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19 non-QoL issues with vanilla WoW and how to fix them

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Jan 16th, 2018
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  1. #1 INTRODUCTION:
  2. so I made some Classic WoW suggestions, but NOT quality of life suggestions(except the ignore list one) such as lvl 20 mounts, guild banks, flying mounts or dual-speccing; in fact I'd rather that those four things not be in Classic WoW at all
  3.  
  4. see section #3 and afterwards for the actual suggestions
  5.  
  6. these suggestions take into account at least the following:
  7. -the in-game economy
  8. -lvl 55+ PvE
  9. -max lvl PvP
  10. -the hybrid tax; no I am not going to suggest buffing the personal dps of hybrids by more than a teensy bit, but i do suggest making their buffs/debuffs better in the manners shown below
  11. -the consensus that the alliance is better than the horde at endgame PvE(paladins, blessing of salvation, weapon skill racials, fear ward)
  12. -the fact that the alliance is better than the horde at PvP when all players of both factions are of equal skill and gear for the following reasons:
  13. -AV imbalance: the very-easily defended alliance base, the even easier to defend way to hike around the bridge, the very hard to defend horde base, the ranged guards that the alliance gets and the horde doesn't get, the easily-capped horde towers and hard-to-cap alliance bunkers
  14. --horde capital city backdoors: every horde capital city has a backdoor(including the back elevator in TB), whereas every alliance capital city doesn't; gnomergan doesn't count
  15. --paladins vs. shamans, special mentions to POST-kazzak-incident-nerf reckbombing and the 11/26/14 SoC+reckbomb+healer+consecrate paladin spec
  16. --the racials aren't that much different in terms of strength(stoneform, escape artist, shadowmeld, perception, and int/spirit vs. stam, war stomp, hardiness, blood fury, berserking, and wotf)); some people believe that the horde racials are better for PvP, but really, its not so easy to discern which has the better PvP racials... I'm not saying that the PvP racials should be changed, but that, even though the general consensus of the majority of players and ex-players states otherwise, the horde does NOT necessarily have the superior PvP racials in comparison to those of the alliance, although the alliance doesn't either
  17. -my multiple years of experience playing on private vanilla WoW servers(mostly rebirth and nost/elysium)(they're close enough)
  18. -and that I did some research and number-crunching too
  19. -none of these changes are balanced around the weapon that is called nightfall; in my opinion they should not be
  20.  
  21. I understand that some people are hardcore purists and may actually not play(or buy) the game if you change it, but if you do decide to change vanilla WoW at all from its 1.12.2 state, then I suggest that you do the stuff mentioned in this post, in addition to progressive content release ala nostalrius(but include ST class quests at release)... also you could just release purist Classic WoW servers and modified Classic WoW servers(without QoL stuff) if the demands for both are that huge
  22.  
  23. I also understand that implementing ANY changes at all is a slippery slope(which, in practice, is actually is not a fallacy), but hopefully they'll just stop after my suggestions
  24.  
  25. these suggestions are about preventing exploits, fixing AV, and otherwise balancing out the alliance and horde(which they aren't), lowering the hybrid tax(whilst still having it), and making some non-QoL changes/additions to the game that are ultimately... not too terribly game-changing, but it'll still mostly be the same game; the majority of these changes affect level 50+ content
  26.  
  27. I mention that I do not have a paid WoW account(anymore); I am posting using a starter edition account... otherwise I'd have made my own thread for this
  28.  
  29. so I list 19 considerable non-QoL issues with Classic WoW, and two other things, THEN I list potential solutions, and some other suggestions too:
  30.  
  31. _
  32.  
  33. #2 THE ISSUES:
  34. 1: players of certain class(es) are able to solo-farm mauradon and dire maul: north and/or some pulls in dire maul: east to get very high amounts of gold very fast, even before they get BWL or rank 12-14 gear(EPL farming isn't such a problem because competition)
  35.  
  36. 2: (optional)black lotuses always and only spawn at certain locations, that part isn't THAT big an issue and I think this may be a touchy subject, but i think it'd be an improvement to make them randomly spawn off of any appropriate-level herbalism node
  37.  
  38. 3: at least a 1 digit number of quest chains are unfinished in patch 1.12.2... it is my opinion that they should not be left that way
  39.  
  40. 4: I won't blame you guys if you dismiss this one since tanks and healers have a hard time getting gold, but too much gold flows INTO the in-game economy(players), and not enough flows OUT of it into the hands of NPCs, after several months(if not sooner) into a server's lifespan; extra non-cosmetic gold dumps are imo necessary that affect mostly high-level(55+) players... yes yes the epic mount+training costs a whopping 900g at honored on top of the cost of regular mount training, but ITS A ONCE PER CHARACTER GOLD DUMP, unlike most of what I'll suggest... AFTER you get past that and have all your skills, all the crafted gear you want, and did the T.5 quest chain if you want to, and you have 100+ gold, gold isn't a considerable issue anymore unless you want to make an alt or use consumables other than healing/mana potions and elemental protection potions a lot, and even if you do, most of that gold flows into the hands of players(if you don't loot them from enemies or just make them yourself); there should be more NON-COSMETIC gold dumps... the specifics are detailed in section #5
  41.  
  42. 5: the alliance in vanilla is slightly better than the horde at PvE and also at PvP; I intend to balance them out, although the alliance may still be better after what I suggest
  43.  
  44. 6: prot paladins are good at tanking when defense capped(in patch 1.12.2), according to some youtube video that I saw(even without thunderfury); shamans are not better tanks than paladins, and I think that they should be arguably equal in tanking prowess... I'll propose buffing the survivability of deep enh shamans who use a shield(and have certain talents) while nerfing prot paladin threat gen significantly, so that they and shamans are both worse than feral druids are at tanking; also note that prot paladins have talents that do something when they get crit, yet prot paladins typically don't want to get crit
  45.  
  46. 7: every horde capital city has a back door, and to my knowledge, every alliance capital city doesn't(the teleporter in booty bay doesn't count); that, in my opinion, is not balanced
  47.  
  48. 8: alterac valley itself is unbalanced in favor of the alliance, whether with or without the way to hike around the alliance's bridge
  49.  
  50. 9: warsong gulch gives a little bit more honor than alterac valley and arathi basin per hour(or so I'd read), unless turtling happens
  51.  
  52. 10: improved scorpid sting is bad, and it is perhaps the worst talent in the entire game; improved arcane shot isn't that great either, and many species of pets are... not very useful
  53.  
  54. 11: certain white items(and a green one) that seem like they should be valuable, are usually just vendor trash; these are elemental water, elemental air, heart of fire, core of earth, globe of water, breath of wind, ichor of undeath, and essence of undeath
  55.  
  56. 12: (optional)crafting, aside from engineering, isn't that useful for things other than getting gold or being convenient; I mean I know that people can craft stuff that can be equipped, but someone else can do it for you and you can just pay them for their product(s)... this one would be sorta complicated to fix(suggestions found below), and I guess its okay if you skip over this one, and also I'll be recommending a "TBC" approach, rather than a "WotLK" approach... also goblin engineering seems to be worse than gnomish engineering
  57.  
  58. 13: it is virtually impossible to compete against a hunter of the same faction when trying to tag an enemy for credit if that hunter knows where the enemy is going to spawn, unless you are an engineer
  59.  
  60. 14: fast 2-handed weapons aren't useful compared to slow ones
  61.  
  62. 15: ignite is broken when multiple fire mages are involved, and rage scaling is broken in BWL gear and better for dps warriors
  63.  
  64. 16: the hybrid tax is too large in some places, I'd like it to be fixed that while still keeping a hybrid tax, in the ways that I specify
  65.  
  66. 17: the four horsemen encounter requires 8 dedicated MAIN tanks to reliably complete, and no other fight has that requirement(please correct me if I'm wrong); I propose nerfing the fight in such a way that it can be done with only 4 dedicated MAIN tanks in a reliable manner, preferably without also nerfing it in other ways
  67.  
  68. 18: sulfuras, the hand of ragnaros, is not quite deserving of being called a legendary item, given that an epic item that drops off the same boss is in most cases better than it, and that another epic item that drops off of the final boss from the next tier of raids is arguably better than it... also that 2h sword from ragnaros is quite too strong for where you got it from(and for its ilvl), considering that it isn't a legendary, and spinal reaper could stand to have a better mana proc
  69.  
  70. 19: (questionable)world buffs can REALLY trivialize a lot of raid content to a disgusting extent; they, in my opinion, shouldn't stack with eachother in most cases
  71.  
  72. 20: (optional)this one ain't really an issue, but hadn't there used to be negative PvP ranks planned?; I think that it was a good idea and should be implemented, but its okay if you don't implement it, I guess
  73.  
  74. 21: (VERY optional)you have the opportunity to release azshara crater and some new raids; you don't HAVE do it, but it'd be nice if you did it AND did it right
  75.  
  76.  
  77.  
  78. so I will propose these changes to fix vanilla WoW: ...this assumes that the 1.12.2 talent trees are used throughout the whole of each server's lifespan, with the modifications that are suggested below
  79.  
  80. _
  81.  
  82. #3 DUNGEONS/RAIDS:
  83. all dungeons and raids should, with the exceptions of the below suggestions, be in pre-nerf condition, with the exceptions of the c'thun encounter and the corrupted blood nerf and other completely necessary nerfs(if any); yes I am aware that the endgame dungeons used to be 10 mans and a 15 man dungeon
  84.  
  85. stratholme, scholomance, and blackrock depths should be 5 man dungeons, even though they're unnerfed
  86.  
  87. lower blackrock spire and upper blackrock spire should be limited to 10 players, but lower blackrock spire's quests should not be classified as raid quests, even though both dungeons are unnerfed
  88.  
  89. do NOT lower the level of charga razorflank... really; tanks could just get creative with aggro generation
  90.  
  91. whip lashers no longer drop loot
  92.  
  93. princess theredas and some other maraudon bosses gain a new ability(function(s) is/are up to you) that makes them much harder to solo at level 60, at least before AQ40 gear is available to players
  94.  
  95. every 3 seconds while king gordok is aggroed, he will check to see if captain kromkrush is subdued; if he's still standing where he is before someone attacks him or talks to him with a suit, king gordok will yell out for him, causing captain kromcrush to aggro AND gain a 100% movement speed boost for 15 seconds, which is the only situation in which he will get the speed boost... this yell will also attempt to aggro cho'rush the observer
  96.  
  97. (optional)a lvl 57(ilvl 62) rare two-handed mace is added to the game that looks like a tree trunk(think WCIII); it has a tauren-only racial restriction and drops off of Tendris Warpwood in Dire Maul: West... don't put TOO much work into the model or textures for it
  98.  
  99. the weapon, bonereaver's edge, which drops from ragnaros, has the armor penetration from its proc reduced from 700 per proc to 300 per proc, still capping at 3 stacks(so 900)... its really quite too strong if it isn't nerfed, since its arguably BETTER than the two-handed sword that drops from nefarian, the final boss of BWL, AND it even is, for PvE(even after BWL), arguably better than SULFURAS, HAND OF RAGNAROS, which is a LEGENDARY item that drops from the SAME boss that drops bonereaver's edge
  100.  
  101. so that you get an idea of how big 2100 armor penetration is at level 60, you gain >4.5% bonus damage against a lvl 63 enemy with 4600 armor by reducing that opponent's armor by 480; if you reduce that same opponent's armor by 2100 instead of 480, that opponent's damage reduction from armor goes from ~45.54% damage reduction from armor to exactly 31.25% damage reduction from armor... it could mean going from 544.6 damage to 687.5 damage; a boost of over 26% more damage!
  102.  
  103. the weapon, spinal reaper, is changed to give either 20 rage or 600 mana when it procs, instead of either 20 rage or 150 mana(150 is barely any mana at lvl 60)
  104.  
  105. make MC, and to a lesser extent, BWL(but not onyxia), a little bit harder if you'd be using 1.12.2 talents for the whole lifespan of each server and maybe make AQ40 before c'thun a teeny, tiny bit harder
  106.  
  107. I don't know how you'd go about doing it, but nerf the four horsemen encounter so that it can be done with only 4 dedicated MAIN tanks, instead of 8 of them; if that means also nerfing the encounter in other ways, then please try to minimize that
  108.  
  109. legendary items are "buffed" to have stats and damage or armor as if they were 6 item levels higher than an epic item of an equivalent item level(which is the difference between blues and epics, and between blues and greens); this means that all legendary items are buffed so that their stats are as if they were 6 item levels higher than they actually were, without ACTUALLY increasing their item level
  110.  
  111. thunderfury, blessed blade of the windseeker's item level is reduced by 6(effective change of 0 ilvls)
  112.  
  113. sulfuras, hand of ragnaros' item level is reduced by 4(effective boost of 2 ilvls), and the damage and such of the item is increased accordingly
  114.  
  115. the item levels of all 4 versions of atiesh, greatstaff of the guardian, are reduced by 6(effective change of 0 ilvls)
  116.  
  117. you can decrease the ilvl of adonisus, reaper of souls by 6 if you want to, but its okay if it stays at 100
  118.  
  119. add a slow mh or 1h ilvl 84 epic fist weapon to c'thun's drop table... unless you decide to add a new raid with a slow mh or 1h epic fist weapon with an ilvl of 83 or higher
  120.  
  121. the shen'dralar faction is more fleshed out, and has reputation rewards, and is the BWL faction in the way that the hydraxian waterlords are the MC faction
  122.  
  123. it was a mistake to make the corrupted ashbringer available to players; rename the corrupted ashbringer to something else, and remove the dialogue from it, and change its model, AND reduce its ilvl from 86 to 85, so that it is more in line with the other loot dropped by 4 horsemen, as well as the loot dropped by loatheb, thaddius, and maexxna
  124.  
  125. _
  126.  
  127. #4 WORLD:
  128. all mining and herbalism nodes, even those inside of dungeons, are randomly placed somewhere within a 50 yard radius of their normal spawn points
  129.  
  130. (questionable)black lotuses would no longer spawn every single time on predetermined herbalism nodes, but will instead randomly be found on any herbalism node of a high enough level with a low chance to spawn on each one... I guess competing for black lotuses could encourage world PvP?
  131.  
  132. finish making all unfinished(as of 1.12.2) quest chains, such as the one involving the chained essence of eranikus
  133.  
  134. fix the quest, A Crew Under Fire, and make sure that it has some sort of reward for its completion and is not repeatable
  135.  
  136. add a level 60 tameable gorilla to some place in the game, even if it'd be a quest mob or inside of a raid(consider increasing the level of jaguero isle and the one associated quest chain and making king mulka tameable, or adding a level 60 tameable king kong reference to un'goro crater); that gorilla would know rank 4 thunderstomp, which is known when the gorilla is tamed
  137.  
  138. add a tameable species of crab that dwells in the southern coast of azshara
  139.  
  140. add a high-level quest in a goblin town that involves fighting a level 51 or higher tallstrider; that tallstrider would be tameable, but of course, taming it would not get the quest done
  141.  
  142. (questionable?)if you have the traces of silithyst buff, but are not in silithus, the ruins of ahn'qiraj, or the temple of ahn'qiraj, you will receive an undispellable 1 minute debuff that persists through death with the following description:
  143. If you do not go back to Silithus, the Ruins of Ahn'Qiraj, or the Temple of Ahn'Qiraj before this minute is up, you will lose your Traces of Silithyst.
  144.  
  145. (questionable?)if you have the lordaeron's blessing buff, but are not in scholomance, stratholme, naxxaramas, or the eastern or western plaguelands, you will receive an undispellable 1 minute debuff that persists through death with the following description:
  146. If you do not go back to Scholomance, Stratholme, Naxxaramas, or the Eastern or Western Plaguelands before this minute is up, you will lose Lordaeron's Blessing.
  147.  
  148. (questionable)the following buffs will not stack with eachother:
  149. -rallying cry of the dragonslayer
  150. -songflower serenade
  151. -warchief's blessing(horde only)
  152. -spirit of zandalar
  153. -all of sayge's fortunes
  154. -resist fire, from that one enemy in blackrock spire
  155. -mol'dar's moxie
  156. -slip'kik's savvy
  157. -fengus' ferocity
  158.  
  159. (questionable)the following buffs will not stack with eachother:
  160. -the winterspring juju buffs
  161. -the mangletooth buffs(horde only)
  162. -the blasted lands buffs
  163. -the un'goro crystal buffs
  164. -the zanza potions
  165.  
  166. in case you didn't know, all of those buffs combined with potions and a flask, where applicable, can be as great a boost to a guy's dps(at least if melee) as upgrading your gear by two tiers, if not even greater a boost
  167.  
  168. _
  169.  
  170. #5 ECONOMY(gold dumps):
  171. the following values don't consider reputation discounts, though they would apply, except to the ZG stuff and T2.5 and T3 stuff
  172. the values are also subject to being substantially changed
  173.  
  174. the +15 fire resistance to cloak enchant and +15 nature resistance to cloak enchant and all AQ enchants additionally require two of a reagent from enchanting supplies vendors that costs 20g each; this reagent(not BoP) may only be found at enchanting supplies vendors
  175.  
  176. +15 agility to 1h, +25 agility to 2h, +30 spellpower to weapon, +55 healing to weapon, +15 strength to weapon, and the crusader enchant additionally require one of that reagent that costs 20g at the enchanting supplies vendor
  177.  
  178. all flasks require an additional reagent that costs 40g and is only found at alchemy supplies vendors; if you REALLY need flasks to clear a raid, then that raid done by your GUILD is gonna have that flask money come from the dps
  179.  
  180. all ZG enchants additionally cost 50g, including the shoulder AND leg/head enchants
  181.  
  182. all T2.5 set boots and shoulders would additionally cost 10g, all T2.5 set hats and pants would additionally cost 15g, and all T2.5 set chests would additionally cost 20g
  183.  
  184. all tier set 3 items additionally cost 2 gold at the questgiver per wartorn cloth, leather, chain, or plate scrap that is used to make them; that would be 212 gold for all 8 pieces that aren't the ring; that may look daunting, but at the rate you'll be getting them, its only daunting if you're one of the guild's 4(or 8 if that 4 horsemen change doesn't go through) main tanks, in which case your guild is likely gonna pitch in for you
  185.  
  186. if these changes are found to be too insignificant or extreme, then the gold costs of some or all of them will be raised or lowered significantly, but the changes will not be outright removed; in sum max lvl healers and tanks who can't farm gold as easily MIGHT have slightly worse enchants than players with more gold, and flasks are much more expensive, and T2.5 and T3 cost money, and gold is still gonna be valuable after you get your epic mount+training and all of your skills if you use consumables other than greater X protection potions and whatever healing/mana potions you manage to loot
  187.  
  188. remember, it is better to overdo this category of changes than to underdo it; gold being more valuable is preferable to inflation... WoW is a game, not real life wherein people being poor is undesirable
  189.  
  190. _
  191.  
  192. #6 PvP:
  193. alterac valley is in its pre-nerf state, like in patch 1.5 was it?, but with the following changes:
  194.  
  195. you can no longer hike around the alliance's bridge in alterac valley; they put an obstruction near the top
  196.  
  197. the horde's towers that can be captured, like the alliance's bunkers, have guards who have ranged weapons
  198.  
  199. the horde's base has significantly more guards, especially in the "inner" "half"
  200.  
  201. the horde got rid of that snow hill next to the fence next to the entrance to their base; no longer can you jump the fence by using that hill of snow
  202.  
  203. warsong gulch gives VERY slightly less honor; since turtling is a possibility I wouldn't just balance it out with AB/AV honor per hour completely, but instead by maybe half of what it'd take to balance it out... I don't know what the actual difference is, though
  204.  
  205. after the 200th honorable kill that you make in a given warsong gulch against any given player in it, new join or not, your honor gains from honorable kills in THAT particular instance of warsong gulch are reduced by 25%, and after the 250th honorable kill, its reduced to 50%, and after the 300th honorable kill, its reduced to 25%, and after the 350th honorable kill, you receive no honor from honorable kills that are made in THAT particular instance of warsong gulch against ANY player... this may be increased to 250/300/350/400 if thats too extreme, but there really should be a cap
  206.  
  207. after the 5th time that you steal the warsong gulch flag, you gain half honor from doing it again during that particular instance of warsong gulch, and after the 10th time you get none, but in both cases, you still get honor by capping it
  208.  
  209. after the 5th time you return a warsong gulch flag, you gain half honor from doing it again during that particular instance of warsong gulch, and after the 10th time you get none
  210.  
  211. implement negative PvP ranks(dishonored->exiled->outlaw->pariah); also, in lieu of banning people for certain reasons(such as griefing their own faction or something), perhaps it'd be more appropriate to, as a GM, lower their PvP rank(a.k.a. tell thrall or king magni bronzebeard on him), potentially lowering it to a negative rank... and make sure its possible to increase your PvP rank when its negative without GM intervention(and to get TO rank -4 without GM intervention), and make sure that negative ranked players aren't allowed to do battlegrounds until they reach rank 0, and that players of the outlaw and pariah ranks are hostile to their own ex-faction and their allies(such as the wildhammer dwarves or revantusk trolls, but not necessarily the goblin factions)
  212.  
  213. the back door to orgrimmar was never carved out of the rock(air taxis fly over the rock), thunder bluff's back elevators are removed, and the bottom half of the entrance to undercity's sewers are walled off; the bats and windriders can fly over that wall since the top half isn't walled off... and in TBC(if you do TBC again), do something about the exodar's backdoor(draenei were originally going to be a horde race, so I'd read somewhere; it would explain the exodar's backdoor, wouldn't it?)
  214.  
  215. upon gaining the deserter debuff, you lose 5(maybe it should be 10) honor per character level for that week; it is dishonorable to be a deserter, is it not?
  216.  
  217. you can only be queued for one battleground at a time
  218.  
  219. when someone queues for a battleground in a group with more than two people, they will only be paired against another group that queues for that battleground as a group with more than two people; once the battleground has begun, people can join that battleground even if they didn't queue in a group
  220.  
  221. remove all battlemasters from all capital cities, and once the BG queue pops, you actually have to run into the instance portal(every BG has one already, which doesn't do anything) instead of just clicking accept or whatever to get into the battleground; that would be more immersive, especially for the RP servers
  222.  
  223. (VERY optional)finish making azshara crater and release it, and release it for BfA too while you're at it; none of the battleground-exclusive rewards(for Classic WoW) should be above item level 65
  224.  
  225. _
  226.  
  227. #7 CLASS CHANGES AND OTHER ALLIANCE/HORDE BALANCE:
  228. improved scorpid sting's stamina reduction is increased to 10% or maybe 15% of the opponent's stamina(rounded down), up to a maximum of 33/66/100% of the str/agility reduction(68 with 3/3 at max rank), instead of the current straight-up 10/20/30% of the str/agility reduction(20 with 3/3 at max rank)
  229.  
  230. improved arcane shot is more improved somehow; it exists as an ability that hunters use to help them kite, and in the talent's current state, no seriously-specced hunter in their right mind who can also read would put a point into that talent after learning that aimed shot shares a cooldown with arcane shot
  231.  
  232. hunter traps, goblin land mines, and ALL NPCs that are controlled by players(including temporary pets such as scarlet tracking hounds) can no longer tag any enemy on their own, no matter what; that way it'll be up to instant non-projectile damage spells to tag stuff, such as shadowburn, fireblast, moonfire, exorcism, and earth/flame/frost shock to tag enemies before everyone else
  233.  
  234. (questionable)thick hide(druid) also reduces the damage taken from physical critical strikes by 1/2/3/4/5% while in the bear or dire bear forms... you can skip this one if you want, I guess
  235.  
  236. predatory strikes is changed to grant the druid 2/4/6% bonus attack power in the bear, dire bear, or cat forms, instead of attack power equal to 50/100/150% of your character level
  237.  
  238. ignite is changed to deal its damage every second for 5 seconds, in such a manner that it deals 33% of the damage on the first tick, 26% on the second tick, 20% on the third tick, 14% on the fourth tick, and then the last 7% of the damage on the fifth tick... also ignite would still stack, and every tick is rounded down to a minimum of 1(before resists); yeah fire mages would get a slight pvp buff as far as burst goes, but it'd work out okay, I think... if it really matters that much, then you can reduce the damage from 40% of the crit to 35% of the crit, and it won't affect PvE dps that much
  239.  
  240. taunt no longer generates extra aggro for the warrior; it acts as it did in patch 1.1.0
  241.  
  242. sword specialization(warrior and rogue) no longer grants a 1/2/3/4/5% chance to gain an extra attack with swords; it will instead increase your critical damage multiplier by 3/6/9/12/15% for ALL attacks made with swords(INcluding white critical strikes)(the bonus critical multiplier stacks additively with lethality and impale, respectively increasing your critical multiplier from 215% to 245% and from 215% to 235% for the relevant attacks(at max ranks), but the unaffected attacks would do 215% critical damage with 5/5 sword spec)(+15% critical multiplier looks gigantic, but it isn't; I did the math)
  243.  
  244. mace specialization(warrior and rogue) no longer grants a 1/2/3/4/5% chance to stun the opponent for 3 seconds on hit with maces, but instead causes your attacks with maces to ignore 2.5/3.5/4.5/5.5/6.5 points of the opponent's armor per level of your character, rounded down... don't make it 3/4/5/6/7 per level, as that'd, believe it or not, make mace spec the best one for PvE by a significant margin, instead of making it just barely be the worst one
  245.  
  246. mace specialization(rogue) no longer grants 1/2/3/4/5 mace skill; that bonus mace skill is moved to the rogue talent called weapon expertise
  247.  
  248. (questionable)polearm specialization no longer grants the warrior 1/2/3/4/5% increased critical strike chance when wielding a polearm, but it will instead grant the warrior +1/2/3/4/5 polearm skill(so a lvl 60 guy would have 305 max with the talent maxed out)
  249.  
  250. axe specialization no longer increases your critical strike chance with axes by 1/2/3/4/5%; it will instead give you a 4/8/12/16/20% chance to deal 20% extra damage when you strike the opponent with an axe... or it could instead be changed to give you a 5/10/15/20/25% chance to deal 16% extra damage when you strike the opponent with an axe, but it should NOT an 8/16/24/32/40% chance to deal 10% extra damage, and in all 3 cases, the extra damage should be directly added to the damage dealt by each hit instead of being a separate value, in such a manner that you would generate more rage when the talent procs on white attacks than you would generate when it doesn't proc on white attacks, and as far as rage generation is concerned, it should be treated as a damage multiplier(perhaps it could, when and for as long as windfury weapon gives bonus AP, both give a +20% damage multiplier and reduce bleed dmg dealt by 17%(which would result in barely changing bleed damage).. and make sure the buff doesn't stack with itself(HoJ))... note that a 20% chance to deal 20% extra damage is less devastating than a 5% chance to get AN ENTIRE EXTRA ATTACK FOR FULL DAMAGE THAT MIGHT CRITICALLY STRIKE
  251.  
  252. (questionable)fist weapon specialization no longer grants the rogue's fist weapons 1/2/3/4/5% critical strike chance, but instead increase the rogue's attack speed with fist weapons by 2/3/4/5/6%(or maybe 1/3/4/6/7%, or maybe 2/3/5/6/8%)
  253.  
  254. these following values are used to denote the approximate WHITE damage boost given to a level 60 warrior with 2/2 impale against magmadar when the warrior has 40% crit(45% instead with daggers; also, for the sake of these examples, the warrior can get dagger and fist spec)
  255.  
  256. axes: 4% white damage boost, 20% of hits hit 20% harder
  257. swords: ~4.06% white damage boost(at 40% crit), +15% critical strike damage
  258. daggers: ~4.05% white damage boost(at 45% crit with dagger spec), +5% critical strike chance
  259. maces: ~3.99% white damage boost, -390 armor
  260. polearms: ???% white damage boost, +5 polearm skill(its okay if that one is a lot higher, given the existing racial weapon specializations)
  261. fists: 6% white damage boost, +6% attack speed(but yellow attacks such as garrote, sinister strike, and eviscerate are not affected)
  262.  
  263. the threat generated by shield slam is reverted to the amount that it generated in patch 1.10.0; if that change would REALLY necessitate nerfing naxx a teensy bit, then wait until after releasing naxx to do it, to see if it really is necessary
  264.  
  265. the positions of darkness and of shadow weaving on the priest's shadow talent tree are swapped; this is to prevent a 0/31/20 healing priest from keeping 5 stacks of shadow weaving on a boss single-handedly by casting a shadow word: pain at the start, then using mind blast on cooldown some seconds after it wears off
  266.  
  267. seal of command's proc chance is changed to 45%, regardless of weapon speed; that is a slight nerf to paladins with 3.9 or 4.0 speed weapons, but it very slightly buffs paladins who use 3.8 speed weapons, and moreso those with faster weapons... really, I'm not sure why it was ever a PPM spell in the first place
  268.  
  269. stormstrike no longer deals weapon damage; instead it deals physical damage equal to 1.05*(X*A, B, or C), whereas X is equal to your unhasted white dps before crit and weapon skill and such, A is equal to 1.7 and is picked if you're using a dagger, B is equal to 2.4 and is picked if you're using a 1h weapon that isn't a dagger, and C is equal to 3.3 and is picked if you're using a two-handed weapon... stormstrike otherwise functions as it normally would(it can still crit and whatnot)
  270.  
  271. the positions of seal of command and two-handed weapon specialization(paladin) on the paladin's retribution talent tree are swapped
  272.  
  273. seal of light and seal of wisdom are changed so that they give more health or mana(with more coefficient the slower you hit, IF any at all) the slower your weapon is, OR they're turned into PPM spells
  274.  
  275. the proc chances of judgement of light and of judgment of wisdom are changed so that they give more health or mana the slower attacker's(not caster's) base weapon speed is(with more coefficient the slower you hit, if any at all), or they're turned into PPM spells, based off of the attacker's(not caster's) weapon speed
  276.  
  277. only one instance of each type of paladin judgement, regardless of rank, may be on any one enemy at any one time; those with a greater effect overwrite those with a lesser effect
  278.  
  279. reckoning is capped at 1 stack, not 5
  280.  
  281. blessing of salvation's threat reduction is reduced from 30% to 20%(remember that dps is limited by the tanks)
  282.  
  283. holy power and illumination switch places in the holy paladin's talent tree
  284.  
  285. divine favor requires 5 points in holy power instead of 5 points in illumination
  286.  
  287. illumination also requires 1 point in divine favor
  288.  
  289. tauren are given the mace specialization racial(think Warcraft III)
  290.  
  291. windfury weapon's and windfury totem's extra attacks(as well as all other sources of extra attacks) are now yellow hits
  292.  
  293. windfury weapon and windfury totem's internal cooldowns are reduced to .5(point five) seconds; you, imo, should be able to back-to-back windfury with a 3.8 speed weapon while flurry is up
  294.  
  295. (optional)races that have a racial weapon specialization can inherently use the weapons that they are racially specialized into, even if their class normally wouldn't allow it; the exceptions to this are that the change would NOT cause a player to learn how to use a two-handed weapon if their class is normally unable to use any two-handed weapon that isn't a staff at all... what that would mean is the following:
  296. human priests get 1h swords
  297. human mages get 1h maces
  298. human warlocks get 1h maces
  299. dwarf priests can use a gun
  300. dwarf paladins can use a gun
  301. dwarf hunters get 1h and 2h maces
  302. orc rogues get 1h axes
  303. tauren hunters get 1h and 2h maces IF they are given mace specialization
  304. troll priests get bows and throwing weapons
  305. troll mages get bows and throwing weapons
  306. troll shamans get bows and throwing weapons
  307. and that you'd want to reprogram the ranged weapon slot to accept either a wand, a relic, or a ranged weapon, depending upon the existing proficiencies(I guess that totem/libram/idol could be proficiencies that are inherently 300/300 for the relevant classes, like languages)
  308.  
  309. (optional) if you implement the above suggestion, then in the location of fist weapon specialization, axe specialization in placed in the rogue talent tree, and has a Requires One-handed Axes(the weapon proficiency) prerequisite; it functions as axe specialization(warrior); furthermore, fist weapon specialization is placed above axe specialization, so that fist weapon specialization requires 15 combat talent points to obtain, and the talent, weapon expertise has this sentence added to the end: "Also increases your skill with Axe weapons by 3/5 if you are an Orc."
  310.  
  311. _
  312.  
  313. #8 OTHER CLASS CHANGES(paladin/shaman tanking and dps hybrid tax reduction):
  314. in old patch 1.12.2, you would only want a shaman tank to tank enemies such as the second firesworn that dies in the garr encounter, the second enemy to die in the majordomo executus encounter, a core hound that comes with golemagg, and MAYBE the second enemy to die in the sulfuron harbringer encounter; I intend to make paladin tanks get most of their raid usage from those kinds of situations, instead of being better prot warriors, by nerfing their threat generation AND making them rely on GETTING critically stricken... they should also rely on wearing ret paladin gear to tank(for threat generation) INSTEAD of prot warrior gear with +defense on it
  315.  
  316. I will also state here what I think your design philosophy for tanking was(or MAYBE should've been) in vanilla WoW:
  317. main tanks: warriors
  318. primary offtanks: druids and all of the above
  319. situational tanks and tertiary+ offtanks: shamans, paladins, and all of the above
  320. last resort tanks: voidwalkers, hunter pets, and all of the above
  321. maybe shamans and paladins should be able to be primary offtanks, but, well, I'm sure about that part... the below suggestions follow the assumptions of the listed order(paladins and shamans both below druids) unless you want protection paladins and enhancement shamans to be as good at tanking as feral druids are
  322.  
  323. anticipation(paladin) is changed to give 1/2/3/4/5% dodge chance instead of 2/4/6/8/10 defense
  324.  
  325. the healing from judgement of light will now ONLY give the associated threat to the one that it heals; the paladin who casted judgement of light will NOT receive threat when it heals somebody else
  326.  
  327. the mana gains from judgement of wisdom will now ONLY give the associated threat to the one that it gives mana to; the paladin who casted judgement of wisdom will NOT receive threat when it gives mana to somebody else... I'm not sure if that was already the case, though
  328.  
  329. righteous fury now ONLY gives its bonus threat for 12 seconds after you are the victim of a critical strike, and it still requires the (30 minute?) buff; getting crit while the threat buff is active would refresh the 12 second threat buff
  330.  
  331. the duration of redoubt is extended by 2 seconds/1 extra block
  332.  
  333. on top of the above 5 prot paladin changes, further nerf protection paladin THREAT GENERATION hard enough so that paladins don't generate a sufficient amount of single-target threat if they are defense capped(meaning that they generate enough threat if they get crit at times and also wanna wear gear without +def on it, for the offensive stats)
  334.  
  335. the talent tree positions of anticipation(shaman) and shield specialization(shaman) should be swapped
  336.  
  337. improved lightning shield is changed to a 2 point talent, giving a total of 5/10% increased lightning shield damage(and scaling) at rank 1/2
  338.  
  339. NEW TALENT: Lightning Infusion
  340. requires 30 points in enhancement talents
  341. requires 5 points in shield specialization[shaman]
  342. requires 2 points in improved lightning shield
  343. requires 5 points in toughness[shaman]
  344. requires 1 point in stormstrike
  345. requires shields
  346. passive
  347. 1 point talent
  348. While you are wielding a shield and lightning shield is active, your shield and the arm that holds it are infused with lightning; this increases your block chance by 15%, and reduces all physical(and maybe nature) damage taken by 15%, and also deals 20(at max rank)(tiny spell dmg coefficient and no AP coefficient) nature damage to your enemy when you block, which does not consume a charge of lightning shield; this effect will immediately wear off if you unequip your shield or if lightning shield wears off, but will immediately become active if a shield is equipped(or already equipped) when lightning shield is active or is activated.
  349. place that talent to the right of stormstrike
  350.  
  351. shamans still wouldn't have a taunt(blessing of protection is often, but not always, better than taunt... but it has a hefty cd), or any tanking cooldowns(not counting ankh), but oh well
  352.  
  353. I believe that paladins are not supposed to be flat out better tanks than shamans are... during vanilla... if you wanna make enhancement shamans and protection paladins be as good at tanking as feral druids are without impacting PvP enough to really matter, then go ahead
  354. -
  355. improved weapon totems no longer increases the bonus attack power of windfury totem; instead, it will increase the proc chance of windfury totem by 2/5%(to 22/25%), and it will increase the damage of flametongue totem by 12/25% instead of 6/12%... this one actually MIGHT, but only might, not make the horde better than the alliance is at PvP, even after the other nerfs and buffs mentioned above and below
  356.  
  357. lightning mastery is changed to a 3 point talent, granting .34/.67/1 second casting time reduction to lightning bolt and chain lightning, instead of .2/.4/.6/.8/1 second casting time reduction to lightning bolt and chain lightning
  358.  
  359. NEW TALENT: Departing Storm or Relenting Storm, or some other name
  360. requires 25 points in elemental talents
  361. requires 5 points in call of thunder
  362. requires 3 points in lightning mastery
  363. requires 1 point in elemental fury
  364. passive
  365. 2 point talent
  366. Increases the threat reduction of your tranquil air totem by 3/5%(to 22/25%), and grants you a 7/15% chance to refund the base mana cost of lightning bolt or chain lightning if they critically strike, with a maximum of one refund per spell.
  367. place that talent underneath elemental fury, making it a requirement for elemental mastery
  368.  
  369. vengeance is changed to a 3 point talent, giving 5/10/15% extra holy/physical damage after a crit for 8 seconds instead of 3/6/9/12/15% for 8 seconds
  370.  
  371. vindication is changed to a 2 point talent, lowering dodge chance by 1/2%, and lowering str and agil by 5/10%, to a maximum of 100% of your character level, instead of just reducing strength and agility by 5/10/15%; also vindication has its duration increased to 12 seconds
  372.  
  373. vindication is placed to the right of vengeance(next to it) in the retribution talent tree, and vindication requires 3 points in vengeance and 5 points in conviction to learn
  374.  
  375. if vindication wasn't a PPM spell, it should be one... the PPM should be high enough that 2 ret paladins can reliably keep it up on a raid boss without either of them using seal of the crusader; feel free to adjust the duration of vindication as is necessary
  376.  
  377. NEW TALENT: [you decide the name]
  378. requires 15 points in retribution talents
  379. passive
  380. 3 point talent
  381. Passively reduces the threat generated by the damage you deal by 2/4/6%, unless Righteous Fury is active.
  382. place it right beneath pursuit of justice(maybe make it 4/7/10% instead)
  383.  
  384. leader of the pack grants you and your party members 5% melee and ranged critical strike chance instead of 3%
  385.  
  386. moonkin aura grants you and your party members 5% spell critical strike chance instead of 3%
  387.  
  388. moonfury is changed to a 3 point talent, granting 4/7/10% wrath, starfire, and moonfire damage instead of 2/4/6/8/10% wrath, starfire, and moonfire damage
  389.  
  390. NEW TALENT: [you guys decide the name]
  391. requires 25 points in balance passive
  392. 2 point talent
  393. Grants a 15/30% chance to refund the base mana cost of wrath, starfire, or moonfire when you perform a critical strike with any of those spells.
  394. place this talent to the right of moonfury
  395.  
  396. _
  397.  
  398. #9 (optional)NEW PET ABILITIES:
  399. aside from big bite's cooldown, the focus costs and cooldowns for these pet abilities are merely suggestions... in comparison to these other suggestions
  400.  
  401. web: 20 yard range, instant; immobilizes the enemy for 1 second(or maybe slow by 50% for 2 seconds instead); 50 focus, 25 second cooldown, spider only(lesser version of the WotLK ability)
  402.  
  403. swipe(pet): functions as the druid's swipe, except that it does less damage than claw(pet) when "area of effect" damage is not considered; no cooldown, 40 focus, bear only(bear druids can do it)
  404.  
  405. disarm(raptor): 5 yard range, instant; grasps at the opponent's weapon, effectively disarming the target for 1 second(maybe 2?); 30 second cooldown, 50 focus, raptor only(they're supposed to be smart, and they have arms to do it with)
  406.  
  407. pin: 5 yard range, instant, channeled, 1 second duration; deals x to y physical damage and then immobilizes both the crab and the target for 1 second; 35 focus, 25 second cooldown, crab only(based on the WotLK ability, but not as good), will still hurt targets that are immune to being immobilized, but will not pin them down
  408.  
  409. feign death(hyena): functions exactly as feign death(hunter) does; 20 focus, hyena only(they're known to do that irl too; alternatively, give them an enrage... or a 2 sec 50% tendon rip?)
  410.  
  411. big bite: takes a big bite out of the opponent, dealing x to y physical damage(~150% more than a "same" rank bite), and if the target is a humanoid, beast, critter, or (maybe)dragonkin, it also heals the user for x(~50% of average big bite damage) over 9 seconds while making the pet happier with each tick(less for lower level opponents), in combat or not; 50 focus, 10 second cooldown, crocolisk only(they have a very big mouth and eat meat... and don't learn claw)(it may be somewhat bursty, but thats the point)
  412.  
  413. kick(tallstrider): 5 yard range, instant; kicks the target, interrupting spellcasting(no lockout) and dealing x to y physical damage; ~50 focus, 10 second cooldown, tallstrider only(they have big legs)... adding a lockout would make it about as strong as the WotLK ability called nether shock, as well as the likes of it
  414.  
  415. serpents got poison spit in TBC; I propose giving it to them in Classic WoW as it was in TBC... however, I wouldn't add gore to Classic WoW
  416.  
  417. _
  418.  
  419. #10 RAGE GENERATION:
  420. any leftover or less-than-1 decimal amount of rage is converted into a % chance to gain 1 rage that is equal to that leftover decimal amount or less-than-one number... which is calculated separately from unbridled wrath(e.g. generating 4.5312 rage means generating 4 rage with a 53.12% chance to generate 1 extra rage; add 5/5 unbridled wrath and theres a 40% chance after that to gain another 1 extra rage)(round up or down to 4 decimal points for the amount of rage that an attack generates, where applicable)
  421.  
  422. rage that is generated by damage dealt is no longer generated based upon the amount of damage that you deal relative to your level(its changed to be static), but it is instead balanced in such a manner that your rage generation is, at all levels, the same as an old vanilla patch 1.12.2 warrior wearing only ilvl=clvl+H EPIC items with no buffs or enchants(e.g. epic ilvl=clvl+10 would be a lvl 49 warrior only wearing unenchanted epic items that require character lvl 54 to wear(so ilvl 59 epics)(passive trinkets and bow/xbow/gun with a passive included, if applicable)), whereas H is a number between 5 and 10 decided by Blizzard Entertainment, and it adheres to the following:
  423.  
  424. two-handed weapons generate 30% more rage(remember the 17% dual-wield hit chance penalty, and also recall that a 2h weapon has ~1.3 times more weapon dps than a same ilvl 1h weapon)
  425.  
  426. the offhand weapon generates 50% less rage(given this and the below change regarding damage multipliers, a dual-wielding warrior with 5/5 dual-wield spec would generate on average 3.75% more rage(before unbridled wrath) than a 2h warrior with 5/5 dual-wield spec; you want dw to generate slightly more rage than 2h because whirlwind attacks with only the main hand weapon, among other reasons)
  427.  
  428. rage generation is multiplied by your weapon's base attack speed(so a base 1.4 speed 1h generates half as much rage per hit as a base 2.8 speed 1h); haste effects do not reduce your rage generation per hit
  429.  
  430. critical strikes generate twice as much rage, increased appropriately by effects that increase your white critical damage multiplier, such as sword specialization(warrior)
  431.  
  432. the rage that is generated by glancing blows is reduced by how glancing the blow was
  433.  
  434. partially blocked attacks reduce the rage that you generate by the % of the attack that was blocked
  435.  
  436. you generate 0 rage if your attack is fully blocked, or is dodged, or is parried, or misses
  437.  
  438. if a portion of your attack was absorbed(like by a damage shield), the rage generated by the attack of yours is reduced by a percentage equal to the percentage of the attack that was absorbed
  439.  
  440. druids in the bear and dire bear forms are treated as if they are using a two-handed weapon, as far as rage generation is concerned... that one I'm not entirely sure about
  441.  
  442. unarmed attacks(not fist weapons or attacks in the bear or dire bear forms) generate as much rage as attacks from an offhand weapon do
  443.  
  444. any and all damage multipliers(your dmg dealt, not your dmg taken), such as those from talents, will increase or decrease the rage generated by the damage that you deal by the multipliers, stacking additively THEN being affected by the two-handed weapon rage multiplier or the offhanded weapon rage penalty(e.g. death wish+5/5 enrage+5/5 1h spec+5/5 dual-wield spec increases offhand rage generation to 90% of normal 1h main hand rage generation, not 130%, and a two-handed weapon with death with and 5/5 2h spec would generate 187.5% of normal 1h main hand rage, not 175%, and dual-wielding warriors that just have defensive stance active with 5/5 one-handed weapon specialization generate 100% rage with the main hand, and 50% with the offhand, but it'd be 90/45% without any points into one-handed weapon specialization)
  445.  
  446. the rage that is generated by damage dealt is reduced by a percentage equal to the % damage reduction from the opponent's armor, THEN reduced accordingly by all other means of physical damage reduction in order from biggest to smallest(e.g. shield wall, shadowform, MD voidwalker, defensive stance), except for absorbs and blocking, then it is reduced by the glancing blow reduction, if applicable, then it is reduced by absorbs, and then by blocking
  447.  
  448. the rage that is generated by damage dealt is increased by the likes of berserker stance by a percentage equal to the % vulnerability to physical damage given by berserker stance and other such talents(e.g. a warrior hitting another warrior with berserker stance generates 10% more rage from damage dealt than normal)
  449.  
  450. one-handed weapon specialization(warrior) will now also increase your rage generated per white attack WHILE a 1h+shield are equipped, by(base weapon speed*((A% of attack power that is above character lvl*B)+(C% of base weapon dps that is above D)))*((0.2)*talent level) ...which is then normally reduced(or increased, where applicable) by stuff such as armor, shadowform, berserker stance, and absorbs/blocks; the values of A and C are not specified, but they should cause rage generation to be about as good as the old formula was for prot warriors in such a manner that it helps them to compensate for taking less damage as their tanking gear gets better, AND D=base(item's tooltip) weapon dps of the average 1h of EPIC an ilvl=charlvl+H non-caster weapon, AND B=the expected attack power of an unbuffed unenchanted warrior in full ilvl=clvl+H epic items, including passive trinkets and a ranged weapon with passive stat(s), if applicable... H is defined near the top of the RAGE GENERATION category, and also, maybe you could rename one-handed weapon specialization(warrior) on top of that change... the formula has a different value for B for lvl 61-70 characters(not 60-70), and another value for B for lvl 71-80 characters(not 70-80)
  451.  
  452. the bear and dire bear forms that druids get will, by default, increase your rage generated per white attack by (X% of ap THAT is above character level*Y)... which is then normally reduced by stuff such as armor, defensive stance, and absorbs/blocks; it has a different value for y for lvl 61-70 characters(not 60-70), and another value for Y for lvl 71-80 characters(not 70-80)... I'm not sure if this one should be subject to the two-handed rage multiplier or not... the value of X and Y are not specified, but they should cause rage generation to be about as good as the old formula, in such a manner that the change compensates for you taking less damage as your tanking gear gets better
  453.  
  454. the purpose of the two above changes are to compensate for tanks taking less damage as they get better gear while also being at the maximum level, which IS the case in old vanilla, so adjust the values of the variables accordingly
  455.  
  456. if these rage generation changes are too severe for warrior dps, then change H from ilvl=clvl+5 epics to ilvl=clvl+10 if you hadn't done so, and if it still isn't enough, THEN, ONLY if warrior dps is still not good enough for raids, then also add these changes:
  457.  
  458. flurry(warrior) is now a 3 point talent, granting 10/20/30% melee haste after dealing a melee critical strike for the duration
  459.  
  460. NEW TALENT: Furious Shout[or something]
  461. requires 5 points in enrage
  462. requires 1 point in death wish
  463. requires 3 points in flurry
  464. 2 point talent
  465. passive
  466. You put your (adjective) fury into your battle shouts, increasing the melee attack speeds of all that are affected by battle shout by 2/3%.(it takes precedence over booming voice+improved battle shout for which battle shout applies)
  467. this talent is placed to the left of flurry(warrior), and is also a prerequisite for bloodthirst
  468.  
  469. mortal strike's debuff now also increases the physical damage taken by the target by 1%
  470.  
  471. and if warrior dps STILL isn't good enough for raids, then increase mortal strike's physical damage vulnerability to 2%, and increase the melee haste from furious shout to 3/5%
  472.  
  473. _
  474.  
  475. #11 OTHER:
  476. a temporary ignore option is added to the ignore list; it will, when used, ignore the selected player for 24 hours, then automatically unignore the player when the 24 hours are up, even if you're logged off at the end of those 24 hours; you can "upgrade" it to a regular ignore if you so choose, and you can end the ignore early if you so choose... this would very be useful for ignoring gold sellers
  477.  
  478. do NOT make the ignore list bigger, especially in today's political climate
  479.  
  480. I'm serious about the above non-change, which was not a typo
  481.  
  482. do not implement cross-realm battlegrounds
  483.  
  484. hire at least a few GMs whose only jobs are to monitor lvl 60 battlegrounds for win trading and AFK abuse (e.g. avoiding the deserter debuff while essentially being afk) and PvP walljumping and such... make sure its really obvious before you punish people for it, and instead of banning people for it, lower their rank by 1 for new offenders, and by 2, or 3, or at the most 4 for repeat offenders; its okay if you lower the rank of someone's level 60 alt instead of their ranks, because their rank might into the negatives and they probably won't like that, nor would they like being barred from all battlegrounds(including the one they're in, if applicable, when the rank updates) because of their negative rank
  485.  
  486. healing over time effect stacking is treated as it was during late TBC and onwards
  487.  
  488. (questionable)ALL addons are disabled, period; if you really want help with that one quest, you can look it up like you could in 2004, or just ask someone in guild or general chat, and if you really want to know when to do what during a boss fight, then get good; also, threat meters didn't exist as an addon until TBC, or so I'd read on the official WoW forums
  489.  
  490. ALL visual spell effects should, as far as graphics are concerned, visually look like they had before TBC was released... really
  491.  
  492. you should release Classic WoW on the same day that BfA is released, in order to split the MMO tourists between BfA and Classic WoW; they'll likely check out both, but likely not at the same time
  493.  
  494. do NOT release all of the Classic WoW servers at once; you should take ~10% of your intended Classic WoW servers and release them across three months after the first Classic WoW servers(the majority of them) are opened up... make sure that the players are very conspicuously told about this, as it would increase number of skeptical people that play Classic WoW, because they both want to play on a brand-new server from hour 1, AND they want to make sure that it isn't an unfinished buggy mess before they spend money on it... then release the a few more WoW servers over the span of a very long time, as theres gonna be more people looking for a fresh start
  495.  
  496. it is better to have less servers than to have more servers, concerning the surge of players upon release; having too many servers means that after the first few months, almost all servers are going to be low pop, which is undesirable in the long-term, whilst not having enough servers is only undesirable in the short-term, since those first few months are going to be very overpopulated in the level 1-10 and 10-20 zones, but after a few months its going to settle down and STAY SETTLED DOWN, and concerning private server releases, plenty of people purposefully wait until a few weeks after release day to start playing on the server, even though they decided before day 1 to play on the server, because of the overpopulated starting zones, and some people wouldn't play on the server at all unless they knew it wasn't a buggy lagfest, and those same people will not hesitate to use those same precautions for Blizzard Entertainment's official Classic WoW servers
  497.  
  498. during the first month of every server's lifespan, increase the server capacity of every server from 3-4k to 6-8k, then put it back to 3-4k after the first month has elapsed; make sure that the players know about this before release...this would have the side effect of making the starting zone rushes even more hectic, BUT it would mean that less players, if any at all, would wait in the queues
  499.  
  500. do not be afraid to merge low-pop servers, CRZ is worse than mergers
  501.  
  502. do not implement sharding nor cross-realm zones in any way, shape, or form
  503.  
  504. lower the cap on searing needle's debuff to 3 stacks, and decrease the power of the proc from 10 to 5 extra fire damage taken per stack(or keep it at 10 and don't let it stack)
  505.  
  506. either set the debuff limit to 16 from the start, or outright remove it: below is a summary of almost all of the consequences of removing the debuff limit:
  507. 1: crystal yield(-200 armor), IF it doesn't stack with annihilator, sunder, faerie fire, or curse of recklessness
  508. 2: hemorrhage(+7 phys dmg taken)
  509. 3: gift of arthas(+8 phys dmg taken)
  510. 4: weapon-specific debuffs; of all the weapon-specific debuffs, the only notable change in the raiding metagame, aside from players no longer being reluctant to use weapons such as gravestone war axe and gutgore ripper, would be searing needle MAYBE getting used in some rogue's offhand and some guy tanking with annihilator, the latter of which would've happened even with a 16 debuff slot limit... NPCs, including raid bosses, don't actually have any str or agil to reduce, so I've read, and I'm not sure if they have any int either
  511. 5: warriors don't worry about deep wounds taking debuff slots anymore, and it won't get pushed off
  512. 6: paladins can use judgement of light, wisdom, and the crusader, as well as vindication, without worrying about debuff slots
  513. 7: hunters can use serpent sting(32 dps before AQ, 37 after AQ), and if they're really good at their class, then they can use explosive/immolation trap and scorpid pets can use scorpid sting, the max rank of which deals 40 dps at 5 stacks
  514. 8: rogues can use hemorrhage, garrote, and rupture without worrying about debuff slots
  515. 9: guilds would be less hesitant to take more than 1 shadow priest to a raid, but they likely still wouldn't; also shadow priests can use vampiric embrace without a non-threat-based issue
  516. 10: shamans don't worry about stormstrike taking up a debuff slot, and if they think they won't crit, they can cast flame shock instead of frost shock
  517. 11: mages don't worry about the debuff slot from fireball or pyroblast anymore, or the one from improved scorch or winter's chill, and they don't worry about ignite being pushed off anymore
  518. 12: warlocks can use their DoTs; with those dots, their geared dps might be on par with that of geared frost mages
  519. 13: moonkins can cast moonfire without caring about debuff slots, and cat druids can use rip without caring about debuff slots; rake, like rend, doesn't scale with AP(which is fine), so they won't use that anyway(druids often casted insect swarm anyway)
  520. 14: an arms warrior can use mortal strike, reducing healing taken by 50%, and ALSO increasing physical damage taken by 2%... if that change gets implemented
  521.  
  522. if the debuff limit is removed, then also increase the hp of all raid mobs and world bosses that were available to players before patch 1.7 by an additional ~18%, and increase the hp of all raid mobs and world bosses that were available to players after patch 1.7 by an additional ~12%(instead of an additional ~18%); both of these should have the exceptions of all raid enemies that you wouldn't expect to have more than 16 debuffs on them at a time, such as c'thun's tentacles... the hp changes would include the changes from raids being made harder due to 1.12.2 talents, as well as the other changes that I had proposed(mainly better windfury totem and vindication)
  523.  
  524. _
  525.  
  526. #12 CRAFTING/REAGENTS:
  527. blacksmiths can now craft SHIELDS; various shield recipes of various levels are added to the existing blacksmithing recipes
  528.  
  529. everything that requires goblin engineering to craft also requires goblin engineering to use, except for goblin rocket fuel
  530.  
  531. everything that requires gnomish engineering to craft also requires gnomish engineering to use, except for inlaid mithril cylinders
  532.  
  533. soul pouch now additionally requires one essence of undeath to be crafted, felcloth bag additionally requires 4, and core felcloth bag additionally requires 10 of them, and runed stygian belt additionally requires 1 essence of undeath to be crafted, and runed stygian pants and boots additionally require 2 essences of undeath to be crafted
  534.  
  535. gift of arthas now additionally requires 1 ichor of undeath to be crafted, and ultra-flash shadow reflector and +20 shadow damage to gloves now additionally require as many ichors of undeath as essences of undeath to be crafted
  536.  
  537. all naxxaramas frost resistance gear additionally requires 2 globes of water per essence of water to be crafted
  538.  
  539. the stormshroud armor set now additionally requires as many globes of water and breaths of air to be crafted as they do essences of water and essences of air
  540.  
  541. +4 mp5 to bracers and +20 frost damage to gloves and hyper-radiant flame reflector now additionally require as many globes of water as they do essences of water to be crafted
  542.  
  543. +15 agil to 1h weapon, +25 agil to 2h weapon, and +7 agil to gloves now additionally require as many breaths of wind as they do essences of air
  544.  
  545. +15 FR to cloak and +20 fire damage to gloves now additionally requires 4 hearts of fire for the enchantments, and all flarecore(cloth FR) gear requires as many hearts of fire as essences of fire to be crafted
  546.  
  547. titanic leggings, stronghold gauntlets, and +15 str to 1h now additionally require as many cores of earth as essences of earth to be crafted
  548.  
  549. gyrofreeze ice reflector now requires as many hearts of fire as essences of fire to be crafted
  550.  
  551. truesilver transformers now require an additional elemental air to be crafted
  552.  
  553. greater nature protection potion no longer requires an elemental earth to be crafted, but an elemental air instead
  554.  
  555. frost oil now additionally requires two elemental water to be crafted
  556.  
  557. _
  558.  
  559. #13 OTHER CRAFTING(optional)(questionable):
  560. blacksmithing and leatherworking: a few blacksmithing and a few leatherworking recipes are added to each raid tier for BoP items; these items use reagents found in the raid and are not necessarily better than other items found in the raid or that can be crafted into BoE items with raid reagents... these items should also all require 300 blacksmithing AND mining, or skinning AND leatherworking to be equipped... also be sure to make use of the sub-professions; namely axe/mace/swordsmithing, armorsmithing, and dragonscale/primal/tribal leatherworking, and also make sure that you only provide 1 axe, mace, and sword option per tier of raids(not a 1h and 2h for each raid), and also for the purpose of this whole category, ony's loot would be considered alongside BWL's or MC's loot, so that both raids' recipe drops combined are enough for just BWL or MC... also ZG/AQ20's crafted BoP loot would be worse than that from MC, and ZG would have no BoP crafted non-weapons added, since they have those rep reward recipes with those set bonuses of theirs
  561.  
  562. tailoring: HALF of a few tailoring recipes are added to each raid tier for BoP items; these items use reagents found in the raid and are not necessarily better than other items found in the raid or those that can be crafted into BoE items with raid reagents... these items also all require 300 tailoring to be equipped
  563.  
  564. enchanting: add ring enchants like in TBC(self-only and makes it BoP), except ofc not as good as the endgame TBC ones... the ring enchants should be designed in such a manner that, when combined with tailoring's BoP raid quality gear, it wouldn't necessarily be better or worse for a warlock to have tailoring and enchanting than it would be, for example, for a warrior to have mining and blacksmithing
  565.  
  566. alchemy: add ONE of some sort of BoP UNIQUE usable unequippable consumable item WITH CHARGES that has a cooldown and can only be used by sufficiently skilled alchemists(who are also herbalists)... maybe they could turn some herbs into a gas cloud or something?... alternatively, do something else(maybe some BoP potion(s)?) to make alchemy(when combined with herbalism) be useful for a character who has an alchemist best friend with all the recipes who gives him whichever and however many potions he wants for free
  567.  
  568. engineering: the bombs and equippable stuff and such also requires an amount of mining to be used that is equal to the prerequisite amount of engineering
  569.  
  570. _
  571.  
  572. #14 (VERY optional)NEW RAIDS:
  573. with the re-release of Classic WoW, you have the opportunity to include new and/or scrapped raids; should you choose to, you at the very most should release 7 of them, potentially including at least the following:
  574.  
  575. karazhan(it was originally going to be a 40 man, scheduled for after naxx, or so I'd read)
  576. karazhan crypts(planned for patch 2.2, but was scrapped)
  577. grim batol
  578. underwater azshara raid(there was a portal somewhere, wasn't there? make sure the raid wants to have water breathing up, do not make extra water breathing gear that drops outside of the raid)
  579. emerald dream
  580. dragon isles
  581. and I think that theres a portal behind a metal gate between the elite demon place in winterspring and mount hyjal
  582.  
  583. if you decide to release new raids, then you could potentially have, not counting world bosses or onyxia:
  584. 2 T0 raids: UBRS and a scrapped raid
  585. 2 T.5 raids: ZG and AQ20
  586. 2 T1 raids: MC and a scrapped raid
  587. 1 or 2 T1.5 raids: the emerald dream, which would be as big as two raids, or maybe just two scrapped raids instead
  588. 2 T2 raids: BWL and a scrapped raid
  589. 2 T2.5 raids: AQ40 and a scrapped raid
  590. 2 T3 raids: naxx and a scrapped raid
  591.  
  592. if a new T0 raid is made, it should be available at the server's release; there should be no legendaries that come out of there(but that doesn't mean it can't be involved in a legendary quest chain), and ALL of its loot should be ilvl 63 blues that require clvl 58 to equip, as well as a few ilvl 63 epic items that require clvl 58 to wear, and maybe you could have something like chromatic carapace that lets you get ilvl 62 epic items too
  593.  
  594. if a new T1 raid is made, it should be available at the server's release; barring legendaries, none of its non-weapon loot should be above ilvl 78, and none of its weapons should be above ilvl 77
  595.  
  596. if you make T1.5 raids, they should be released maybe after the ahn'qiraj war effort begins, and before naxxaramas is released, and the release of naxxaramas should NOT be delayed by the releasing of T1.5 raids; of course, barring legendaries, the item levels of the loot should be higher than MC stuff and lower than BWL stuff
  597.  
  598. if you make a new T2 raid, it should be available when BWL is available to players; barring legendaries, its weapons should not exceed ilvl 81, and its non-weapon loot should not exceed ilvl 83
  599.  
  600. if you make a new T2 raid and decide that its gonna be the emerald dream; you should release the nightmare dragons when BWL is released, and each portal guarded by each dragon should lead to a different mini-raid with 2 or 3 bosses in them, or maybe it could be a naxx-like sort of thing where the raid is divided into four "quarters" then has a 5th final place, BUT you would be able to enter or exit the raid from 4 places, with each exit putting you into a different place... but if you release the emerald dream as a T1.5 raid, it should be released as the only T1.5 raid, and be available to players as soon as the nightmare dragons are, AND, in that case, the nightmare dragons should in that case be released maybe a month after the AQ war efforts begin
  601.  
  602. if you make a new T2.5 raid, it should be released when the ahn'qiraj war effort begins, or perhaps a month after it begins instead; barring legendaries, none of its non-weapon loot should be above ilvl 88, and none of its weapons should be above ilvl 84
  603.  
  604. if you make a new T3 raid, it should be released when naxxaramas is released; barring legendaries, none of its non-weapon loot should be above ilvl 92, and none of its weapons should be above ilvl 89
  605.  
  606. I'm not telling you that every new raid should include a legendary item, but that if you DO include new legendary items, then go by what I'd stated about them for this category of suggestions
  607.  
  608. split the drop locations of the T1 set items between the new raid, should you make it, and do similarly for T2 and T3 set items
  609.  
  610. if you add a new T2.5 raid, add a separate T2.5 set with the same itemization as the already-existing T2.5 set items, which is composed of only a pair of gloves, a belt, a pair of bracers, and maybe an amulet or something, but it maybe should just be a 3pc set
  611.  
  612. adding new raids may justify increasing the difficulty of certain already-existing raids, due to the availability of new equipment; then do so where it is called for(even if you gotta unnerf c'thun), in order to preserve the difficulty of the already-existing raids
  613.  
  614. also recall that for some of your raids, the item level gets higher as you kill bosses deeper in the raid, with the increase not just happening for the last 2 bosses; examples of that include at least AQ40 and naxxaramas
  615.  
  616. all items that drop from the new raids should have the same kind of itemization as the items from the already-existing raids of the same tier, or in the case of T1.5, the loot from that tier of raids should have the same sort of itemization as the loot that is found in BWL
  617.  
  618. by itemization, I mean stuff such as having spirit on mail and plate, and stuff such as having strength on rogue-only gear
  619.  
  620. if you decide to implement the underwater azshara raid, don't tell the players about it, even after it gets released; if some player(s) find out about it and post about it on the forums, do not censor them
  621.  
  622. do not put ANY new raids into the PTR; it is more important that the players initially find the raid to be difficult(since they hadn't been there before) than it is that the raid works flawlessly at release... you can test the raid loot in the PTRs, though, but not the raids themselves, and if the raids are buggy at release, then they can be less buggy after release, and actually, perhaps you can scrounge up 40 already-paid employees including the developers hired for Classic WoW and perhaps also forum moderators to test out the raids, which would prevent the players from figuring out the bosses BEFORE they're released on the live realms
  623.  
  624. and while(and if) you're at it, also put the raids into BfA, without turning them into level 110 or 120 raids
  625. _
  626. _
  627. _
  628. _
  629. _
  630. also, please use the old models for enemies and players and such(someone else can explain that one), or at least make the downloading of the new models and such optional, and please don't implement achievements either
  631.  
  632. I can argue for EVERY single one of those suggested changes; though the ones that say (optional) or (questionable), and the stuff on the few lines above this one, I'm not gonna be so good at arguing for
  633. I also am open to changing my suggestions, should they be sufficiently argued against, or if I just get a nice idea
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