Originally Posted by
RemasteredClassic
This is my dream WoW, what is your dream version of WoW?
Retail "WoW 2.0" without being "WoW 2.0", as in no separate game, but with massive changes:
- LFR becomes single player aided by AI, story mode.
- The same mode used in the next version of LFR story-mode becomes usable in raids from all the previous expansions - with its own separate progression and cosmetic only rewards system. One shotting all bosses xmog/mount runs just like in the current retail game still possible.
- Level squish, item squish, stats squish, epic comes back to being epic and not easy to obtain, less emphasis on ilvl, more emphasis on having a targeted clearly known BiS pieces that can be obtained in different ways, raiding being one of them but not the only one.
- Normal raid difficulty becomes flex practice mode, heroic drops best gear, mythic drops the best weapons and cosmetics not found elsewhere. Rank 14 is almost impossible to get in classic PvP, but it is the source of the best weapons in the game, mythic becomes that.
- Mythic raids from the previous tier are targeted by all raiders who have cleared the new tier on heroic in order to get the weapons, not only by mythic raiders who are after cutting edge achievements. This would make all difficulties have a purpose for all levels of raiders. All weapon and gear drops drop as tokens usable/tradable by all players.
- New leveling system for all future expansions that would prevent levels from going beyond levels 60-70 (current characters max level reset to 60 with every expansion, 60-70 is always reserved for new expansions).
- New characters can quest from level 10 in any part of the world, including in any previous expansion as well as new expansion continents.
- Dailies removed, WQs can be accessed by level 10+, are found all over the world and can be a good source of XP/gear as an alternate way of leveling and fitting with the story. They would have to be done in groups however, to differentiate them from normal quests. Players not participating in kills or healing are removed from the group automatically.
- PvP-mode specific story lines, achievements, gear and quests, talents, city raids and open world non instanced siege battles.
- Last bosses in all mythic dungeons have a 5% chance at dropping powerful epic weapons, same as heroic dungeon last bosses but with gear other than weapons.
- Normal mode dungeons are done with AI in story mode while leveling and doing quests. Heroic and Mythic dungeons only doable with groups, however, heroic can be auto formed using LFG, but mythic only with people on one's server via manually looking for groups, with friends, guild mates..etc - same concept applies to raids.
- Pet battles system can be accessed from mobile devices.
- GCD changes made in BfA reversed.
- Being able to play two or more player created characters (one's own alts) at the same time while doing soloable content, like questing..etc. with live multi-class switching, one is player controlled, the other(s) AI controlled and managed via "commander" panel of the owner player.
- Followers are NPCs that have unique models and can be leveled up, geared up, sold, traded, and rented out to other players.
- New speccing system allowing a primary spec and a secondary spec at the same time, for example primary fire, secondary frost specced mage. This would unlock after reaching max level and becomes the new max level progression (secondary spec part.) However, earning talent points at this point is tied to quests in all kinds of content and could take up to a year to complete. Assuming new expansions have a two year cycle, the second year should not present the players with anymore progression other than story-lines and new raids/dungeons with upgrades to weapons and gear pieces.
- No more AP grinds of any kind, no more gear war/titan forging.
- Solo RBG queue is possible, rated Arenas continue to be group based queuing only. Arena has its own progression/rewards system, Normal BGs and RBG's part of the same system with rewards being the only difference. Weapons and mounts can only be obtained from RBGs, best pvp gear back to being obtainable through normal BGs.
- Removal of time-walking, moving associated rewards to be obtainable from other content/systems. This is necessary since classic wow, tbc, wotlk..etc would become their own separate servers where this kind of content will be seen regularly anyways.
- Alliance and Horde players not in pvp mode can talk to and play with each other in all content other than pvp.
- No more forced reputation grinds beyond honored, unless it's completely optional cosmetic-rewards related content such as being able to buy a mount or get a title..etc
- Professions being profitable and impactful (such as being to craft gear usable in raids or spells usable in pvp..etc). All the different gathering types are now given to all by default.
- Race specific spell animations and cosmetic differences in the overall look and feel.
- Ability to set one's own level to any level desirable and relive any content at its original difficulty. Players would still want to play classic and older expansion content as it was back then since the classes/talents would be almost completely different from this version of WoW.
- Spectator mode for certain content.
- New class every two years. We have many, many more races than classes now.
- A way for players on different versions of WoW to communicate with each other so as to avoid splitting up the community.
All content in retail needs to feel like there is a struggle, a purpose and an overall feel-good after achieving anything and everything. All content does not get invalidated until fully beating the next tier/level..etc, at which point players can enjoy their new powers by being able to do things normal players cannot do, such as two shotting normal mobs at their level, one shotting mobs below their level...etc. Basically like in classic.
The idea is to make every piece of content unique and provides rewards not found elsewhere (not better versions of the same reward, but completely different ones). An incentive to play the game in all play styles. A purpose to everything. I really dislike the current design where you have difficulty increasing according to raid mode, the reward being a difference in ilvl and color of the same gear pieces.
As for mythic+, I would replace it with Challenge Mode from MOP and instead, have people race to who can clear the same content in the fastest time possible, as opposed to what level of M+ can you reach...This would provide top groups the exclusivity they are after that they can remember forever by getting cutting edge achiev of having beaten the content in the shortest time possible before the next tier starts and at the same time allowing others to eventually simply just beat the timer and earn the rewards.
Having challenge mode back would ensure that players of all levels and styles can eventually at least beat the content and earn the rewards, even if it meant them waiting till the end of the expansion, like how myself as a casual had to do to beat Mage Tower bosses and earn my favourite xmogs. Heroic and Mythic dungeon difficulties would become playable again, as you would need gear from there to be able to do the first tier heroic raid or challenge mode dungeon.
Challenge mode does not need to be enabled for all dungeons at the same time, but one at a time, until a certain achievement has been made, for example 100 different groups have been able to defeat it on the same sever, the next dungeon challenge mode would open...etc
What I am aiming for is fun in solo activities, community bonding through group activity and server wide cooperation, guilds and communities being important to progress, no more tourist mode in all content that would completely discourage players from wanting to move on to the next difficulty, as they have already seen the content and simply by seeing it, they would lose interest in pursuing the higher difficulty version.
LFR would become flex practice (current normal) mode and cannot be formed automatically.
Classic:
- HD option to be added later as part of classic +, as a separate version on separate servers along with new content, QoL..etc
- TBC, WoTLK, MOP and Legion have their own separate servers.
Opening the next expansion server depends on a server-wide effort. Example classic server A is linked to TBC server A, after 10 guilds have cleared Naxx on Classic server A, TBC server A becomes playable and so on, with guilds being able to help each other.
Note: All references to classic being hard refers to back in 2004 in vanilla times and over a dialup internet, not knowing anything about boss fights before boss nerfs, players buffs...etc