Altered Realm System (NOT HARDCORE)
First off, I like the content of current wow, and especially how Legion is looking. However, some don't agree with the systems in place. With the recent demand for legacy servers I have been taking a look at why players want this kind of content. I have come to the realization that changing today’s wow to appeal to these players is impossible as the underlying systems these days are so very different. That is why it is, and it cannot be changed. My solution, that does not require legacy servers and is quite easy to do? Hardcore realms. Here I will list the changes made to this server. This would be a new (AND SEPARATE) server with these rule sets, which are all easily implemented and should not impact normal servers.
Disclaimer: This system is designed not to require a lot of development time, and in no way shape or form should impact normal realms. The purpose is simply to create a different realm with new rule sets to accommodate peoples' desires.
Mob changes
Design Comment: It’s quite obvious that mobs at the moment pose no threat while leveling whatsoever, even when decked out in completely normal gear. I would increase the HP, damage and aggro range of mobs. This would make players feel as though they could not mass pull, and may encourage players to stay on paths rather than just running straight through the zone.
- Increase mob HP, Damage and Aggro range
Heirlooms
Design Comment: Obviously having heirlooms on a hardcore realm wouldn’t make sense, and in order to keep items from dungeons relevant and rewarding as well as world content challenging, these need to be removed.
- Disable all heirlooms
Experience Gain
Design Comment: As well as fitting the ‘hardcore’ theme of the realm, it allows players to finish the stories of zones without feeling as though they are not reaping benefit from playing there.
- Increase XP requirement so much as to not outlevel zones
Dungeon Changes
Design Comment: Dungeons should be a lot more challenging than open world requiring time and effort to complete.
- Insanely increase difficulty of dungeon mobs and bosses
Raid Difficulties (Please read design comment)
Design Comment: There is nothing more rewarding than seeing a boss for the first time, this is diminished by heroic/normal week before mythic. Mythic bosses feel like copies of heroic bosses with a few more mechanics. This way the bosses only exist in one form, their most challenging. But how do you get the gear to get here do you ask? Let me explain… In Legion Mythic+ dungeons, professions and world quests yield gear up to heroic raid level. This way the progression path allows you to get enough gear to tackle early mythic bosses, which then give you more gear to push to later mythic bosses. Obviously you won’t have set bonuses making the mythic bosses more challenging, but hey, it’s supposed to be a ‘hardcore’ realm. I will make a post about Mythic+ and world quests below to verify the assumption being made here.
- Disable all raid difficulties apart from mythic
Mythic+ and World Quests
Design Comment: Reasoning explained above, and as far as I know normal realms will have this anyway. This allows us to make the aforementioned raid difficulty change.
- Make it is so high level Mythic+ and hard world quests give sufficient heroic raid level gear
LFG/LFM
Design Comment: It’s a ‘hardcore’ realm and this change is rather self-explanatory.
- Disable the LFG/LFM system
Cross Realm
Design Comment: In order to build a sense of community, and to accommodate for the fact that this realm has different rule sets than normal ones, obviously interaction between this realm and others shouldn’t really be a thing.
- Disable cross realm capability
Progression of Tiers (Read design comment)
- When a new tier launches, nerf previous tiers slightly
- Do not add too many catch up mechanics
Design Comment: One concern that has been brought up is that only mythic raiding would be way too difficult for the vast majority of the playerbase. This is true, and without added practise on lower difficulties and set bonuses/trinkets this could mean that progression will take longer than usual. Having a longer raid tier can be good, and following tiers can be still added on time. How? Well in this system the previous tier would not be nullified by releasing the next. Slightly nerf previous content to create a stepping stone progression akin to that in TBC. That way, by the end of the expansion all tiers of raiding will be relevant, and the first one will be easy and accessible enough for a larger portion of the playerbase to do it. However, this way the raid will still feel epic and will only have one difficulty. There will be so much raid content to do and progress through for so many people, that this could alleviate issues of the end of expansion content drought, as all tiers of raiding will still be relevant for the player base. Seeing as the last tier usually lasts a long time too, a lot more people may be able to adventure through the tiers to see the final boss. If you add too many catch up mechanics this won’t work either, but seeing as this is a different realm it shouldn’t be a big deal.
Edit: Added progression of tiers