Making some changes to MoP

I’ve been thinking recently about some changes that could be made for MoP.

One of the most obvious one for me would be to keep current twilight dungeons reward design, let’s add from the get go a difficulty higher than heroic for dungeons which drop LFR gear so people that don’t want to run LFR for gear can get it from dungeons and to make it easier for people to gear their alt or join later in a tier. Edit* maybe challenge mode dungeons could fit that?

Then there’s the legendary cloak/gem issue which can become pretty annoying if you’re planning to play many alts. I think one of the easier way would be to make the legendary cloak and gem boa so you’d only need to get it on one character. I think the black prince reputation probably also should be made easier to get as to not make people grind mobs forever which is how if I remember I got that rep. Maybe adding a way to grind that rep from dungeons like other reps would be great.

Now unto the more controversial changes. I think we can’t let troll racials be that good (and I’m someone that really like trolls and play one) in mop when it becomes much broken because of heavy snapshotting and because of throne of thunder having so many beasts. I think it would be fair for the beast racial to only work on non-elites or to be reduced to 1%. And as far as snapshoting I think that’s a bigger discussion to have but personally I don’t like the pre-pull shenanigans or having to use addons to track my snapshot, I think clearing buffs before pull should be something we can talk about or having dynamic scaling rather than snapshoting.

EDIT*
Wanted to add something else as I forgot

Battle pets leveling should be 100-200% faster, leveling battle pets was a nightmare originally and while I get it’s not very popular it would be much better if leveling them was much better. It was made much better in WoD when they started to let you buy xp stones and gave you a free level 25 for each garrison but pet battles were pretty hardcore in MoP.

Other proposed changes I feel could be very helpful:

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This is not a good idea. Dungeons should go back to being the casual content. And with LFR you obviously don’t need the Mythic dungeon rewards, so that system shouldn’t even come to MoP Classic.

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Hey everyone, these are some solid changes we can all get behind. But let’s not overlook the PvP side of things—it’s a crucial part of the game that deserves attention.

First off, re-enabling Cross-Realm LFG capabilities for PvP would be a game-changer. It would allow players to team up with others across realms, addressing one of the biggest struggles PvP faces every expansion, especially in the latter half of each phase. This would breathe new life into PvP participation and keep the community thriving.

Let’s take a moment to reflect on MoP, which was arguably the most PvP-centric expansion we’ve ever seen—and arguably the best. Every phase felt like a World PvP paradise! However, we’re currently facing a significant issue: server imbalance. The solution? Consolidate PvP servers into a single unified realm, similar to what we’ve seen on Nightslayer in WoW Classic Era. This approach has proven to be successful and sustainable, no matter how deep we are into the expansion phases.

It’s also worth noting that World PvP is the driving force behind Rated PvP engagement. Frequent and consistent World PvP encounters naturally encourage players to pursue stronger PvP gear through Rated Arenas and Battlegrounds. This creates a healthy PvP ecosystem that benefits everyone.

Let’s not forget the legacy of MoP, which delivered some of the best PvP experiences we’ve ever had. It’s time to recapture that magic and ensure PvP remains a vibrant and integral part of the game.

tldr; Merge all PvP servers and re-enable LFG Cross-Realm to permanently fix PvP struggles.

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Didn’t mop introduce the ability for an item to become randomly better anyway. Or was that a different expansion?

Dungeons in mop are very casual to start with and even twilight dungeons are still very casual moreover when you compare to retail M+. If you want to do LFR I think that’s totally fine but having an other options for people that would rather not I think is better than not.

I don’t remember if first tier had it but throne of thunder had thunderforging and Soo had warforging.

I think this should be considered but I don’t play on a pvp server and I don’t know how many people would like “real world pvp” as servers are mostly one faction nowadays. Maybe having the option for free transfers to pve at the same time.

They are and should stay that way. The original MoP dungeon system was fine.
The option is…LFR. There’s some people who don’t even want that option for the more casual players. But hopefully it’s coming. Who knows how long it’ll stay ‘broken’. And with it you don’t need these Mythic or H+ or whatever you want to call it dungeons.

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Which is why I even brought the idea to add those rewards to challenge mode dungeons, if you do the content is technically the same.

Which is a bad option if that’s the only way to get more gear. I had the discussion about LFR in the past and I think wanting to funnel players for rewards in it when the content isn’t fun for me is bad design. I think what they did this patch really worked well, many people geared more alts with it and random groups have reliably been able to clear those harder dungeons which is not something LFR is known for early.

Dear God no. Challenge Mode is what these types of harder dungeons should be about. Not power progression, but things like unique transmog sets. That was actually good challenging dungeon content design.

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Then there’s always the other option to keep the same system which is very casual if random groups will mostly always be able to finish a dungeon without too much issues. I don’t think it should be swept under the floor or that content should only be made with no way to fail in mind moreover if it offers better rewards. The same way that raids have more difficulties I don’t think it’s wrong for dungeons to do the same moreover it’s not about removing what there is already but adding more to it.

This is the more modern design, having more difficulties so people that like harder content can do it and so people can progress further which leave people that want more casual content still having access to content through easier difficulties.

What I’m saying is that not every single form of content needs to be turned into a sweaty, e-sport driven gear grind for the best gear in the game. Dungeons served their purpose to getting players to a certain point. There’s a lot of players where that point is…their end-game. They don’t need to go beyond that. But it’s human nature when more difficult versions are created with better rewards, everyone ends up getting funneled there. But some can’t handle it. Some can’t handle the toxicity. So suddenly they essentially have no end-game. So they quit.

Again, not all content has to be an ever increasingly more difficult gear grind. Players will do content for things like transmog, titles, pets, mounts. That’s perfect for challenge mode dungeons. Not power progression. Leave that to raids. And with LFR even casual players can experience them.

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I guess I will disagree as I think difficulties exist for different type of players. If LFR for example was the only difficulty of raiding I would simply not play the game. And I think it’s fair to make it so players that do harder difficulties not have the incentive to do the same content at lower difficulties weekly moreover when it’s not really interesting content.

The same way you don’t have to do that higher difficulty of content and can queue LFR all the same in mop if they added the same type of content/reward that twilight dungeons are. I don’t see why those would be negatives if you don’t want to do them and can still do heroic dungeons and LFR.

I think the only negative is you get people spread through more difficulties (or not queuing LFR). Which is fair but I think it still worked fine in cata I don’t see why it wouldn’t be done again. As long as those can be completed by a random group generally I don’t think it’s too “sweaty”.

First, on the end part of the OP. I do are that the prepull shenanigans meta is getting out of hand. Like I wouldn’t want to get rid of all snapshotting as there is a huge different between a good and bad player in not having to refresh something that was supposed to be upkept or the proper aligning of buffs…

Ultimately a merging of the PvP realms at this point would be DoA. A merging of the realm would be roughly 30A/70H breakdown. The result regardless of if free transfers were offered or not would be.

  1. Alliance players faction transfer to Horde.
  2. Alliance players fleeing to Pagle or Atiesh
  3. Alliance players quiting altogether.

If we were to merge all realms together entirely for a pvp realm that could work as it 44A/56H breakdown. Granted you would have just angered all the PvE realm guys.

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Maybe the solution for pvp realms is then to give a free transfer to a server where they would have a lock and try to balance faction? But that seems a bit more work and I doubt would happen moreover fresh servers had a hard time last time they tried.

I’d have to agree, that it would be the only option at this point to have a balanced PvP realm that could survive.

Granted Grobbulus even if it is small now is still balanced. So the transfers and faction enforcement could be focused there.

Would be quite poetic if Blizzard was to use the realm that fought multiple times to keep World PvP alive as the place to revive it.

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Not having LFR also alienates a portion of the player base. I have said this before, and I will die on this soap box. I don’t have the time to pug out a whole raid, and it feels bad man to bail on a raid group three bosses in or what have you. LFR needs to become a thing again, and just saying pug it is 100% not the answer. It didn’t feel like the answer this go around, and certainly will not feel like the answer come mop.

Also adding difficulties for the sake of adding difficulties is going to alienate again a player base that doesn’t want to sit and grind on the same dungeon because someone else thought it was a good idea. What we had in WoTLK and Cata worked because the skill level needed for those dungeons was minimal at best. MoP increases the difficulty on the dungeons from the get go because original feedback was the dungeons were incredibly easy for the first expansions. Blizz’s reaction to it was hey y’all watch this. We did and we loved it. Adding difficulty to keep it more in line with retail is moot. If you want difficult content like retail then play retail. Don’t come to classic looking for the same things that you would get in retail. We already have the ah and mount sharing. Just let it rest at that.

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I feel the same way that people deserve LFR that people that want to play harder content also need to get their fill. While for sure it divide the population I think some people are looking for something in between retail and vanilla hence why they’re playing cataclysm and not SoD or vanilla.

As far as I know I think mop heroic dungeons were rather easy? At least that’s the consensus I had last time I talked about those. With some quote I found saying “Then once you hit level 90, the heroics were very easy, even in green gear.” Moreover I think it was cata that was known for the harder dungeons but like I said I think twilight dungeons have been a success in term of casual content as most pugs I got managed to clear the dungeon without too much difficulty. I think dungeon difficulty is still far from retail M+ personally.

Great suggestions! As for the Snapshotting part, I’ve been doing a bunch of research as I main a Demo warlock at the moment. From what I am finding everything scales dynamically and all the Pre-pull buffs are removed on pull with MoP.

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Yea I think affliction is the one that is more a problem with soul swap. I didn’t remember when they started to remove pre-pull buffs so if that’s mop that’s good to hear.

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When you give people options between LFR or dungeons people will always go for dungeons, it’s pretty much the 30% debuff in ICC, Firelands and Dragonsoul and Blizzard saying “You can turn it off if you want a challenge.” No one is going to turn it off, no one is going to do LFR.

This is what’s going to keep LFR alive, people sending alts into LFR raids to get their cloak and gem.

I won’t disagree with that but also I do not think LFR should be in the main gearing loop of people that push content or even for the legendary for alts if possible. So while yes it would be way less popular if gear is not appetizing I don’t think pushing people into LFR is a good design. LFR is made for a certain crowd the same way that heroic is not made for everyone.