1. #1

    WoD, end-game, relaunch and definitive fix

    The premise

    For the premise, this does not take balancing into account (at least yet) and is mostly about end-game related to character progression though some other subjects can be touched and is to be taken account as if WoD just released with patch 6.1 changes (Since 6.1 all in all was just delayed launch patch) included and in addition to what is already in game.

    As starters there would be no going back, as Blizzard hinted was on their table originally. This means once you cross the portal, you are there as is 'til certain point of progression. Your HS gets locked out of old world locations since being in alternative reality, it cannot bring you home etc. and player portals cease functioning, sending you at random locations in Draenor instead. All you have in your inventory currently is all you will have for this adventure.

    Garrisons:

    These will act as now, though fleshed out with those more features added in 6.1 and more plots to build on and with certain limitations, such as no off-Draenor mailbox that can send items across Draenor/Old world until certain things have been fulfilled.

    In addition to current functions, there would be some further customization to be done through different deeds you perform out in the world. Display of heads from various difficult mobs and bosses you have defeated can be put on display on walls could work as example.

    Warspear/Stormshield:

    This is where one first of the large differencies to the actual retail would appear. Instead of being fully constructed base of your faction, there would be nothing but the flight master, few boxes and some workers asking for resources from various professions and garrison buildings of the WoD. This would function a lot like server AQ event with different goals.

    As you bring materials such as wood, proff materials, garrison resources to the NPC, the village would be built in "phases" when certain quotas are met (not phasing phases, but different parts).

    -Phase 1: Inn for WoD area HS, Barracks for PvP vendors, General and Trade traders
    -Phase 2: PvE vendor area, profession buildings, Auction house for Draenor region, vanity buildings
    -Phase 3: Portals, Auction House becomes game-wide, Mailbox (Mailbox becomes buildable in Garrison, HS to non-WoD areas function as well as player portals)

    Each of these phases would take roughly 1-2 weeks, scaled to the realm population but it can be done faster with concentrated effort. There would also be quests per phase to hire different people all across Draenor to come and work as no portal for home is possible until last phase.

    Dungeons:

    These too, would've gone through few alterations. The current heroic dungeons would be dubbed as Normals and would require some questing/leveling dungeon gear to be done. They remain relatively stress free and provide enough gear to start LFR/new Heroic dungeons and main dungeon content for majority

    Current challenge mode dungeons would be the new heroic dungeons, with a daily lock-out in the kind of TBC and early WotLK. Due to their increased difficulty they'd provide gear that has ilevel somewhere between LFR and normal raiding

    Mythic dungeons would be the third (and this is what the side activity, challenge mode dungeons would be tuned at as well), dungeons balanced around people having mostly heroic dungeon level of gear and this would work as top end game for 5 man instanced content. Gear is somewhere between Normal and Heroic raiding ilevel wise

    Professions:

    To make professions more relevant again first of all the whole idea of limited number of crafted items being wearable is removed. Professions would take the spot of what valor and badges formerly did.

    Player would craft a simple base item (something that has only attributes, say strength and stamina) and then the item could be upgraded in multiple ways, adding ilevel, adding secondary stats, adding gemslots or tertiary stats. For this, they would have to hunt items from dungeons, out in the world and perhaps from garrison missions. The higher difficulty content is, the more powerful boost from the added crafting material is granted.

    On top of this, the former system known as Reforge would return in form of professions. Blacksmiths would work on plate, leatherworkers leather items. etc. etc. This is done by utilizing the non-trade spot on trade window if the crafter has mats for it, he can alter one stat of the item. These mats would drop from raid bosses and heroic+ above dungeons or at reduced rate from outdoor mobs that require groups to defeat. The drop rate would be relatively low so the ability doesn't become on demand but rather if you have really juicy item and want to go above and beyond to boost it further into direction you wish.

    Points of control and interest:

    Another larger change. Each zone would have various points of control and interests such as mines, lumbermills and so forth. These are PvP objectives that give overall boosts for you and your faction of varying power. Examples could be an Apexis crystal mine that when in control of, your Apexis dailies will provide 50% of the resource. Lumbermills could increase daily output of your base Garrison Resource gains by 50%. Different buildings for different boosts. On locations, players could spend resources and materials to upgrade the NPC guards and fortifications of the area, prolonging time until they slip back into either enemy NPC control as these will do regular, ever stronger invasions or to rivaling faction.

    This I believe would add a solid base gameplay for WoD until 6.2 content would hit the server (or in this chronological order, the real 6.1)
    Last edited by Wilian; 2015-02-28 at 04:07 PM.
    Modern gaming apologist: I once tasted diarrhea so shit is fine.

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