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  1. #121
    Remove the pseudo-feature that is artifact weapons and make the traits baseline.
    Remove the pseudo-feature that is Honor Talents and make most of them baseline.
    Remove RNG and more importantly RNG on RNG.
    Remove Legiondaries and introduce their effects as talents.
    Bring back honor/conquest PvP gear you can actually buy.
    PvP templates should only influence the amount of stats you have not the distribution of stats since it makes up a large part of customization and this way you won't end up with having 80% of your second stat being the worst possible stat for your spec.
    Activate PvP templates in open PvP.
    Make damage abilities more complex again by adding buffs/debuffs you have to track in order to maximize your damage potential.
    Redesign Havoc Demon Hunters in a way that doesn't allow them to sh*t on people without actual effort (or that is to say crank up their difficulty).
    Revert most of the pruning especially when it comes to things that made up the flavour of some classes like presences and runes for DK, stances for Warriors etc. and try to emphasize on the differences of certain specs because right now every melee I've played so far kinda feels the same (things like stacking mechanics like WW used to have (Tigereye Brew) are really great for this and also prevent having arena games that are shorter than the preparation timer).
    The absolute state of Warcraft lore in 2021:
    Kyrians: We need to keep chucking people into the Maw because it's our job.
    Also Kyrians: Why is the Maw growing stronger despite all our efforts?

  2. #122
    Herald of the Titans Daffan's Avatar
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    Quote Originally Posted by Emerald Archer View Post
    That.. literally doesn't help at all. Explain HOW you would do those things. Don't be so vague about it. Come on man. You're so smart, what exactly would you do.
    it is simple

    we kill the welfare

    -J
    Content drought is a combination of catchup mechanics and no new content.

  3. #123
    Here's what i'd change:

    Once Sargeras (LIKELY SARGERAS) Dies in 7.3, Allow us to have Illidan/Xe'ra Killable....

    Why? Cause, fuck em.

    Boohoo, I killed Illidan. It makes me a Villain now, LEL?! Sad thing is, if you HAVEN'T Killed Illidan Before-hand, then you'll STILL GET Bashed by that Prime-Bitch....

    - - - Updated - - -

    Quote Originally Posted by Sturmbringe View Post
    Here's why Retail WoW has got nothing to do with World Of Warcraft (Original):

    • 1 - Tank Threat is irrelevant
    • 2 - CC in content is irrelevant
    • 3 - LFR/LFD Tools
    • 4 - Class homogenization
    • 5 - Profession value
    • 6 - Durability of content
    • 7 - Existence of Heirloom and related items/mechanics
    • 8 - CRZ
    • 9 - Multiple "dificulty" levels on raids
    • 10 - Legendary items design and philosophy
    • 11. No spell ranks.
    • 12. Some original spells have been removed.
    • 13. Certain specs such as Survival Hunter (melee/ranged hybrid) no longer exist.
    • 14. Azeroth and Kalimdor changed after the Cataclysm and thus not the same original world.
    • 15. Outland is not the same with the original WoW 2.0 Outland.
    • 16. Ammo, quivers no longer exist.
    • 17. Talent trees no longer exist in their 2.0 form.
    • 18. There is no mana management.
    • 19. There is no aggro management.
    • 20. There are no class quests to learn spells.
    • 21. Levelling experience has been trivialized.
    • 22. No debuff limits in boss fights.
    • 23. There is no Community.

    Furthermore:

    Class & combat:
    • Rogues had to craft their own poisons
    • Rogues could deactivate traps
    • Rogues had to train lockpicking by opening lockboxes around the world. Special gloves even existed to help you.
    • Stealth used to have levels and could be more or less effective. Items such as Nightscape Boots helped you being less detectable.
    • Hunter started without any pet and had a quest to teach them how to tame one, enchancing the link between them. Now they automatically start with one.
    • Hunter could use Eyes of the Beast to see through the eyes of its pet.
    • Hunter's pet needed to be feed and had an happiness bar to manage.
    • Hunters had 3 pets max. Each ones feel special. Now they carry a whole zoo in their bags.
    • Hunters couldn't attack in melee range with ranged weapons.
    • Bows and guns require ammunition you had to craft/buy and put in special ammo bags.
    • Warlocks had to get and carry soulshards in special bags.
    • Warlocks had a Detect Invisibility spell. Now it's integrated in the UI for everyone.
    • Priests had 2 unique racial abilities.
    • Mages have a Detect Magic spell and even a Khadgar's Unlocking (in beta) to crack lockboxes.
    • Enchanters and blacksmiths could craft various oils and grindstones to buff weapons.
    • Paladins could be played only by Alliance while Shamans were only for Horde.
    • Weapons required skills, including hand fighting. If you equipped a kind of weapon that you didn't know yet, you needed to use it a lot before doing max DPS. You also needed to see a weapon trainer first.
    • Speaking of trainers, you had to see a trainer in town to learn your new class skill/spell. Now it automatically spawn in your action bar as you level.
    • Some spells only worked on specific mobs, strengthening the lore. Paladin's exorcism for example was to be used against undead/demons while now it works the same on any mobs.
    • Magic/fire/frost resistance gears were useful against specific boss. Once again it strengthen the lore. Some mobs had fire resistance too and/or were weak against frost spells.


    Classes were a lot more different: in term of rotation, but also some didn't have any interrupt, or any cc, or any group buff etc. In the same way, lots of class, especially pure DPS, didn't have a single heal. Now almost every class has the same set of interrupt/cc/heal/group buff.

    Mana and health regenerated way slower, so you NEEDED to stop and eat/drink every few fights. Food and drink actually mater, and mana for DPS caster mattered too. When's the last time you bought normal food in game?

    Spell levels (Holy Light 1, Holy Light 2 etc.) were useful to manage your mana.

    Each class had unique quests to unlock specific stuff: mounts for warlocks and paladins, postures for warriors, druid's forms, poisons and Certificate of Thievery for rogues etc.

    Every class had a extra equipement slot where you put your libram, sigil, throw, totem, idol, wand etc.

    Original talent tree allowed hybrid class to freely mix healing, tanking and dps abilities (even if it wasn't often imba!).

    World & quests:
    • Basic campfire required simple wood and a flint
    • Reagents (candle, feather, stone...) were needed to cast lots of utility spells. Some could be simply bought but others needed farming all around the world.
    • Goblin's AH were neutrals.
    • You need to travel to dungeons and battleground. Now you don't even need to know where they are.
    • Breathing bar was shorter and quests that required you to go under water didn't auto-give you water breathing buff like now.
    • There was no instance in the world: If people were in the same place they see and could help each others.
    • Quests objectives weren't displayed on your map.
    • Lots of group quests so you have to, well, make group while leveling.
    • Four Dragons of Nightmare were hidden around Azeroth and required raid-sized groups to be defeated.
    • Some of the most powerful spells were only learnable from rares Codex. They dropped from dungeons or raids but weren't BoP so you could trade/sale them.
    • Expansions or some raids used to be announced with huge pre-release events, like The Gates of Ahn'Qiraj, Dark Portal Opens or the Scourge Invasion. This was abandoned after Cataclysm.
    • One of the most epic quest-chain had a cook recipe reward. You needed a group to loot the mats from elite chimeras.


    Professions:

    • Rare recipes required you to travel all over the world, either to find/buy them or to do special quests and even dungeons to unlock them. For example you needed a priest to mind-control a mini-boss to teach you Enchanted Elementium; now it's just a drop.
    • Some crafting recipes (Sulfuron hammer, engineer Jeeves/Chopper, some food...) required lots of work and mats. Now it's just a couple, rarely 3, max.
    • Sound logical, but you actually needed a fishpole to fish, a knife to skin, a hammer for blacksmith etc.
    • You had to level gathering before getting to the next zone. Now you can skin/gather in Draenor even if you're level 1.
    • You need the actual mats to be in your bag. Now you can have them in your bank and craft anything in the wild.
    • Alchemists and jewelcrafters needed alchemy lab to make some of the best flasks and reagents.
    • Some professions had sub-specialisations: Blacksmith could specialize in weapon-smith or armor-smith; Alchemist could become transmute, potion or flask masters; Engineers could focus on goblin or gnome recipes. (some of those specialisations still exist but aren't updated anymore)
    • Skinners could skin either normal leathers or scales (used for mail armor). Now only normal leather exist.
    • Some creatures (like Onyxia) required special tools to be skinned, which rewarded you with very rare scales to craft unique gear.
    • Blacksmiths and engineers could craft keys and bombs that you could buy to open lockboxes or doors.
    • Only enchanters could, well, disenchant items.


    PvP:
    • World PvP ranks with specific rewards like gear but also repair discount or access to a special World Defense channel.
    • Alterac Valley lasted for hours with lots of PvE quests included, You could even summon bosses to fight for your side! (You can still technically do it but it's not relevant anymore)
    • You could loose honor if you killed civilians from opposite faction.


    Flow of time:
    • Gold was scarce, it took a LOT of time to save up 10g. Now you can literally make thousand of gold in a day.
    • Mounts had different speeds. Now they all go to your max speed. Also summoning mount took twice as long (3 sec vs 1.5 sec now)
    • Leveling took way longer.
    • Mobs were harder to kill. While leveling you could pull a couple of them but more without CC often meant death. Same for rare mobs who required a group.
    • No instant mail, even to alts. Now there are mailboxes every 20 yards in every cities.


    Misc:
    • You couldn't have Alliance and Horde chars on the same PvP server, which helped faction pride.
    • Keys existed. To open special doors you had first to find the key, ask a rogue to picklock it, have a blacksmith craft a key or use an engineer's charge.
    • Dungeons were real mazes that could take hours to complete. Now it's mostly 3 bosses separated by corridors that took less than 20 minutes to defeat.
    • Realm reputation mattered.
    • Being part of the Brew of the Month Club rewarded you with a monthly sample beer.
    • Some raids couldn't be entered directly, you first had to do some questline to unlock them. Now you can even kill a boss *before* knowing about his story (Isthar in HFC for example).

    The present game is just loosely based on original World Of Warcraft. In addition, the original game was a MMO RPG adventure game whereas the present version is just an action game like LOL with some group content that nearly nobody , except persons sponsored by third parties and a few die hards, bother to do.

    I cannot see how anyone would be reminded of World of Warcraft Original by playing retail.
    Or..OR...ORRRRRR...

    The Game's Aging, and thing's change....

    Better make that your TDLR...

  4. #124
    Banned -Joker-'s Avatar
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    I would cancel the subs of all the whiners, and then add new content that didn't involve Legendaries or grinding flight rep.

  5. #125
    Deleted
    I personally think Blizzard could learn from FF XIV in regards to story telling. Blizzard really pushed the selling point of this new amazing story telling when it was just the same old crap with a few more in game cinematics.

    This is the LEGION the big threat that has always been spoken about. The story is too big to have players complete a zone in 2-3 hours that is 80% side quests.
    With FF XIV it takes days to get through stuff due to deph to story and character build ups, You HAVE to do the MAIN story part A to unlock Part B to then get into the new expansion stuff it proper story telling (Side quests are optional).

    Also I wish we had choices already. My character doesn't feel like 'Mine' or important im simply along for the ride with no character development for my own toon.
    Last edited by mmoc157db6de0e; 2017-04-12 at 03:59 PM.

  6. #126
    What do you mean? No matter what happens there will be flaws.

    I wouldn't have gated 7.2 so much, I would have released all of the broken shore with actual daily quests on top of story and world quests, I would have gated demon invasions (one new invasion a week) and I would have kept the pvp brawl gate.

    In terms of RNG I would keep it the same because it is still far better than the need/greed system of old.

    Legendaries I would remove as they are, I would have one legendary for specific content (1 from pvp, 1 from raiding, 1 from dungeons, 1 from world quests) that when you get it it is a certain item level, and you upgrade it over time, so a mix of the last legendary system and this one.
    World of Warcraft: Shadowblands
    Diablo Bore.

  7. #127
    Make ap account wide. That's it.
    No legos.
    More dungeon set bonuses.

  8. #128
    Quote Originally Posted by Daffan View Post
    it is simple

    we kill the welfare

    -J
    How?

    You sound like a fool, "we fix this" well how, "we change this" yeah how do we change it. You're so quick to say what should be done, you aren't explaining how. And it's because you can't think of how. Because the changes you want, aren't realistic, or possible.

    - - - Updated - - -

    Quote Originally Posted by alahard View Post
    Make ap account wide. That's it.
    No legos.
    More dungeon set bonuses.
    #1 extremely flawed, makes fotm changing way too easy.
    #2 boring, there are so many other soloutions to legendaries without having to flat remove them.
    #3 I do like the idea of this, +1.

  9. #129
    Herald of the Titans Daffan's Avatar
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    Quote Originally Posted by Emerald Archer View Post
    How?

    You sound like a fool, "we fix this" well how, "we change this" yeah how do we change it. You're so quick to say what should be done, you aren't explaining how. And it's because you can't think of how. Because the changes you want, aren't realistic, or possible.
    It's possible, but of course it's not realistic at this point in time, or likely ever in WoW's life time. Too much risk vs reward most likely from business metrics.

    The people who love the welfare would never give it up. They are the same people who in WoD complained they had nothing to do after they collected a full set of Baleful and skipped 80% of the content.
    Content drought is a combination of catchup mechanics and no new content.

  10. #130
    Quote Originally Posted by Daffan View Post
    It's possible, but of course it's not realistic at this point in time, or likely ever in WoW's life time. Too much risk vs reward most likely from business metrics.

    The people who love the welfare would never give it up. They are the same people who in WoD complained they had nothing to do after they collected a full set of Baleful and skipped 80% of the content.
    Then why go on about it? Realise it won't change, and get over it. Move on.

  11. #131
    May seem a little dictatorial, but I`d denied access to datamining, specially seeing the direction Blizzard has taken with Legion regarding secrets and quests hidden in the world. Thought of that yesterday with the riddler mount. Much of the complaints are always regarding the world, and that is not "adventurous" anymore. When we read something that will happen months before the actual release, everything feel like a chore. You don`t look at a tree and say "heeeyy that tree looks suspicious", you already know it`s suspicious and that there is a secret mount or toy or whatev under that tree. So exploration is not fun or adventurous anymore, and those we miss that will never get it back as long as datamining a such exists.

  12. #132
    1. AP on mainspec is shared with other specs at 1/10 the rate. (Ex. 1m ap token into elemental weapon splits into 100k for resto and enhance)
    2. Currency and Reputation become account wide with the option to turn it off if the account holder desires. (If its in the currency tab its on the account)
    3. No Flying until after the expansion(Unpopular opinion I know)
    4. Titan Forging caps at the base level for the next highest raid difficulty, worldquest and M+ remain unchanged. (Ex. heroic nighthold max upgrade is 3 rolls to 905 which is the base of mythic nighthold)
    5. Timewalking Chests share parameters with OrderHall Missions in regards to what level of chest you can get.
    6. Obliterum forge works for all armor and relics (Ex. Combine 3 storm relics of different ilvls and get a new storm relic based on the average ilvl of the items obliterated)

    Reasons
    1. Helps with alt spec lvling which in turn will actually help players in being available to level alt characters if they choose to.
    2. See 1
    3.Just makes the world feel too small, personal opinion, but I'd be open to it coming later on in the expansion.
    4. Gives people an actual finish line to when a raid difficulty becomes no longer relevant.
    5. Quality of Life Change
    6. See 5, with the advent of running M+ so much there are occasions where you'll clear and get 2 copies of the same item from a single 3 chest run. This just feels bad.

  13. #133
    Quote Originally Posted by Emerald Archer View Post



    #1 extremely flawed, makes fotm changing way too easy.
    #2 boring, there are so many other soloutions to legendaries without having to flat remove them.
    #3 I do like the idea of this, +1.
    #1 I would like to see some ratio at least so I have more time to play with other classes on high difficulty content. I like the idea, just wish it was more flexible.
    #2 Solved with 3

  14. #134
    Quote Originally Posted by High Priest Arafal View Post
    reduce the gating and rng.

    done.
    Yup, 100% agree with this. Apart from those two things I am enjoying myself immensely.

  15. #135
    The Lightbringer Sanguinerd's Avatar
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    - Remove single player aspects like artifacts and the worthless AP grind that followed because of it
    - Remove RNG legendaries, put back a MoP/WoD quest for the masses with a end-boss legendary for X class/spec hardmode only.
    - Remove gating
    - Remove mythic, heroic and raidfinder difficulties
    - Remove garrison/order hall missions
    - Reduce ilvl gap between raid tiers.

    - Add different but still cool class-content instead.
    - Bring back 10/25 man single difficulty raiding with added hard-mode optional(like Ulduar)
    - Add daily faction quest hubs.
    - Add dungeon sets.
    - More talent choices(maybe spec combos to unlock a new tree)

    - Fix simple bugs and graphic issues(too many to list)
    Last edited by Sanguinerd; 2017-04-12 at 09:25 PM.

  16. #136
    Honorary PvM "Mod" Darsithis's Avatar
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    Quote Originally Posted by NoobistTV-Metro View Post
    Aggro management was removed in Wrath. The new model is active mitigation. Regardless, Threat is actually back in the Skittish affix.
    No it wasn't. Aggro management was removed in 4.3, in Cata, when the Troll dungeons were released and Blizzard buffed all tank specs by 500%. Prior to that, you definitely had to manage aggro. I remember people telling me I was doing a good job against their threat running Cata heroics.

    Not that it wasn't easier, though, than say TBC or classic, with high-threat abilities aside from sunder (for warriors) like Heroic Strike, Icy Touch, Maul, etc.

  17. #137
    Deleted
    Legendary special effects that increase output > removed.

    AP paragon traits > removed.

    Titanforge > removed.

    Classes > fix uncompetitive talents, redesign/remove dead talents.

    Done!

    - - - Updated - - -

    Quote Originally Posted by Rush2803 View Post
    - Remove single player aspects like artifacts and the worthless AP grind that followed because of it
    - Remove RNG legendaries, put back a MoP/WoD quest for the masses with a end-boss legendary for X class/spec hardmode only.
    - Remove gating
    - Remove mythic, heroic and raidfinder difficulties
    - Remove garrison/order hall missions
    - Reduce ilvl gap between raid tiers.

    - Add different but still cool class-content instead.
    - Bring back 10/25 man single difficulty raiding with added hard-mode optional(like Ulduar)
    - Add daily faction quest hubs.
    - Add dungeon sets.
    - More talent choices(maybe spec combos to unlock a new tree)

    - Fix simple bugs and graphic issues(too many to list)
    thumbs up for you sir. Not ideal, but i'd be ok with it. Maybe a mythic mode added to the raids but that's it. I'm ok with the mission table aswell, but it wouldn't bother me if it was gone.

  18. #138
    Pit Lord Mekkle's Avatar
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    All i want is easy alt progression.

  19. #139
    Banned sheggaro's Avatar
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    I'd allow people to buy legendaries for 200k Nethershards each.

  20. #140
    Stood in the Fire Rotomon's Avatar
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    Id say don't fix what isn't broken. If anything Id make the legendarys drop a token that can give you a choice on what spec legendary you want.
    Flying you would unlock by doing a quest or buying it as soon as you hit max level.
    https://worldofwarcraft.com/en-us/ch...kywall/rotomon
    "Two things are infinite: the universe and people's stupidity - though I am not entirely sure about the universe". -Albert Einstein

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