
There is a reason Blizzard put them in a desert zone. They are not just fox people. They are *fennec* fox people. Their names are the only thing Japanese about them.
Cosmic greetings, all, I'm the Raccoonatic Commander!
Leowyld of Emerald Dream-US
I don't think BfA was the worst of it. It could have been neat if both set of islands were on the same map, but I figure they wanted to keep them separate for lore reasons.
Shadowlands though? Either that wisdom was forgotten a decade after the fact, or it was one of the many facets of their apparent plan to treat player feedback as a distracting devil and that they could simply brute force conceptually poor decisions into being good ones by just believing hard enough. Probably both.
Cosmic greetings, all, I'm the Raccoonatic Commander!
Leowyld of Emerald Dream-US
I am not asking for intricate mechanics to be the norm. If anything I am asking for those intricate mechanics to be less important.
As I said before, Dragonriding mastery should be about map knowledge, not twitch reflexes and a sensitive mouse, which is the "correct" way to Dragonride currently.
To give you a sense of what I am looking for here.
Currently we have Dreamsurges active. When they are up you have the green orbs everywhere. They spawn in consistent locations, and don't require much skill to get with Dragonriding.
Imagine if instead of giving resources they were instead speed boosts or updrafts.
Wouldn't hitting them be kinda fun? You have mechanics similar to Dragonriding races, which I imagine is the average players introduction to fast Dragonriding, and you have them everywhere.
I imagine this would be more inherently fun than maximizing vigor refills, which isn't that fun of a mechanic, even if it's easy.
In short, I just feel that looking over the Ohn'ahran plains and seeing a bunch of speed boosts, updrafts, and what have you, is more interesting than just using effectively endless vigor to do what you used to be able to do with old flying, just faster.
The world revamp dream will never die!
I have this headcannon that there were more than 4 August Cestials. First off because we are missing the Qilin. Second, the Rogue set from Throne of Thunder is fox based and called Nine-Tail Battlegear. What is there was a Kyubi Kitsune Wild God that Lei Shen killed. We know he imprisoned Xuen, Niuzao and Chi Ji. Maybe there were more and he killed them.
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So are the devs. THis is how lore is created. You make up random things that could fit into existing lore and see if they would work out. God is not whispering to Danuser what the plot should be. Or at least, I hope so.

They tried that with Battle for Mount Hyjal in TBC, that was supposed to be a callback to WC3 and emulated the survival aspect, minus the resource management... but it turned into one of the least favorite TBC raids because it was just constantly horde mode until people reached Archimonde.
Or instead of making it 30 players, make it more like a MOBA with 5 v 5 players.. Arathi seems more designed to look like the 3 lane 2 base map structure that standard mobas have, minus a jungle... while Darkshore works as the two-lane mini map structure in Duel maps.You would have needed to scrap basically the entire thing, making not just two NPCs for each player required for the last boss, but five or six.
You wouldn't just need to fight a big wave of enemies. You would need to somehow make it so you could create static defences that made repelling enemy attacks possible at all.
That would work much better than what we had.
Update on this, upon further investigating it appears that the Auspicious Arborwyrm mount might be in BOTH Retail and Classic and that "unknown mount A" (the mount using elemental/wind assets) might be the Auspicious Arborwyrm, which fits with the theme of the assets.
It also implies the Fyrn pet (retail) that shares assets with Unknown Mount A is related to it somehow and by extension probably the Cypress pet (classic) as well. Maybe we're getting expanded Lunar New Year rewards for both Retail and Classic?
It could be a "spiritual successor" to MoP without actually being a return to Pandaria itself. More like it follows the same story beats as MoP did. Dragonflight didn't take us back to Twilight Highlands or whatever, but we still went to similar places. Zaralek Cavern is obviously Deepholm 2.0. Deathwing has a huge part to play in the story, and the Firelands too.
A land hidden by storms (mist) that someone wants to plunder (Nightsquall, Garrosh). Titan influence abounds in this new place (Heretics that are still of Titan origin, Mogu). There is a new (to us) Old God in this land (body of 5th Old God perhaps Xal'atath's true form, Y'shaarj). A familiar race has an exotic, somewhat different, cousin living there (algarens and dwarves, pandaren and furbolg). We try to stop Void McGuffin from McGuffining things up (Iridikron's void amulet, Garrosh's Y'shaarj heart). And so on.
Last edited by FossilFree; 2023-10-28 at 05:58 PM.

Looking at those 4 images of Avaloren, I'm actually excited about the biomes shown. Additionally, I'm curious what the continent will look like on a map. The Dragon Isles, for example, we're designed so well (Waking Shores at the lowest point followed by every zone climbing in altitude). Loved it!
I mean a not insignifcant number of people pay their subs for classic, not for retail. Blizzard obviously has the actual numbers for this. If there are loyalty rewards for maintaining subs, they should be for both games. Especially if they see they have Classic subscribers that only sub sporadically.