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Many non-QoL suggestions for Classic WoW changes

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Nov 18th, 2017
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  1. so I'm gonna make some Classic WoW suggestions, but NOT quality of life suggestions such as lvl 20 mounts, guild banks, flying mounts or dual speccing; in fact I'd rather those all not be in Classic WoW
  2.  
  3. I understand that some people are hardcore purists and may actually not play the game if you change it, but if you do decide to change vanilla WoW at all from its 1.12.x state, then i suggest that you do the stuff mentioned in this post, in addition to progressive content release ala nostalrius
  4.  
  5. these suggestions are about preventing exploits, fixing AV, and making some non-QoL changes/additions to the game that are ultimately minor
  6.  
  7. I will first mention that I do not have a paid WoW account(anymore); I am posting using a free trial
  8.  
  9. so I'll list 14 considerable issues with Classic WoW, then I will list potential solutions for those 14 issues, and a few other changes too:
  10.  
  11.  
  12. 1: players of certain class(es) are able to solo-farm mauradon and dire maul: east and north 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)
  13.  
  14. 2: black lotuses 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
  15.  
  16. 3: at least a 1 digit number of quest chains are unfinished in patch 1.12.x
  17.  
  18. 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 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 alot, and even if you do, most of that gold flows into the hands of players; there'd oughta be more NON-COSMETIC gold dumps... the specifics are detailed below
  19. I also will relate a certain experience I had while I'd used to play on an illegal WoW server: one time I was a level 60 dps warrior; I'd had all my skills, all the crafted gear I wanted(that was available), and an epic mount+training, and I didn't want to make an alt, and I had like 600+ gold or something. I didn't want to buy consumables such as a mongoose potion or a flask of the titans so I could do slightly better when farming raids, so I ended up giving away maybe 500 gold to my raiding guild's tanks and healers, 25g to each person, because I didn't have anything much else to use my gold for... I was getting enough income from raiding to cover repairs, flight paths, mail, and AH fees, and to buy greater fire protection pots for maybe 2 months without going out and grinding, and iirc I had a stock of healing potions too
  20.  
  21. 5: the alliance in vanilla is slightly better than the horde at PvE and arguably also at PvP; only 3 small changes are necessary to sufficiently balance them out for vanilla, aside from fixing alterac valley which is also addressed below
  22.  
  23. 6: alterac valley itself is quite unbalanced, whether with or without the way to hike around the alliance's bridge
  24.  
  25. 7: warsong gulch gives a little bit more honor than alterac valley and arathi basin per hour(or so I've read), unless turtling happens
  26.  
  27. 8: improved scorpid sting is bad, and it is perhaps the worst talent in the entire game; improved arcane shot isn't that great either
  28.  
  29. 9: certain white items that seem like they should be valuable, are usually just vendor trash; these are elemental water and air, heart of fire, core of earth, globe of water, breath of wind, ichor of undeath, essence of undeath, and before AQ comes out, living essences... also essence of earth IS valuable, but imo not as much as it should be
  30.  
  31. 10: 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
  32.  
  33. 11: it is very, very difficult 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
  34.  
  35. 12: feel free to correct me here, but there is one and only one bad endgame talent tree and that is beast mastery; fix this by having hunter pets scale a little bit(a little bit compared to TBC) with the hunter's stats via BM talent(s); I am not suggesting this for warlock demons, but I guess its okay if you do that too... I'm not gonna try to turn BM into a PvE spec, though I have been told that its useful in PvP, though I'm not so sure myself
  36.  
  37. 13: fast 2 handed weapons aren't useful compared to slow ones; a solution is provided below
  38.  
  39. 14: ignite is broken when multiple fire mages are involved, and rage scaling is broken in BWL gear and better
  40.  
  41. 15: this ain't really an issue, but there'd 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
  42.  
  43.  
  44.  
  45. so I will propose these changes to fix vanilla WoW: ...this assumes that the 1.12.x talent trees are used throughout the whole thing, with the few modifications suggested below
  46.  
  47. _
  48.  
  49. DUNGEONS/RAIDS:
  50. whip lashers no longer drop loot
  51.  
  52. 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
  53.  
  54. 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 cast sprint(rank 3), which is the only situation in which he will cast it... this yell will also attempt to aggro cho'rush the observer
  55.  
  56. make MC, BWL, and maybe ZG a liiiiiiiitle bit harder, if you'd be using 1.12.x talents for the whole lifespan of each server
  57.  
  58. _
  59.  
  60. WORLD:
  61. all mining and herbalism nodes, even those inside of dungeons, are dynamic and randomized, so that no two nodes have the exact same spawn location, as far as a player should be concerned, but each type of node will still only spawn in certain parts of certain zones
  62.  
  63. (optional)black lotuses would no longer spawn on predetermined herbalism nodes, but will instead randomly be found on herbalism nodes of a high enough level with a low chance to spawn... I guess competing for black lotuses could encourage world PvP, but this change may be questionable?
  64.  
  65. finish making all unfinished(as of 1.12.x) quest chains, such as the one involving the chained essence of eranikus
  66.  
  67. _
  68.  
  69. ECONOMY(gold dumps):
  70. the following values don't consider reputation discounts, though they would apply, except to the ZG stuff
  71.  
  72. 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
  73.  
  74. +15 agility to 1h, +25 agility to 2h, +30 spellpower to weapon, +55 healing to weapon, +15 strength to weapon, and the crusader enchant all additionally require one of that reagent that costs 20g at enchanting supplies vendors
  75.  
  76. 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
  77.  
  78. all ZG enchants additionally cost 50g, including the shoulder AND leg/head enchants; this and the above changes should make gold be more valuable in the LONG run
  79.  
  80. 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 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
  81.  
  82. _
  83.  
  84. ALLIANCE/HORDE BALANCE:
  85. reckoning is capped at 1 stack, not 5
  86.  
  87. blessing of salvation's threat reduction is reduced from 30% to 20%(remember that dps is limited by the tanks, and that most horde raids don't have even 7 shamans in them)
  88.  
  89. tauren, like dwarves, get the mace specialization racial
  90.  
  91. alterac valley is in its pre-nerf state like in patch 1.5 was it?, but with the following changes:
  92.  
  93. you can no longer hike around the alliance's bridge in alterac valley
  94.  
  95. the horde's towers that can be captured, like the alliance bunkers, have guards who have ranged weapons
  96.  
  97. the horde's base has many more guards, especially in the "inner" "half"
  98.  
  99. 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
  100.  
  101. _
  102.  
  103. OTHER CLASS CHANGES:
  104. improved scorpid sting's stamina reduction is increased to 10% of the opponent's stamina, 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)
  105.  
  106. 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
  107.  
  108. hunter traps and all NPCs that are controlled by players(including temporary pets such as a scarlet tracking hound) can no longer tag an enemy on their own, no matter what
  109.  
  110. the talent, endurance, also causes your pet's stamina to be increased by a percentage of your stamina; that should be a small percentage of tbc's regular pet scaling
  111.  
  112. the talent, thick hide(hunter), also increases your pet's armor by a percentage of your armor(that should be a small percentage of tbc's regular pet scaling), but the flat % increase is slightly reduced
  113.  
  114. the talent, unleashed fury, also increases your pet's damage by a percentage of your MELEE attack power(hunters DO get 1 melee ap per agility, don't they?)... that should be a small percentage of tbc's regular pet scaling
  115.  
  116. thick hide reduces the damage taken from critical strikes by 1/2/3/4/5% while in the bear, dire bear, and moonkin forms
  117.  
  118. ignite is changed to deal its damage every second for 4 seconds, in such a manner that it deals 53% of the damage on the first tick, 26% on the second tick, 13% on the third tick, and 7% damage on the fourth tick(or 50/25/12.5/12.5%)
  119.  
  120. seal of command's proc chance is changed to 45%, regardless of weapon speed, this also slightly buffs retadins who use 3.8 speed weapons, moreso those with slower weapons
  121.  
  122. stormstrike's damage is changed to 35% of your attack power, increased if you're using a two-handed weapon to 45%(remember the dual-wield hit penalty? so not 30%)
  123.  
  124. with the above two changes, 2 handers that aren't quite slow, such as kalimdor's revenge(from AQ40), typhoon, treant's bane, finkle's lava dredger, blade of hanna, vendorstrike, blackfury, and many blue items will be useful weapons(for some), but the horde still won't have much use for not-slow 2h swords or polearms, though blade of hanna can be put on the neutral AH... don't try to make fast 2h weapons useful for warriors unless you manage to find out how to not mess it up; and don't forget that slam exists
  125.  
  126. _
  127.  
  128. RAGE GENERATION:
  129.  
  130. work in progress, check back later... static rage generation might make slow 2 handers bad
  131. _
  132.  
  133. OTHER:
  134. 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 dunno how much the actual difference is though
  135.  
  136. implement negative PvP ranks; 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
  137.  
  138. a lvl 57 rare two-handed mace is added to the game that looks like a tree trunk(think WC3); it has a tauren-only racial restriction and drops off of Tendris Warpwood in Dire Maul: West
  139.  
  140. _
  141.  
  142. CRAFTING/REAGENTS:
  143. blacksmiths can now craft SHIELDS; various shield recipes of various levels are added to the existing blacksmithing recipes
  144.  
  145. the big one now requires goblin engineering to use; this might make goblin engineering viable, considering how much better than thorium grenades(and dark iron bombs) those things are
  146.  
  147. soul pouch now additionally requires one essence of undeath to be crafted, felcloth bag additionally requires 4, and core felcloth bag additionally requires 10, and runed stygian belt additionally requires 1 essence of undeath to be crafted, and runed stygian pants and boots additionally requires 2 essence of undeath to be crafted
  148.  
  149. enchant cloak +15 nature resistance additionally requires 2 essence of earth
  150.  
  151. 1 or 2 more pre-AQ uses are made for living essences; dunno how to go about this one though, you guys can figure it out
  152.  
  153. 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
  154.  
  155. all naxxaramas frost resistance gear additionally requires 2 globes of water to be crafted
  156.  
  157. the stormshroud armor set now additionally requires as many gloves of water and breaths of air to be crafted as they do essences of water and essences of air
  158.  
  159. +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
  160.  
  161. +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
  162.  
  163. +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
  164.  
  165. titanic leggings, stronghold gauntlets, and +15 str to 1h now additionally require as many cores of earth as essences of earth to be crafted
  166.  
  167. gyrofreeze ice reflector now requires as many hearts of fire as essences of fire to be crafted
  168.  
  169. truesilver transformers now require an additional elemental air to be crafted
  170.  
  171. greater nature protection potion no longer requires an elemental earth to be crafted, but an elemental air instead
  172.  
  173. frost oil now additionally requires two elemental water to be crafted
  174.  
  175. _
  176.  
  177. OTHER CRAFTING(optional):
  178. blacksmithing and leatherworking: a few recipes are added to each raid 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(except that the weapons should be 1, not 2, item lvls better than the raid tier's weapons(barring those from the last and second-to-last-boss))... 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 subprofessions; 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 loot, so that both raids' recipe drops combined are enough for just BWL... also you could make more use of those onyxia scales
  179.  
  180. tailoring: HALF of a few recipes are added to each raid 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
  181.  
  182. 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 for a warlock to have tailoring and enchanting than it would be for example, for a warrior to have mining and blacksmithing
  183.  
  184. 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) 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
  185.  
  186. 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
  187.  
  188.  
  189.  
  190.  
  191.  
  192. also, please use the old models for enemies and players and such or at least give an option for it(someone else can explain that one), and please don't implement achievements either
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