should be able to tank with pets, Mages should be a type of healer, Rogues should be a tank but maybe make their PSNs more about their tanking that just a parry base class, similar to how DKs in retail use their diseases to tank. It is very obvious that PURE DPS mindset was toxic in the game and it really did nothing to resolve the issues of players that are Pure DPS.

  4. Change quests to fit the Journey and Power Scaling. Quests at the start of the game are great (levels 1-20). Quests from level 21-40 need to be changed from collection quests of random items to solving an issue. Quests from 41-60 should be designed to showcase you are an elite member of your faction and you take down elite mobs solo. The quests are far more dangerous, but provide rewards to compensate for what you did, such as a rare instead of a green and keep Epics at lv 60 with the exception of the RNG loot that drops off mobs in the world. While on this journey, stop making characters feel weaker as we level. Classic and all other versions of WoW make you weaker as you level up. It should be the other way around. You should struggle early and see you gain power as you level up.

Here are some items I want removed/add in Classic+ that is in Classic:

  1. (Remove) Daze from monsters that slow/dismounts you.
  2. (Remove) Long CC durations & (Add) CC DR.
  3. (Remove) Death timers when you die.
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On a per player basis, yes. But it would have also been consumed quicker. So it’s both longer and shorter.

I am all for the game being available on launch and not fun-gated. But I think the fully available to consume model makes the candle burn hotter and faster. It’s a tough act when critical game systems (grouping for content) hinge on availability or access to other players looking to do the content. Mid level dungeons can feel like a disaster to organize now (e.g., most extreme examples are pug gnomer is rare, and pug st is basically non-existent).

Only in PvP, and it would be better if PvP deaths allowed free spirit rez and the temporary shield to hearth out as needed.

For most general gameplay, the rez timer is mitigated with long, spaced out graveyard locations, that take more time to corpse run than most death timer durations.

:100:

The game should be designed with a focus on class functionality, not role functionality. Classes traditionally with only one role need more utility options to support the group pillar of gameplay and avoid cannibalistic single-player content. The ability for Rogue to tank, for example, or Warlock to blood heal (Health Funnel other players), should be cooked into their design and less about specializing into their roles.

I love the Vanilla philosophy “If you have a heal, your class is a healer” as long as healing isn’t an “Always On™” business. That is something Role Design has deprived the game.

Ya… It’s not like launching in 2004. Unless they added totally new content there isn’t any mystery about getting to 60. The average player now would cap out so much faster than the average player “back in the day.”

It would make any pre 60 content almost pointless other than perhaps leveling dungeons.

Unless using SoD as the example everything like BFD (the raid) etc was level 60 content and prior to 60 we just had quests, groups quests and dungeons to level off. Why would anyone bother to get things that seemed cool in phase 1 when in that same period of time you could have been at a level where it is worthless.

So really they need a HUGE focus on end game that didn’t exist at all in SoD. Which beyond gearing goes to the entire give me things I feel are worth doing instead of just slipping into raid log mode after a week or two at the most. I just don’t see it happening without a much larger team/resources given to the project.

If they don’t want to invest into the game why bother putting out things that aren’t supported and will obviously bleed subs that you could have retained instead. As much as I ragged on the team lead… if they had been properly supported maybe they could have put “more” into SOD and have more than two US servers now.

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