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- Affliction lock scythe
- council of the black harvest
- gateway to legion's base in the nether
- steal info on artifacts from the legion, go to duskwood and follow the trail to karazhan catacombs beneath karazhan
- "soul stealing" weapon, grants bonuses when killing enemies
- occasionally lets a soul loose which can grant these benefits also
- Artifact Power is a resource unlocking new abilities
- quests, rares spawns/drops, treasures, dungeon bosses, arenas/BGs wins, raids
- Start with an artifact power, Warlock - Souls of the Damned referenced above
- Unlock active abilities via Artifact tree
- also passive effects with single target vs. AoE choices, with multiple ranks
- One point traits more utility focused e.g. Healthstone a full heal
- Need to max out multiple rank talents to progress further in the tree.
- Major trees more transformative, modify class abilities or also artifact ability granted.
- Ashbringer e.g. Divine Storm causing a whirlwind in front of you
- First active trait almost immediately, First major trait just before max level
- Incremental power increases to put points into, will grow with you throughoug legion
- Relics - socketed into Artifacts
- Increase the item level, stats, scaling further into the expansion
- Grant bonus ranks into passive effects for your Artifact trees - more customization for focusing on e.g. single target/aoe
- Over time possibly tapping into major traits, so instead of 1/1 could be 2/1 to increase its strength
- Comes with two slots (warlock e.g. Fel slot/Shadow slot)
- Different classes = different slots for diversity, e.g. Ashbringer Holy/Fire
- Max Level - upgrade it, open world/dungeon content culimating in an upgrade
- Also granted an extra artifact upgrade slot
- Grants a new skin for your Aritfact, this will be granted via other forms of content
- Colour variations follow this same unlock system
- E.g. achievements - earn exalted/complete all quests/exploration
- Could tap into artifacts the history e.g. kill quest mob that previously wielded the weapon
- Each relic has some a personality you will feel in the world
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- Class/Order halls
- Locations should strongly represent the class - not just nostalgia, has to identify with the class
- Should welcome in the greatest breadth of different class identities for different players
- e.g. Warriors see themselves as the berserker, the trained precision fighter, the staunch protector
- Class Orders need to step up to fight the Legion and put up a real fight and have motivation to do so
- -Example Class Hall: Druids Dreamgrove-
- Considered Moonglade and does fit the class, but thought could do a better job immersing the Druid fantasy
- Needed to fill the different aspects of Druid playstyle - Feral/Guardian etc.
- Broken Isles home to druids, chance to go wild with design
- Dreamgrove a sanctum for druids only, the dream and reality is separated very thinly, only druids may enter
- Features
- Altar to deal with Artifact customization
- Different for each class, druid a pool of water in the grove, Shaman an altar on the precipice of the Maelstrom
- Class Champions e.g. Lady Liadrin - more personality & you will see them in the world, unfolding the backstory
- Scouting Map - portal for Legion content - decides first zone you access in levelling experience
- Will still continue to access it
- Class content in the class hall e.g. artifact customization
- Flavour intermittent e.g. Pick Pocketting for Rogues, Demon Hunting quests
- Some features e.g. armor stands for previous tier sets to show off
- Hunters have a lodge in Highmountain, access to eagle flight network no others can
- Druids dreamgrove grants portals to areas in the world
- Warriors have an arena to spar with other players/NPCs for bragging rights
- Dalaran is a traditional capital city, auction house/mailbox etc.
- Every class will get their own brand of "Death Gate" to get to your class hall in the world
- E.g. Hunters summon giant eagle to pick you up and take you to your class hall
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- Demon Hunters
- Melee, leather, fel magic
- Character customization - you can choose horns/blindfolds/tattoos/skin textures
- on top of regular character customization, like alternate skin colours for DKs
- different voice overs for Demon Hunters specifically, including emotes
- Havoc "fight fire with more fire" emphasis on mobility
- uses Fury "it's like rage but you throw in a little smouldering hatred and a splash of purple and voila"
- Build up with small attacks, spend on big attacks, standard resource system
- Demon's bite - random fury (15-25) lower damage
- Chaos Strike costs 40 Fury, deals high damage, Critical Strikes consume 0 for variation and gameplay
- Throw Glaive 10 sec cooldown, free no resource generation, can bounce to 2 other targets in 10 yards, 40 yard range.
- Blade Dance (talent possibly moving to core functionality)
- Double Jump, does what it says, simple
- Glide 1.5sec CD, reduces fall damage like goblin gliders, activated by the jump key, not a action bar slot
- Vengeful Retreat 25sec CD, deals damage & slows by 70% for 3sec, requires no target/can be done in air, leaps backwards
- Fel Rush - high damage 10 sec recharge instant dash forward
- Chaos Nova 1min CD aoe stun 5sec with damage included
- Eye Beam 45sec CD 50 fury channelled, rooted but can rotate, high damage over time
- Consume Magic 20yd range interrupt, 20sec CD, grants full bar of fury when interrupting
- Metamorphosis 10 min CD, leap into the air and land, transform in airDeal damage and stun all withinn 8 yds for 3sec.
- 30sec duration granting 100% leech & "empowering blade attacks" - keep all mobility nothing else changes
- Spectral Sight 10sec CD to see stealth/invisibility/phsyical barriers e.g. walls - circumvents line of sight
- Was a snare when using but has been reduced greatly - available to both specs.
- Vengeance - still very much in development, "demon inquisitor"
- Flame Whip, Fire Brand, Immolation Aura
- Protective spells for themselves or even others
- Have their own Metamorphosis, defensive cooldown, not necessarily tied to offense.
- Lends itself very well to talents and artifact traits
- No further information on tanking aspects of Demon Hunters.
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- Classes
- Class fantasy through artifacts & Order Halls need to deliver on the fantasy & specializations for players
- Needs to be Immersive, Distinct and Empowering. Need to feel like you're involved in all aspects of the class
- Names of abilities/animations fit the theme and every class/spec differentiates them enough to identify with the class you want
- You need to feel like you're in total control, not necessarily overpowered but you need to feel empowered and strong.
- Death Knight Runes: 3 runes cramped the playstyle because players weren't able to press what they want when they needed
- Reduced to one type of rune so you can use the ability you want to use when you want to
- Warrior ability charges cleaned up, Whirlwind causes AoE, no more meat cleaver, Enrage lets you Raging Blow as much as you want
- Any stacking buffs/debuffs either eliminated or turned into a resource e.g. Arcane Charges for Arcane
- If you screw up it was much too punishing for Arcane mana management, let's keep the theme but change that aspect
- Arcane New mastery: Savant - increases max management. Gives back control of your character to the player to decide when using spells
- Survival Hunter - going to melee with their spear and beast fighting side by side. Harpoon, Lacerate, Mongoose Bite, Raptor Strike
- Discipline Priest - Atonement a core mechanic, heal via dealing damage to enemies
- Rogues felt too similar - Subtlety master of shadows, Shadow Dance passive, finishing move 20% chance per CP re-enter stealth
- Shadow Strike - teleport to target deal Ambush level damage, a ninja moving around being where you want to be, HAT removed and replaced
- Demonology Warlock - lost the fantasy of summoning hordes of demons: more new minions and buffing them out to attack, no more turning into a demon
- Guardian Druid - Like a grizzly bear that's immovable, avoidance makes no sense. All about armor/health to soak up damage, not avoid.
- Shadow Priest - Felt like the poor cousin of the affliction warlock, have cool abilities but don't fit together - tapping into void (old gods) Resource: Insanity, spells built it up, tap into it going more insane, shadow form darker/tentacles turning into void form become more and more powerful as built up, longer you can stay in void form more damage gained but is fleeting.
- Major Talent Revision, fewer theme rows, more choices that actually matter to the player, "literally hundreds of new talents"
- more focus on spec specific talents for each class specialization
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- Professions
- Professions should be there to be done when you want to do it to fill time when you want to do something yourself
- Recipe acquisition - out in the world, go adventuring
- Meet your trainer and sends you out into the world, e.g. tailoring find broken isles cloth
- Need to find someone in the world who can teach you how to work with the cloth, meet nightfallen tailor willing to help you
- Applies to all crafting professions
- Gathering professions also get the same love, learn how to more efficiently gather specific materials
- Gathering nodes will be shared/personal
- Bigger more robust crafting UI update, big list on left and details on the right including favourites list for marking recipes
- Learned/Unleared tab to see what you don't know and details of were to find them - complete the collection
- Recipe Ranks e.g. 2star/3star ranks to hunt down and learn letting you become more efficient
- Obliterum - demonic ash to increase power level of your crafted items - sourced from crafted items
- 110 quest to build an obliterum forge - put crafted items you don't want into it to get obliterum
- Can use Obliterum to augment crafted items you do want and make them stronger
- Allows you to craft at your own pace, either build gear you want or collect recipes, more paths for content
- Profession items need to feel more like items made by professions
- Engineering - on use fire a bullet via goggles at targets
- Jewelcrafting - guaranteed gem slot when crafted; possible class specific buffs - "passive: enrage grants 15% move speed"
- Major Glyphs removed from the game, Darkmoon Cards returning
- Minor Glyphs are now still personal choice, become a consumable. Restricted to one glyph/spell but no limit of 3 glyphs
- New Consumable: Vantus Rune, only use one per week lasts the week. E.g. grants bonus to damage to specific raid bosses
- Secondary professions
- Archaeology: items to equip/wear/toys etc. in a campaign across the broken isles
- Chen returns for cooking, new recipes to learn and cook
- Fishing needs to feel more adventurous, should be thinking "I wonder what will happen not what I watch on my other mointor"
- FRESH AND NEW BANDAGE CONTENT FOR FIRST AID YEAH TEAM!!!!!!!
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- Itemization
- World Drops - rare from anywhere out in the world. Power should be relevant throughout the expansion, rarity should make you want to hold onto
- Unique effects e.g. increases movespeed based on haste, Blocked attacks generating rage, Damaging abilities have a chance to instakill low HP mobs
- These items are legendary in Legion
- All items can drop with scaled up with increased item levels from bottom tier content right up to the top
- Duplicate personal loot is now tradeable \o/
- Transmog
- Clean up banks and inventories and help players keep the items but not feel cluttered
- People keep it around for the collection aspect, not just the transmog, serves that feature like mounts/toys etc.
- Once you bind it to yourself it's locked into the collection. Can delete the item or do whatever you want with it
- Account wide when unlocked - have to be able to equip the actual item
- Comes with its own collection UI, has collection tracker
- Outfits, can save what you look like, can link the outfits to others giving them the transmog/shopping list to find the items
- When you first log in, bank/void storage bound to you immediately unlocked
- Checks all quests completed to unlock that appearance for players, including items you may not have selected
- Can save different outfits depending on spec you're playing, when you change specs it will automatically change
- Can Hide different gear slots in each outfit
- Hide shoulder option
- Weapon enchants, shirts and tabards all added to the transmog slots.
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