What I'd look for in Classic+

  1. Naxx remains the pinnacle of the expansion. If they made another raid which dropped T3.5 equivalent gear, the stat inflation would simply be too extreme. The only way to get around it would be to increase the level cap, which I don’t want to happen.
  2. Release Karazhan as a level 60 20-man raid.
  3. Create a new raid in Dire Maul, roughly equivalent in difficulty to BWL, that drops new T2 gear with set bonuses for ele/enh, ret, feral, and Shadow.
  4. Open up zones like Mount Hyjal and Uldum.
  5. Guild Banks
  6. A legit WPvP zone
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To build on this a bit.

Dungeon Set 3, which requires Dungeon set 2 to complete, still emphasized on dungeon content.

Heroic 10 man versions of dungeons (any or all).

Azshera PvP Battelground

Azshera 20 man raid in the harbor (the one where the giant shark is for the scepter quest, that old dark portal marker).

Another 20 man raid that was never implemented was the gate behind the dark iron highway.

Tyr’s Hand Scarlet Raid, 40 or 20 man, don’t matter to me, maybe as a start of an alternate raid teir gear (so if current is raid tier 1a 2a 3a, this would be 1b, 2b 3b with other 40 man raid content). Maybe also add a classic version of Uldaman as a 40 man for raid teir 2b. Just spitting ideas here.

The biggest thing is the raids, content, or pvp needs to build off the CURRENT stuff, that doesn’t obsolete it. Like with Aq20 having the spell books, ZG has mounts and enchants, Mc/BWL having legendarie components, the game needs to make sure it doesn’t outright obsolete current content for vertial power spikes like what TBC did.

On top, one concept that exists is normal 5 mans having usually 1 epic drop from the final boss started at ZF (the sword you craft) and through the rest. I would love to see lower tier dungeons having lower level but useful and very rare epic drops. Like for example as a concept, the deep fathom ring in WC being epic but having +nature spell power on it. Or deadmines having epic gloves with agi/AP that is very strong for its level ~20 ilvl.

Then obviously, flesh out all the cutting room floor quests (like shaman’s air totem quest that was given to warriors for their whirlwind axes), the dozen or so missing zones that are on the map but don’t actually exist, etc.

Why not just level 60 heroic 5 man versions of all dungeons?

It would be funny if heroic RFC was the hardest of them all.

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The problem with making heroic versions of dungeons is that it would create an overabundance of gear. There’s already a good selection of gear from 5 man dungeons and UBRS to get people prepared for Molten Core. If there became heroic versions of these dungeons that had better loot, it would devalue the loot from MC.

2 Likes

True true.

I already think they need to nerf the 1.11 catch up gear from dungeons real hard so that MC has more value.

There’s items in the 1.11 drop table that should be epics in MC lol. Spellweaver’s for example.

IMO, Classic+ would be best if loot was completely redone from the beginning, identifying gaps in gearing and filling them, or identifying over-abundance or over-itemized sections and thinning them.

The level-off curve for pre-MC gear needs to be reduced by 10-15% through the above process, and MC gear needs to be re-examined. I’d also greatly prefer tokenized tier with a tier set for each spec. To keep the loot competition the same, tokens have only one class each on them, to match tier drop behavior in MC original.

Okay I have to stop. It’s disorganized, and it will just make me want to write out my Classic+ ideas from the very beginning, and I could spend 200 hours easily doing that.

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One solution to the gear issue is to do something similar to how modern PvP gear works: gear that is especially strong in its correlating raid content, but has a lower ceiling when outside that raid zone. This can allow for raids to drop chase content without gear scaling out of control.

What’s a world pvp zone?? You mean contested areas??

It’d basically be a battleground that is non-instanced, so that you can go there without queuing, and leave when you feel like it without getting a deserter debuff. It’d offer a variety of PvP related dalies to complete in the zone, with rewards good enough to actually be worth doing. Think of Alteric Valley, but with no queue or time restrictions.

Not if those dungeons had their own loot progression path that was specific to the “heroic” format.

For example, offering a specific resistance type that “heroic” dungeons all add to their damage, or mitigating some debuff that is applied in those dungeons.

What if Classic+ pursued Arthas? I know we face him in Wotlk but where is he now after Naxx? Is he already in Northrend?

They could add Northrend in classic+ but a totally reimagined version of it following classic style (say maybe it has content from like lvl 30-60 across the zones).

Though I think that would be very difficult to develop and probably should be a much later release - adding a few raids / dungeons / gear to the current content would be a much safer starting point.

  1. I think it’s fine if new raids would have new tier sets with interesting effects, with only ‘slight’ power creep here and there but largely on Parr with Naxx.

  2. Kara would be a great addition to classic. Would also love to see something done with Tol-Barad in Wetlands.

  3. New content in the vanilla world, sign me the hell up.

  4. Yeah, completing the vanilla world should be #1 goal.

  5. 100%

  6. A zone that functions like the Gurubashi arena, once you enter it’s danger zone everywhere? sounds awesome. Would be need to be good reasons to go there such as world bosses, rares, resources etc.

Why rep grinds are superior to daily quests.

  1. Dailies mean that ppl only go to that area for 15-30 mins at a time. This means you aren’t really interacting with other players. During AQ phase players of all walks are grouping together.

  2. Since you are only going there for a short period of time, minor speed bumps feel more impactful. “I can’t believe I had to spend 45 mins on dailies today” where a rep grind you are just living in the zone

  3. Pvp is discouraged in daily zones. Again ppl are there to get in and get out, anything that goes against that is frowned upon.

  4. Part of wow is the no lifers get more loot and faster. Daily’s are an artificial barrier, while rep can be taken at your own pace. Not everyone should be running around in bis week two of content. Part of the fun of wow is stunting with that earth strike u got a few weeks after the rep drops, or making fun of the guy with GM, TF, and hand of rag for being a loser.

  5. Makes the game feel less open, and more like a theme park. “Hark hero I need you to gather me 10 eggs, and only 10 egg. And tomorrow I will need another 10 eggs exactly” mf let me bring you 20 eggs rn

2 Likes
  • Fix AV and tweak.

  • bring in resilience.

  • Drag the nerf and buff bat out.

  • Beat rouges into jam

I disagree with resilience.

Historically, it just becomes a mandatory stat you MUST stack in pvp, or in pve a entirely wasted stat outside very very specific niches.

It also makes “good gear” into two categories. Good PvE Gear, and Good PvP gear, with no in between.

Resilience was a bad concept developed in TBC that should not be brought into Vanilla “Classic +”. it was a bandaid solution over staggering vertical power creep to make sure players can’t one shot each other.

2 Likes

I was thinking about this the other day. Not specifically the rep grind, but why playing Era is more engaging to me than playing Retail (or WotLK). I think this ties in though, so let me elaborate…

It’s not like the gameplay of Era is fairly exciting. Classes have lots of abilites but most of them don’t really do much and you spend a lot of time pressing the same button (or auto attacking). Quests themselves don’t really offer a lot of xp, they’re really just a vehicle to get you out killing stuff. So it takes a relatively long time to progress your character, but every single thing you do is moving you along that journey to the level cap. Not only that, quests in Era have a tendency to send you all over the place so you often spend a lot of time travelling.

By contrast, WotLK and retail give you a lot more xp and tend to be very centralized, moving you from one hub in a zone to another. The xp reward from quests is much higher and you complete them much more quickly because items drop more frequently. Not only that but you share mob tags with other players so if something you need is alive, you will kill it.

With Era’s design, it takes a good while to get to 60. It’s a slow and methodical process, but there are a lot of opportunites to break the monotony with travel, opening up other zones. Players have optmized this to make it more efficient, but the core design itself seems intentionally inefficient. The retail design though, that’s efficient from the start and you get to the end very quickly… but then what?

So now, circling back to your point about rep grinds… the Classic design gives you agency but takes a long time to get to the end. The Retail design time gates you into logging in, likely in the hopes that you’ll do other stuff while you’re there, but it ultimately doesn’t feel very good. I’m not on an adventure, I’m working a job.

I’m finding I much prefer Era’s approach these days. I can log in, go at my own pace, and ultimately reach the end. Maybe I don’t get there as fast as other people but it’s all about how I choose to spend my time and I’m always advancing. I came to this conclusion the other day while auto-swinging away on my Paladin getting minimal amounts of XP doing Duskwood quests, but still feeling more engaged with the game than I ever did in Retail (outside of learning a new M+ season) and your post kind of reinforces that realization to me.

It turns out that when we’re in charge of our own journey, it’s a lot more fun than being told what we need to do and then being told when we can’t do it anymore.

3 Likes

Agree with everything you said. I love how on era you have to bounce around the zones, the linear hub hopping of wotlk feels awful to me, like you are trapped on rails.

3 Likes

The big thing they really need to avoid which is making gear progression linear. Having your entire gearset become complete garbage whenever a new raid is released is really why playing the expansions is a bad experience. Other than that new content and new gear is fine, as long as they keep the existing gear relevant.

So your solution? Or are you happy with 1 shotting or 90% health loss in one hit?

Reduce the vertical power creep.