Is there anything you DON'T want to return from SoD for "Classic+"?

I feel like whatever comes next for “Classic+”, it makes the most sense to continue building from what’s already here in SoD. Karazhan Crypts and Scarlet Enclave are just too freaking good to let die!

Now, to be clear; this is *NOT asking “what should they do different?”, I’m asking very specifically: “Is there anything that IS in SoD, that you DO NOT want in Classic+?”

For example;

I’ve had a blast with SoD, but if I’m being honest, I find the Rune system to be super clunky and unwieldy. Sure, you get used to it, but it just never felt super organic to me. I love the gameplay options those Runes open up, but I think I would rather see those options either baked into the core classes, maybe thrown around the Talent-trees here and there, or even just set-bonuses or one-off epic items.

I would probably say, for as much as I’ve enjoyed healing as the Mage (and I do not typically enjoy healing), it still just feels kind of “wrong” for a Mage to be a healer. Similarly, I’m not sure how I feel about Warlocks and Rogues being tanks; I don’t hate it, it just feels like it’s missing “something” to feel totally organic. Maybe Warlocks’ metamorphosis should just be their wings (the full Illidan transformation feels like more of a late-game sort of unlock), and maybe Rogues could feel a little more like “brawlers” with more fist-weapons or leaning more into 1hand maces, and having the constant spinning swords around them looks very out-of-place to me, personally.

Otherwise, though, I feel like most everything added with SoD has been kind of a hit, at least with me personally. I wouldn’t mind seeing gear-progression being a little less linear after AQ (maybe subsequent raids could grant currency, or you could exchange tier tokens, to “upgrade” past items?), but I’ll say I did like the balancing-act of first trying to break into Naxx, juggling which Sanctified pieces you had access to from where, while also trying to preserve your best gear. I would maybe just try and figure out a way so that once you make it into a new tier of content, your options open back up (which is why I suggested the “upgrade” system; maybe you could make other items Timeworn, Sanctified, Scarlet, etc.).

What about you guys?

I honestly hope Kara crypts goes away and never comes back. There’s nothing fun about wandering around in total darkness trying to reach a tank that refuses to wait for their healer to drink. If KC does come back, at the very least just give each party member their own torch.

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The power level of the classes individually. I really prefer the pace of Vanilla Classic PvP combat, even if the raid “rotations” end up being really simple. Classic classes also have very apparent weaknesses and shortcomings that the runes basically erased, and I think this ends up overshadowing how good it feels to group up.

Remove world buffs from the game - entirely.
Balance your classes and raids without them.

Remove rez timers, and add the ghost run speed of that like New Avalon/Bloodmoon.

Remove Dishonorable Kills and/or Civilians.

Remove incursions.

I loved all of the new content they created: DFC, Kara and SE. I enjoy challenging content that requires communication and teamwork from guild mates.

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Cooked take. Karazhan Crypts is one of the best dungeons ever made in the 20+ year history of the franchise. Skill issue. Thankfully there’s very little chance it doesn’t come back.

Agreed. I like the rotational stuff and the gameplay changes but the numbers are simply too high.

I like world buffs but if we’re going to get a tier after SE eventually, removing world buff creates more room for growth in power.

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The dungeon isn’t difficult to clear, it’s just annoying. If having the majority of your screen be not visible is your idea of fun, then have at it, I guess.

Personally I’m glad that it’s entirely optional and skippable because I find the darkness mechanic straight up boring, irritating, and a lazy implementation to stretch the content.

Every time I’ve finished a Kara crypts run, even fully clearing, even if I won loot… I always leave thinking that was a waste of playtime and I should’ve just run a BWL or something interesting.

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  1. No incursions or anything like this
  2. World buffs - either keep them as they were in early sod (WORLD buffs with some adjustements such as repeatable monthly quest and removal of CD) or remove them entirely. Making them just 1 more raid consumable was not good idea.
  3. Remove or nerf flex raiding to 12/25 ppl maximum in 10/20 ppl raids. It was designed just to not bench people as blizzard said, but now it’s just abused running raid that was designed for 20 people in 30-40 people groups
  4. No “borrowed power” such as sanctified items in naxx.
  5. No Resistance hard caps such as it was in molten core. Resistance should be optional and flexible depends of your raid power, not require hard caps just to not be 1-shot.

Completely reasonable. I don’t expect them to remove it, given the work that went in, but calling it “the best dungeon in 20+ years” is hilarious.

KC was spammed for roughly 2-3 weeks, then it became virtually impossible to find good/stable groups to clear it. It was a combination of a bad loot system (sanctified), annoying mechanic (darkness), and just a long af experience.

I will say, nights 1 and 2 were a ton of fun. But not being able to progress your light source…just meant that you were always at the whims of your tank. If they knew where trash packs were, pretty easy, if they didn’t, get ready to wipe/run back lol.

I think KC was fine, but the quickness with which people never wanted to do it again…is a systemic problem with the sod designs. Lots of “fun one time” additions that should instead be evergreen for a long period of time. Vanilla has easy raids that people full clear for the entire xpac, SoD mostly had main phase raiding.

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I hope the community goes away. They cried about everything. I witnessed on these forums the same people who complained about hard modes existing also complained about not having hard modes. Also the same people complained about the raid being too hard yet refusing to do the optionally lower Hardmodes. Hardmodes were completely fine. They offered no better gear. The sod community is just straight up the most unpleasant and biggest complainers I have ever seen

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ngl, this. forum posters are the vocal minority but geezus. Just play the game. If something is over tuned accept it an move on until they nerf it. If something is too “hard”, accept it and move on. With new content comes adjustment.

People want that trophy but don’t want to do any work for it.

Exactly. You didn’t need to do hm4 naxx u could of done 3/2 you didn’t need heroic aq it didn’t drop more loot or anything. Just a bug mount. Yet they all cries. Then cried when SE had no Hardmodes. Now are crying it’s too easy. Crazy people.

10 and 25 normal and heroic raids with gear per the rsid level you are doing. More xp during leveling phase

If anything, this. If they really want to keep the feel of them, make it something where once you do the quest to unlock it, it’s a permanent buff for your character. Could still drop as a temp buff for people leveling, but removes the crappy feeling around them at max level. Though even with this implementation they could still use a reduction in power.

Would also love the removal of MC mechanics, or caps to the amount of damage you can deal/take in one hit while MCed. Sucks to get one shot by DS/Starfall the moment you get MCed, and the same goes for instantly falling over because you got meleed by someone with MC.

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I’m fine with having world buffs drop for leveling but once you hit 60 those buffs are gone for good.

I think the MC mechanics show player skill by prioritizing CC, opening your eyes outside of tunnel visioning your dps rotation on boss and restraint on aoe abilities, however, I agree with you that getting 1 shot by a fully world buffed ally is no fun. The damage was way too damn high in SoD because of WBs + Runes + Tier Set Bonuses.

At first I would have said the Rune system needs to be integrated into talents, but with further thought, I think the Runes need to stay. They allow for “cross builds” that you can’t get in other versions of WoW. Even in Retail. In Retail, if you’re a Prot Warrior, you’re a Prot Warrior. In SoD, you can be a Prot Warrior but pick up a bunch of Runes that don’t really scream out “Prot” because your gear can let you get away with more damage focused runes, or vice versa.

Now one thing that absolutely NEEDS to go away is the Classic technical limitations.
Stuff like only having 1 person click a chest at a time, especially when combined with every raider wanting a currency out of that chest.
Not having shared tags and drops on group content.
Not having a search function in your profession screen.

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All of this.

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Everything, but especially incursions and the experience buff, and the levelling raids, and the copy pasted retail abilities

Damage to health ratios need to be fixed. We were dealing WOTLK damage with less than vanilla health pools. Stat budget that stam takes up needs to be reduced by a ton.

  1. The rune system. It served it’s purpose in SoD but I would rather it’s all baked into a well thought out class / talent tree design. Not something you flip on and off on a whim

  2. Gear dictating class rotations. E.X. you must stance dance to receive X bonus

  3. Content with unlimited repeatable turn ins. Lord have mercy that was bad

2 Likes

Anniversary exists