Originally Posted by
Laozi
General combat:
This is what I would do to improve general combat in wow with the aim of making it a deeper and more compelling experience than what I currently find to be a very shallow burn down the health sponge affair for 99% of the mobs in game.
*divers and meaningful mob abilitys:
I belive it should matter if I'm fighting a caster or a melee mob and it should matter what there casting and what ability there using. It should also be meaningful that I'm fighting an orc or a dryad or a dragon, each should feel like a unique fight. Now ofc that would mean killing might take longer and harder so we should have a toolkit to handle things and experience / reward put to a level to offset.
*char attack abilitys that matter. This is part of the above. You abilitys should never just be does some damdge they should layer in to the combat and how you're controlling the mob, abilitys should be unique and compelling and serve a direct purpose.
*resistances were a good thing handled badly, weaknesses add on to this:
Resistances go along way to make fights unique and make players think about how they will deal with things also as I will expand on in customization when done properly where players have the flexibility in talents and gear to work around resistances they open up a deeper experience as far as gearing and planing for you char, as long as every class has the ability to spec and gear to overcome resistance and take advantage of a weakness it creates compelling gameplay like in monster hunter world.
Choices, choices, choices!
Things like stances were great choosing between berserker stance and defensive stance, choices between elements that boost parts of the combat gameplay in exchange for a cost to others. This all helped add depth to combat in the game that seems lost.
*wide array of talent options. The talent tree was the best way done badly. Cookie cutter happens not because talents can never be balanced against each other, cookie cutter happens from having shallow combat experiences. If every mob is just a health bar then you can't expect a compelling experience. Adding back resistances and weaknesses and more compelling dynamic combat creates the environment where like in monster hunter world you need to tailor your charicture to the challenge your setting of to face.
*stats that matter. Not just throughput increases, workers with deeper combat to make things easier.
Social interaction:
We need to get people communicating, any way we can Evean if it means removing lfd, that doesn't nesseseraly mean going back to spamming trade chat, I think some effort should be done at looking at aketernstive more social ways of doing what lfd does now.
Main hubs. The problem with each expansion putting in a new hub city, trying to recapture what IF used to be is part of what made IF such a great hub was that not only max level players were there. This exposed newer players to max level people and gave them something to strive towards and for high levels gave them a feeling of prestegie in there achievements showing of on mounts and there gear and such.