· 8 years ago · Jan 29, 2018, 01:52 AM
1version 1.0.2
2the changes from the previous version are at the bottom
3
4#1 INTRODUCTION:
5so I made some Classic WoW suggestions, but NOT quality of life suggestions(except the ignore list one) such as lvl 20 mounts, guild banks, flying mounts or dual-speccing; in fact I'd rather that those four things not be in Classic WoW at all
6
7see section #3 and afterwards for the actual suggestions
8
9these suggestions take into account at least the following:
10-the in-game economy
11-PvE
12-max lvl PvP
13-the hybrid tax; no I am not going to suggest buffing the personal dps of hybrids by more than a teensy bit, but I do suggest making their group buffs/debuffs better in the manners that are shown below
14-the consensus that the alliance is better than the horde at endgame PvE(paladins, blessing of salvation, weapon skill racials, fear ward)
15-the fact that the alliance is better than the horde at PvP when all players of both factions are of equal skill and gear for the following reasons:
16-AV imbalance: the very-easily defended alliance base, the even easier to defend way to hike around the bridge, the very hard to defend horde base, the ranged guards that the alliance gets and the horde doesn't get, the easily-capped horde towers and hard-to-cap alliance bunkers
17--horde capital city backdoors: every horde capital city has a backdoor(including the back elevator in TB), whereas every alliance capital city doesn't; gnomergan doesn't count
18--paladins vs. shamans, special mentions to POST-kazzak-incident-nerf reckbombing and the 11/26/14 SoC+reckbomb+healer+consecrate paladin spec
19--the racials aren't that much different in terms of strength(stoneform, escape artist, shadowmeld, perception, and int/spirit vs. stam, war stomp, hardiness, blood fury, berserking, and wotf)); some people believe that the horde racials are better for PvP, but really, its not so easy to discern which has the better PvP racials... I'm not saying that the PvP racials should be changed, but that, even though the general consensus of the majority of players and ex-players states otherwise, the horde does NOT necessarily have the superior PvP racials in comparison to those of the alliance, although the alliance doesn't either
20-my multiple years of experience playing on private vanilla WoW servers(mostly rebirth and nost/elysium)(they're close enough)
21-and that I did some research and number-crunching too
22-none of these changes are balanced around the weapon that is called nightfall; in my opinion they should not be
23
24I understand that some people are hardcore purists and may actually not play(or buy) the game if you change it, but if you do decide to change vanilla WoW at all from its 1.12.2 state, then I suggest that you do the stuff mentioned in this pastebin... also you could just release purist Classic WoW servers and modified Classic WoW servers(without QoL stuff) if the demands for both are that huge
25
26I also understand that implementing ANY changes at all is a slippery slope(which, in practice, is actually is not a fallacy), but hopefully they'll just stop after my suggestions
27
28these suggestions are about preventing exploits, fixing AV, and otherwise balancing out the alliance and horde(which they aren't), lowering the hybrid tax(whilst still having it), and making some non-QoL changes/additions to the game that are ultimately... not too terribly game-changing, but it'll still mostly be the same game; the majority of these changes affect level 50+ content
29
30I mention that I do not have a paid WoW account(anymore); I am posting using a starter edition account... otherwise I'd have made my own thread for this
31
32so I list 20 considerable non-QoL issues with Classic WoW, and two other things, THEN I list potential solutions, and some other suggestions too:
33
34_
35
36#2 THE ISSUES:
371: players of certain class(es) are able to solo-farm mauradon and dire maul: north and/or some pulls in dire maul: east to get very high amounts of gold very fast, even before they get BWL or rank 12-14 gear(EPL farming isn't such a problem because of competition)
38
392: (optional)black lotuses always and only spawn at certain locations, that one isn't THAT big an issue and I think that that may be a touchy subject, but I think that it'd be an improvement to make them randomly spawn off of any appropriate-level herbalism node instead
40
413: at least a 1 digit number of quest chains are unfinished in patch 1.12.2... it is my opinion that they should not be left that way
42
434: I won't blame you guys if you dismiss this one since tanks and healers have a hard time getting gold, but too much gold flows INTO the in-game economy(players), and not enough flows OUT of it into the hands of NPCs, after several months(if not sooner) into a server's lifespan; extra non-cosmetic gold dumps are imo necessary that affect mostly high-level(55+) players... yes yes the epic mount+training costs a whopping 900g at honored on top of the cost of regular mount training, but ITS A ONCE PER CHARACTER GOLD DUMP, unlike what I suggest... AFTER you get past that and have all your skills, all the crafted gear you want, and did the T.5 quest chain if you want to, and you have 100+ gold, gold isn't a considerable issue anymore unless you want to make an alt or use consumables other than healing/mana potions and elemental protection potions a lot, and even if you do, most of that gold flows into the hands of players(if you don't loot them from enemies or just make them yourself); there should be more NON-COSMETIC gold dumps... the specifics are detailed in section #5
44
455: the alliance in vanilla is slightly better than the horde at PvE and also at PvP; I intend to balance them out, although the alliance may still be better after what I suggest
46
476: prot paladins are good at tanking when defense capped(in patch 1.12.2), according to some youtube video that I saw(even without thunderfury); shamans are not better tanks than paladins, and I think that they should be arguably equal in tanking prowess... I'll propose buffing the survivability of deep enh shamans who use a shield(and have certain talents) while nerfing prot paladin threat gen significantly, so that they and shamans are both worse than feral druids are at tanking; also note that prot paladins have talents that do something when they get crit, yet prot paladins typically don't want to get crit
48
497: every horde capital city has a back door, and to my knowledge, every alliance capital city doesn't have a back door(the teleporter in booty bay doesn't count); that is not balanced
50
518: alterac valley itself is unbalanced in favor of the alliance, whether with or without the way to hike around the alliance's bridge, and warsong gulch had the potential to simultaneously be a very long and very one-sided battleground for either faction, resulting in farming honor by GY camping for a very long time... you guys tried to fix this in WotLK or so by putting a timer in WSG, but what should've happened instead was WSG being given diminishing returns on honor for doing various things there, such as killing enemy players
52
539: (questionable)there are a few cases in which you can do what is arguably exploiting in order to skip significant amounts of a dungeon or an outside(uninstanced) portion of a dungeon
54
5510: improved scorpid sting is bad, and it is perhaps the worst talent in the entire game; a few other talents aren't that great either, and(optional) many species of pets are... not very useful
56
5711: certain white items(and a green one) that seem like they should be valuable, are usually just vendor trash; these are elemental water, elemental air, heart of fire, core of earth, globe of water, breath of wind, ichor of undeath, and essence of undeath
58
5912: (optional)crafting, aside from engineering, isn't that useful for things other than getting gold or being convenient; I mean I know that people can craft stuff that can be equipped, but someone else can do it for you and you can just pay them for their product(s)... this one would be sorta complicated to fix(suggestions found below), and I guess its okay if you skip over this one, and also I'll be recommending a "TBC" approach, rather than a "WotLK" approach... also goblin engineering seems to be worse than gnomish engineering
60
6113: it is virtually impossible to compete against a hunter of the same faction when trying to tag an enemy for credit if that hunter knows where the enemy is going to spawn, unless you are an engineer
62
6314: fast 2-handed weapons aren't useful compared to slow ones
64
6515: ignite is broken when multiple fire mages are involved, and rage scaling is broken in BWL gear and better for dps warriors
66
6716: the hybrid tax is too large in some places, I'd like it to be fixed that while still keeping a hybrid tax, in the ways that I specify
68
6917: the four horsemen encounter requires 8 dedicated MAIN tanks to reliably complete, and no other fight has that requirement(please correct me if I'm wrong); I propose nerfing the fight in such a way that it can be done with only 4 dedicated MAIN tanks in a reliable manner, preferably without also nerfing it in other ways
70
7118: sulfuras, the hand of ragnaros, is not quite deserving of being called a legendary item, given that an epic item that drops off the same boss is in most cases better than it, and that another epic item that drops off of the final boss from the next tier of raids is arguably better than it... also that 2h sword from ragnaros
72
73is quite too strong for where you got it from(and for its ilvl), considering that it isn't a legendary, and spinal reaper could stand to have a better mana proc, and the hunter's T2.5 set having +spell damage was a failed experiment, and I think that the spell dmaage should be removed in favor of other stats
74
7519: (questionable)world buffs can REALLY trivialize a lot of raid content to a disgusting extent; they, in my opinion, shouldn't stack with eachother in most cases
76
7720: (questionable)some servers have horrible faction balance; of course, I don't need to explain why that is an issue, but the way that I attempt to solve it is questionable, and is in section #11
78
7921: in battlegrounds, some people afk to get honor, and avoid the afk autokicking by pushing a button infrequently, just to avoid the autokicking, so that they can leech to get honor... also, premades fighting pugs is an issue as well
80
8122: (optional)this one ain't really an issue, but hadn't there used to be negative PvP ranks planned?; I think that it was a good idea and should be implemented, but its okay if you don't implement it, I guess
82
8323: (VERY optional)you have the opportunity to release azshara crater and some new raids; you don't HAVE do it, but it'd be nice if you did it
84
85
86
87so I will propose these changes to fix vanilla WoW: ...this assumes that the 1.12.2 talent trees and other changes are used throughout the whole of each server's lifespan, with the modifications that are suggested below
88
89_
90
91#3 DUNGEONS/RAIDS:
92take the raid content and reputation rewards and such(but not level >60 quests) and release it on each server in the order that each patch released the raid content in ala nostalrius... so, for example, the server should start with patch 1.2 endgame content, but 1.12 talents and spells and existing gear and etc.; gear should not be temporarily downgraded to their patch 1.1 states with the sole exceptions of viskag the bloodletter and deathbringer(and perhaps a few other items that I forgot about), and the honor system should be available at release, and all T2 set items should not be available until BWL is released, including the hat and pants
93
94the tier .5 quest chain should not be released until after the AQ war effort begins
95
96maraudon should be available at the release of every server, including the very first ones
97
98all dungeons and raids should, with the exceptions of the below suggestions, be in pre-nerf condition, with the further exceptions of the c'thun encounter and the corrupted blood nerf and other completely necessary nerfs(if any); yes I am aware that the endgame dungeons used to be 10 mans and a 15 man dungeon
99
100stratholme, scholomance, and blackrock depths should be 5 man dungeons, even though they're unnerfed
101
102lower blackrock spire and upper blackrock spire should be limited to 10 players, but lower blackrock spire's quests should not be classified as raid quests, even though both dungeons are unnerfed
103
104do NOT lower the level of charga razorflank... really; tanks could just get creative with aggro generation
105
106whip lashers should no longer drop loot
107
108princess theredas and some other maraudon bosses gain a new ability(function(s) is/are up to you) that makes them much harder to solo at level 60, at least before AQ40 gear is available to players
109
110every 3 seconds while king gordok is aggroed, he will check to see if captain kromkrush is subdued; if he's still standing where he is before someone attacks him or talks to him with a suit, king gordok will yell out for him, causing captain kromcrush to aggro AND gain a 100% movement speed boost for 15 seconds, which is the only situation in which he will get the speed boost... this yell will also attempt to aggro cho'rush the observer
111
112(optional)a lvl 57(ilvl 62) rare two-handed mace is added to the game that looks like a tree trunk(think WCIII); it has a tauren-only racial restriction and drops off of Tendris Warpwood in Dire Maul: West... don't put TOO much work into the model or textures for it
113
114the weapon, bonereaver's edge, which drops from ragnaros, has the armor penetration from its proc reduced from 700 per proc to 300 per proc, still capping at 3 stacks(so 900)... its really quite too strong if it isn't nerfed, since its arguably BETTER than the two-handed sword that drops from nefarian, the final boss of the next tier's raid, AND it even is, for PvE(even after BWL), arguably better than SULFURAS, HAND OF RAGNAROS, which is a LEGENDARY item that drops from the SAME boss that drops bonereaver's edge
115
116so that you get an idea of how big 2100 armor penetration is at level 60, you gain >4.5% bonus damage against a lvl 63 enemy with 4600 armor by reducing that opponent's armor by 480; if you reduce that same opponent's armor by 2100 instead of 480, that opponent's damage reduction from armor goes from ~45.54% damage reduction from armor to exactly 31.25% damage reduction from armor... it could mean going from 544.6 damage to 687.5 damage; a boost of over 26% more damage, and even more if the opponent gets sundered first! every point of armor penetration is more valuable than the one before it until you ignore all of the opponent's armor
117
118the weapon, spinal reaper, is changed to give either 20 rage or 600 mana when it procs, instead of either 20 rage or 150 mana(150 is barely any mana at lvl 60)
119
120lower the cap on searing needle's debuff to 3 stacks, and decrease the power of the proc from 10 to 5 extra fire damage taken per stack(or keep it at 10 and don't let it stack)
121
122make MC, and to a lesser extent, BWL(but not onyxia), a little bit harder if you'd be using 1.12.2 talents for the whole lifespan of each server and maybe make AQ40 before c'thun a teeny, tiny bit harder
123
124I don't know how you'd go about doing it, but nerf the four horsemen encounter so that it can be done with only 4 dedicated MAIN tanks, instead of 8 of them; if that means also nerfing the encounter in other ways, then please try to minimize that
125
126legendary items are "buffed" to have stats and damage or armor as if they were 6 item levels higher than an epic item of an equivalent item level(which is the difference between blues and epics, and between blues and greens); this means that all legendary items are buffed so that their stats are as if they were 6 item
127
128levels higher than they actually were, without ACTUALLY increasing their item level
129
130thunderfury, blessed blade of the windseeker's item level is reduced by 6(effective change of 0 ilvls)
131
132sulfuras, hand of ragnaros' item level is reduced by 4(effective boost of 2 ilvls), and the damage and such of the item is increased accordingly
133
134the item levels of all 4 versions of atiesh, greatstaff of the guardian, are reduced by 6(effective change of 0 ilvls)
135
136you can decrease the ilvl of adonisus, reaper of souls by 6 if you want to, but its okay if it stays at 100
137
138add a slow mh or 1h ilvl 84 epic fist weapon to c'thun's drop table... unless you decide to add a new raid with a slow mh or 1h epic fist weapon with an ilvl of 83 or higher
139
140the hunter's AQ40 set is re-itemized in such a manner that instead of having the bonus spell damage/healing, it increases all of the other stats by a teeny bit; do not remove the spirit from the items
141
142the shen'dralar faction is more fleshed out, and has reputation rewards, and is the BWL faction in the way that the hydraxian waterlords are the MC faction
143
144it was a mistake to make the corrupted ashbringer available to players; rename the corrupted ashbringer to something else, and remove the dialogue from it, and change its model, AND reduce its ilvl from 86 to 85, so that it is more in line with the other loot dropped by 4 horsemen, as well as the loot dropped by
145
146loatheb, thaddius, and maexxna, and remove the associated scarlet monastary event
147
148(questionable) you can no longer reach blackrock spire by climbing up the chain outside, then jumping off of the back of the chain, then running along a cliff to jump to the balcony; there would be an obstruction placed between the cliff and the balcony
149
150(questionable) no longer will you be able to do a BRD lava run to jump from the platform where incendius is and then run straight to the black forge... at least without alot of fire resistance and a healer, or something, because the lava involved with that lava run will be changed to burn you when you are against the walls... but you'll still be able to do the BRD window jump to jump from near the arena's main exit to the hallway leading to incendius
151
152this suggestion is repeated in section #15; increase the hp of all raid mobs and world bosses that were available to players before patch 1.7 by an additional ~18%, and increase the hp of all raid mobs and world bosses that were available to players after patch 1.7 by an additional ~12%(instead of an additional ~18%); both of these should have the exceptions of all raid enemies that you wouldn't expect to have more than 16 debuffs on them at a time, such as c'thun's tentacles... the hp changes would include the changes from raids being made harder due to 1.12.2 talents, as well as the other changes that I had proposed(mainly better windfury totem and vindication)
153
154_
155
156#4 WORLD:
157all mining and herbalism nodes, even those inside of dungeons, are randomly placed somewhere within a 50 yard radius of their normal spawn points
158
159(questionable)black lotuses would no longer spawn every single time on predetermined herbalism nodes, but will instead randomly be found on any herbalism node of a high enough level with a low chance to spawn on each one... I guess competing for black lotuses could encourage world PvP?
160
161finish making all unfinished(as of 1.12.2) quest chains, such as the one involving the chained essence of eranikus
162
163fix the quest, A Crew Under Fire, and make sure that it has some sort of reward for its completion and is not repeatable
164
165add a level 60 tameable gorilla to some place in the game, even if it'd be a quest mob or inside of a raid(consider increasing the level of jaguero isle and the one associated quest chain and making king mulka tameable, or adding a level 60 tameable king kong reference to un'goro crater); that gorilla would know rank 4 thunderstomp, which is known when the gorilla is tamed
166
167(optional)add a tameable species of crab that dwells in the southern coast of azshara which knows the maximum rank of pin(crab)(see section #9)
168
169(optional)add a high-level quest in a goblin town that(involving the gadgetzan arena?) involves fighting a level 51 or higher(elite?) tallstrider that knows the max rank of kick(tallstrider)(see section #9); that tallstrider would be tameable, but of course, taming it would not get the quest done
170
171(questionable?)if you have the traces of silithyst buff, but are not in silithus, the ruins of ahn'qiraj, or the temple of ahn'qiraj, you will receive an undispellable 1 minute debuff that persists through death with the following description:
172If you do not go back to Silithus, the Ruins of Ahn'Qiraj, or the Temple of Ahn'Qiraj before this minute is up, you will lose your Traces of Silithyst.
173
174(questionable?)if you have the lordaeron's blessing buff, but are not in scholomance, stratholme, naxxaramas, or the eastern or western plaguelands, you will receive an undispellable 1 minute debuff that persists through death with the following description:
175If you do not go back to Scholomance, Stratholme, Naxxaramas, or the Eastern or Western Plaguelands before this minute is up, you will lose Lordaeron's Blessing.
176
177(questionable)the following buffs will not stack with eachother:
178-rallying cry of the dragonslayer
179-songflower serenade
180-warchief's blessing(horde only)
181-spirit of zandalar
182-all of sayge's fortunes
183-resist fire, from that one enemy in blackrock spire
184-mol'dar's moxie
185-slip'kik's savvy
186-fengus' ferocity
187
188(questionable)the following buffs will not stack with eachother:
189-the winterspring juju buffs
190-the mangletooth buffs(horde only)
191-the blasted lands buffs
192-the un'goro crystal buffs
193-the zanza potions
194
195in case you didn't know, all of those buffs combined with potions and a flask, where applicable, can be as great a boost to a guy's dps(at least if melee) as upgrading your gear by two tiers, if not even greater a boost
196
197_
198
199#5 ECONOMY(gold dumps):
200the following values don't consider reputation discounts, though they would apply, except to the ZG stuff and T2.5 and T3 stuff
201the values are also subject to being substantially changed
202
203the +15 fire resistance to cloak enchant and +15 nature resistance to cloak enchant and all AQ enchants additionally require two of a reagent from enchanting supplies vendors that costs 20g each; this reagent(not BoP) may only be found at enchanting supplies vendors
204
205+15 agility to 1h, +25 agility to 2h, +30 spellpower to weapon, +55 healing to weapon, +15 strength to weapon, and the crusader enchant additionally require one of that reagent that costs 20g at the enchanting supplies vendor
206
207all flasks require an additional reagent that costs 40g and is only found at alchemy supplies vendors; if you REALLY need flasks to clear a raid, then that raid done by your GUILD is gonna have that flask money come from the dps
208
209all ZG enchants additionally cost 50g, including the shoulder AND leg/head enchants
210
211if these changes are found to be too insignificant or extreme, then the gold costs of some or all of them will be raised or lowered significantly, but the changes will not be outright removed; in sum max lvl healers and tanks who can't farm gold as easily MIGHT have slightly worse enchants than players with more gold, and flasks are much more expensive, and T2.5 and T3 cost money, and gold is still gonna be valuable after you get your epic mount+training and all of your skills if you use consumables other than greater X protection potions and whatever healing/mana potions you manage to loot
212
213remember, it is better to overdo this category of changes than to underdo it; gold being more valuable is preferable to inflation... WoW is a GAME, not real life, wherein people being poor is very undesirable
214
215_
216
217#6 PvP:
218the back door to orgrimmar was never carved out of the rock(air taxis would fly over the rock), thunder bluff's back elevators are removed, and the bottom half of the entrance to undercity's sewers are walled off; the bats and windriders can fly over that wall since the top half isn't walled off... and in TBC(if you do TBC again), do something about the exodar's backdoor(draenei were originally going to be a horde race, so I'd read somewhere; it would explain the exodar's backdoor, wouldn't it?)
219
220arathi basin and warsong gulch should be available to players at the release of every server, but alterac valley should not be available until later
221
222alterac valley is in its pre-nerf state, like in patch 1.5 was it?, but with the following changes:
223
224you can no longer hike around the alliance's bridge in alterac valley; they put an obstruction near the top
225
226the horde's towers that can be captured, like the alliance's bunkers, have guards who have ranged weapons
227
228the horde's base has significantly more guards, especially in the "inner" "half"
229
230the horde got rid of that snow hill next to the fence next to the entrance to their base; no longer can you jump the fence by using that hill of snow
231
232after the 200th honorable kill that you make in a given warsong gulch against any given player in it, new join or not, your honor gains from honorable kills in THAT particular instance of warsong gulch are reduced by 25%, and after the 250th honorable kill, its reduced to 50%, and after the 300th honorable kill, its reduced to 25%, and after the 350th honorable kill, you receive no honor from honorable kills that are made in THAT particular instance of warsong gulch against ANY player... this may be increased to 250/300/350/400 if thats too extreme, but there really should be a cap(instead of a timer)
233
234after the 5th time that you steal the warsong gulch flag, you gain half honor from doing it again during that particular instance of warsong gulch, and after the 10th time you get none, but in both cases, you still get honor by capping it
235
236after the 5th time you return a warsong gulch flag, you gain half honor from doing it again during that particular instance of warsong gulch, and after the 10th time you get none
237
238implement negative PvP ranks(dishonored->exiled->outlaw->pariah); also, in lieu of banning people for certain reasons(such as griefing their own faction, win trading, or making a cross-faction devilsaur mafia(as opposed to a single-faction non-negative rank devilsaur mafia, which is okay)), perhaps it'd be more appropriate to, as a GM, lower their PvP rank(a.k.a. tell thrall or king magni bronzebeard on him), potentially lowering it to a negative rank... and make sure that its possible to increase(or decrease) your PvP rank when its negative without GM intervention, and make sure that negative ranked players aren't allowed to do battlegrounds until they reach rank 0, and that players of the outlaw and pariah ranks are hostile to their own ex-faction and their allies(such as the wildhammer dwarves or revantusk trolls, but not necessarily the goblin factions)
239
240hire at least a few GMs(one per server at the most, should be less) whose only jobs are to monitor lvl 60 battlegrounds for win trading and AFK abuse (e.g. avoiding the deserter debuff while essentially being afk) and PvP walljumping and such... make sure that its really obvious before you punish people for it, and instead of banning people for it, lower their PvP rank by 1; it is not okay if you lower the rank of someone's level 60 alt(or main) instead of the rank of the offending character, because from the standpoint of their faction leader, they are different people(in that case they can ban them for the offense too)
241
242do not ban people for cooperating with the opposite faction to grief players or scalp resources to the point of a literal monopoly if said people are of the rank of outlaw or pariah; they're already hostile to all players of both factions, even on PvE servers, so the players of non-negative ranks can deal with them accordingly
243
244players of the rank of outlaw or pariah can attack any player, flagged or not, and they can always be attacked by any player
245
246attacking a player of the rank of outlaw or lower will not flag you, even if he or she used to be of the opposing faction
247
248upon gaining the deserter debuff, you lose 5(maybe it should be 10) honor per character level for that week; it is dishonorable to be a deserter, is it not?
249
250you can only be queued for one battleground at a time
251
252when someone queues for a battleground in a group with more than two people from the start of the queueing, they will only be paired against another group that queues for that battleground as a group with more than two people; once the battleground has begun, people can join that battleground even if they didn't queue in a group
253
254a battleground's queue will not "pop" until both factions have attained at least 90% of the maximum number of people allowed for the battleground, and the battleground auto-end threshold is increased to <70% of the maximum number of allowed players for either faction
255
256the battleground auto-end timer that activates when one faction doesn't have enough players is reduced from 5 minutes to 2 minutes, to make it less profitable as far as honor gain is concerned for one faction in a premade to desert for the purpose of win trading
257
258whenever anybody on your server queues for any battleground, alliance or horde, you must wait between 1 and 10 seconds before you can queue up, the number between 1 and 10 is determined at random for each player the first time when they create their character, and then again after they successfully enter a battleground queue(not referring to the queue popping), and again every other time they successfully enter a battleground queue; that timer does not apply to people who are trying to group queue with more than 2 people in the group from the start... this suggestion is in place to prevent people from making premades without grouping up, or at least make it a lot harder
259
260remove all battlemasters from all capital cities, and once the BG queue pops, you actually have to run into the instance portal(every BG has one already, which doesn't do anything) instead of just clicking accept or whatever to get into the battleground; that would be more immersive, especially for the RP servers
261
262once a BG queue pops, you have 60 seconds to manually go through the portal before you are automatically kicked from the queue; this greatly reduces the radius in which bored high level players can go out and gank lowbies while they're waiting to get into the battlegrounds... someone missing the queue because they went to the restroom isn't as bad as them having a larger radius in which to gank lowbies while they wait without missing out on the BG
263
264all civilian NPCs are immune to all area-of-effect attacks from player characters and their pets, even while aggroed
265
266if it is conclusively found out that someone is account sharing to rank up in PvP, then that account should be banned for a minimum of 2 weeks
267
268(VERY optional)finish making azshara crater and release it, and release it for BfA too while you're at it; none of the battleground-exclusive rewards(for Classic WoW) should be above item level 65
269
270once you reach a given PvP rank, you'll always be able to buy(and as before, wear) the gear for that PvP rank, even if your PvP rank decreases later... but if you reach a negative rank, then the gear will be teleported to your mailbox(never expiring), and you can have it back when you reach a rank of 0 or higher
271
272all rank-locked PvP rewards are modified as follows, because the players were intended to be able to get gear by PvPing(as was implied by PvP being a focus of the endgame according to https://www.youtube.com/watch?v=w6Lu3n9AbUM), and the rank 12-14 gear wasn't that great anyway compared to BWL gear, aside from itemization:
273at honor system release, PvP rank rewards would be as follows:
274
275Rank 1 - Tabard
276Rank 2 - Faction insignia trinket
277Rank 3 - Superior-quality cloak and a 10% discount on all goods and repairs from your faction's NPCs
278Rank 4 - Superior-quality necklace
279Rank 5 - Superior-quality bracers and ring
280Rank 6 - Access to officer's barracks, officer's tabard, and potions
281Rank 7 - Battle standard
282Rank 8 - Superior-quality boots and gloves(ilvl 63)
283Rank 9 - Superior-quality chest armor and leggings(ilvl 63)
284Rank 10 - Superior-quality helm and shoulder armor(ilvl 63)
285Rank 11 - Commander's epic mount
286Rank 12 - Epic-quality chest armor, leggings, and boots(ilvl 65)
287Rank 13 - Epic-quality helm, shoulder armor, and gloves(ilvl 68)
288Rank 14 - Epic-quality weapon, shield/offhand, and belt(ilvl 71)
289
290~1 month after BWL release, PvP rank rewards would be as follows:
291
292Rank 1 - Tabard
293Rank 2 - Faction insignia trinket
294Rank 3 - Superior-quality cloak, necklace, ring, bracers, and a 10% discount on all goods and repairs from your faction's NPCs
295Rank 4 - Superior-quality boots, gloves, and leggings(ilvl 63)
296Rank 5 - Superior-quality chest armor, helm and shoulder armor(ilvl 63)
297Rank 6 - Access to officer's barracks, officer's tabard, and potions
298Rank 7 - Battle standard
299Rank 8 - Epic-quality chest armor, leggings, and boots(ilvl 65)
300Rank 9 - Epic-quality gloves, helm, and shoulder armor(ilvl 68)
301Rank 10 - Epic-quality weapon, shield/offhand, and belt(ilvl 71)
302Rank 11 - Commander's epic mount
303Rank 12 - Epic-quality chest armor, leggings, and boots(ilvl 74)
304Rank 13 - Epic-quality helm, shoulder armor, and gloves(ilvl 77)
305Rank 14 - Epic-quality weapon, shield/offhand, and ring(ilvl 80)
306
307~1 month after naxx release, PvP rank rewards would be as follows:
308
309Rank 1 - Tabard
310Rank 2 - Faction insignia trinket
311Rank 3 - Superior-quality cloak, necklace, ring, bracers, and a 10% discount on all goods and repairs from your faction's NPCs
312Rank 4 - Superior-quality boots, gloves, and leggings(ilvl 63)
313Rank 5 - Superior-quality chest armor, helm and shoulder armor(ilvl 63)
314Rank 6 - Access to officer's barracks, officer's tabard, potions, and Epic-quality chest armor, leggings, and boots(ilvl 65)
315Rank 7 - Battle standard and Epic-quality helm, shoulder armor, and gloves(ilvl 68)
316Rank 8 - Epic-quality weapon, shield/offhand, and belt(ilvl 71)
317Rank 9 - Epic-quality chest armor, leggings, and boots(ilvl 74)
318Rank 10 - Epic-quality helm, shoulder armor, and gloves(ilvl 77)
319Rank 11 - Commander's epic mount, and Epic-quality weapon, shield/offhand, and ring(ilvl 80)
320Rank 12 - Epic-quality chest armor, leggings, and boots(ilvl 83)
321Rank 13 - Epic-quality helm, shoulder armor, and gloves(ilvl 85)
322Rank 14 - Epic-quality weapon, shield/offhand, and trinket(ilvl 87)
323
324the rank 6/3 ring is a rare level 45 item with a level 58 version, with item levels of 50 and 63 respectively; the rank 6/3 ring is a unique item, and there is a str melee ring, a hunter/rogue ring, a caster dps ring, a healer ring, and a stamina+armor+all resists ring
325the rank 14/11 ring is an epic ilvl 80 item that has the same itemizations as the level 45/58 rare PvP rank 6/3 rings, except with more stats, and of course they are also unique items
326the rank 14 trinket is an ilvl 87 epic item that is similar to the class-specific trinkets found in BWL, except that they have different on-use effects, and of course they are also unique items
327the belt is an ilvl 71 epic item that is not a part of a set of items
328you are expected to go out into the world to get gear that is better than the rare items; alot of specs wear relatively low ilvl equipment for their raiding roles anyway
329and, of course, rename the PvP rewards accordingly as their prequisites are changed
330
331_
332
333#7 CLASS CHANGES AND OTHER ALLIANCE/HORDE BALANCE:
334improved scorpid sting's stamina reduction is increased to 10% or maybe 15% of the opponent's stamina(rounded down), up to a maximum of 33/66/100% of the str/agility reduction(68 with 3/3 at max rank), instead of the current straight-up 10/20/30% of the str/agility reduction(20 with 3/3 at max rank)
335
336improved arcane shot's cooldown reduction is increased by an extra .1 second per rank, and the talent also increases the damage dealt by arcane shot by 5/10/15/20/25%... feel free to taking a different approach to buffing improved arcane shot instead of that one; it should still serve as an ability that hunters use to help them hit stuff while kiting
337
338this isn't a change, but make sure that casting aimed shot does not reset the shoot timer; if also means that other spells that fire a moving projectile that doesn't deal damage until it reaches its target won't reset the swing timer, such as lightning bolt, fireball, and shadow bolt, but not chain lightning, scorch, immolate, nor mind flay, then so be it... really the biggest (unintended?) consequence of having it work like that would by far would be shamans being able to weave lightning bolts inbetween their autoattacks, and really thats not so feasible if a raid boss or trash mobs move around or move other players around or push back your spells with aoe damage or silence you
339
340hunter traps, goblin land mines, and ALL NPCs that are controlled by players(including temporary pets such as scarlet tracking hounds) can no longer tag any enemy on their own, no matter what; that way it'll be up to instant non-projectile damage spells to tag stuff, such as shadowburn, fireblast, moonfire, exorcism, and earth/flame/frost shock to tag enemies before everyone else
341
342(questionable)thick hide(druid) also reduces the damage taken from physical critical strikes by 1/2/3/4/5% while in the bear or dire bear forms... you can skip this one if you want, I guess
343
344predatory strikes is changed to grant the druid 2/4/6% bonus attack power in the bear, dire bear, or cat forms, instead of attack power equal to 50/100/150% of your character level
345
346ignite is changed to deal its damage every second for 5 seconds, in such a manner that it deals 33% of the damage on the first tick, 26% on the second tick, 20% on the third tick, 14% on the fourth tick, and then the last 7% of the damage on the fifth tick... also ignite would still stack, and every tick is rounded down, to a minimum of 1(before resists); fire mages would get a slight PvP buff as far as burst goes, but it'd work out okay, I think... if it really matters that much, then you can also reduce the damage from 8/16/24/32/40% of the crit to 7/14/21/28/35% of the crit, and it won't affect PvE dps that much
347
348magic absorption's bonus resistances are equal to .1/.2/.3/.4/.5 per character level, rounded up
349
350taunt no longer generates extra aggro for the warrior; it acts as it did in patch 1.1.0
351
352the threat generated by shield slam is reverted to the amount that it generated in patch 1.10.0; if that change would REALLY necessitate nerfing naxx a teensy bit, then wait until after releasing naxx to do it, to see if it really is necessary
353
354improved thunder clap now also enables thunder clap to affect 1/2/4 additional targets and increases the duration by 12/25/50%(or you can just have the duration increase if you don't like the extra targets)
355
356thunder clap's damage type is changed from physical to nature; the hand of antu'sul's thunder clap proc and the thunder clap casted by two NPCs already dealt nature damage anyway
357
358sword specialization no longer grants a 1/2/3/4/5% chance to gain an extra attack with swords; it will instead increase your critical damage multiplier by 3/6/9/12/15% for ALL attacks made with swords(INcluding white critical strikes)(the bonus critical multiplier stacks additively with lethality and impale, respectively increasing your critical multiplier from 215% to 245% and from 215% to 235% for the relevant attacks(at max ranks), but the unaffected attacks would do 215% critical damage with 5/5 sword spec)(+15% critical multiplier looks gigantic, but it isn't; I did the math)
359
360axe specialization no longer grants 1/2/3/4/5% extra critical strike chance when striking with axes, but instead causes your attacks with axes to ignore 1/2/3/4/5 points of the opponent's armor per level of your character
361
362(questionable)polearm specialization no longer grants the warrior 1/2/3/4/5% increased critical strike chance when wielding a polearm, but it will instead grant the warrior +1/2/3/4/5 bonus polearm skill(so a lvl 60 guy would have 305 max with the talent maxed out)
363
364mace specialization no longer grants you a 5% chance on hit to stun the opponent for 3 seconds; it will instead give you a 4/8/12/16/20% chance to deal 20% extra damage when you strike the opponent with a mace... or it could instead be changed to give you a 5/10/15/20/25% chance to deal 16% extra damage when you strike the opponent with a mace, but it should NOT an 8/16/24/32/40% chance to deal 10% extra damage, and in all 3 cases, the extra damage should be directly added to the damage dealt by each hit instead of being a separate value, in such a manner that you would generate more rage when the talent procs on white attacks than you would generate when it doesn't proc on white attacks, and as far as rage generation is concerned, it should be treated as a damage multiplier(perhaps it could, when and for as long as windfury weapon gives bonus AP, both give a +20% damage multiplier and reduce bleed dmg dealt by 17%(which would presumably result in barely changing bleed damage)... and make that sure the buff doesn't stack with itself(HoJ and etc.))... also, note that a 20% chance to deal 20% extra damage is less devastating than a 5% chance to get AN ENTIRE EXTRA ATTACK FOR FULL DAMAGE THAT MIGHT CRITICALLY STRIKE
365
366mace specialization(rogue) no longer grants 1/2/3/4/5 mace skill; that bonus mace skill is moved to the rogue talent called weapon expertise
367
368(questionable)fist weapon specialization no longer grants the rogue's fist weapons 1/2/3/4/5% critical strike chance, but instead increase the rogue's attack speed with fist weapons by 1/2/3/4/6%(or maybe 1/3/4/6/7%, or maybe 2/3/5/6/8%)
369
370these following values are used to denote the approximate WHITE damage boost given to a level 60 warrior with 2/2 impale against magmadar with 5 max rank sunders on him when the warrior has 40% crit(45% instead with daggers; also, for the sake of these examples, the warrior can get dagger and fist spec)
371
372maces: 4% white damage boost, 20% of hits hit 20% harder
373swords: ~4.06% white damage boost(at 40% crit), +15% critical strike damage
374daggers: ~4.05% white damage boost(at 45% crit with dagger spec), +5% critical strike chance
375axes: ~3.95% white damage boost, -300 armor(boosts damage even more against opponents that have less armor before mace spec)
376polearms: ???% white damage boost, +5 polearm skill(its okay if that one is a lot higher, given the existing racial weapon specializations)
377fists: 6% white damage boost, +6% attack speed(but yellow attacks such as garrote, sinister strike, and eviscerate are not affected)
378
379the positions of darkness and of shadow weaving on the priest's shadow talent tree are swapped; this is to prevent a 0/31/20 healing priest from getting and keeping 5 stacks of shadow weaving on a boss single-handedly by casting a shadow word: pain at the start, then using mind blast on cooldown some seconds after it wears off
380
381regular firestones should not be equipped in the wand slot; they should held in the offhand like the other firestones are
382
383improved spellstones is merged into improved firestones, and occupies the slot of improved firestones, and is renamed to master conjuror
384
385(questionable)firestones also grant the warlock a 25% chance to instantly deal a very small amount of fire damage(10% +spell dmg scaling; 13% with 2/2 imp. firestones) whenever they cast a spell other than curse of doom that deals damage(on spellcast, not on dealing damage)(it can proc when you cast a dot, but not when it ticks)(can proc from improved drain mana, but not unimproved drain mana)... the major firestone's damage could be, say, a 25% chance on the relevant spellcasts to deal... 40-60 fire damage? which would be increased accordingly by the talent, improved firestones
386
387seal of command's proc chance is changed to 45%, regardless of weapon speed; that is a slight nerf to paladins with 3.9 or 4.0 speed weapons, but it very slightly buffs paladins who use 3.8 speed weapons, and moreso those with faster weapons... really, I'm not sure why it was ever a PPM spell in the first place
388
389the positions of seal of command and two-handed weapon specialization(paladin) on the paladin's retribution talent tree are swapped
390
391seal of light and seal of wisdom are changed so that they give more health or mana(with more coefficient the slower you hit, IF they had any at all) the slower your weapon is, OR they're turned into PPM spells
392
393the proc chances of judgement of light and of judgment of wisdom are changed so that they give more health or mana the slower attacker's(not caster's) base weapon speed is(with more coefficient the slower you hit, IF they had any at all), or they're turned into PPM spells, based off of the attacker's(not caster's) weapon speed
394
395only one instance of each type of paladin judgement, regardless of rank, may be on any one enemy at any one time; those with a greater effect overwrite those with a lesser effect
396
397reckoning is capped at 1 stack, not 5
398
399blessing of salvation's threat reduction is reduced from 30% to 20%(remember that dps is limited by the tanks)
400
401holy power and illumination switch places in the holy paladin's talent tree
402
403divine favor requires 5 points in holy power instead of 5 points in illumination
404
405illumination also requires 1 point in divine favor
406
407stormstrike no longer deals weapon damage; instead it deals physical damage equal to a number ranging from .85*(x*a, b, or c) to 1.25*(x*a, b, or c), whereas x is equal to your unhasted white dps before crit and weapon skill and such, a is equal to 1.7 and is picked if you're using a dagger, b is equal to 2.4 and is picked if you're using a 1h weapon that isn't a dagger, and c is equal to 3.3 and is picked if you're using a two-handed weapon... stormstrike otherwise functions as it normally would(it can still crit and whatnot), and a similar change is not made to sinister strike or hemorrhage(yes, it does average out to 1.05*(x*a, b, or c))
408
409the attack power of stormstrike is normalized, as per the patch 1.8 AP normalization change
410
411windfury weapon's and windfury totem's extra attacks(as well as all other sources of extra attacks) are now yellow hits(even though I personally will be rolling a horde dps warrior)
412
413windfury weapon and windfury totem's internal cooldowns are reduced to .5(point five) seconds; the players, imo, should be able to back-to-back windfury with a 3.8 speed weapon while flurry is up
414
415tauren are given the mace specialization racial
416
417(optional)races that have a racial weapon specialization can inherently use the weapons that they are racially specialized into, even if their class normally wouldn't allow it; the exceptions to this are that the change would NOT cause a player to learn how to use a two-handed weapon if their class is normally unable to use any two-handed weapon that isn't a staff at all... what that would mean is the following:
418human priests get 1h swords
419human mages get 1h maces
420human warlocks get 1h maces
421dwarf priests can use a gun
422dwarf paladins can use a gun
423dwarf hunters get 1h and 2h maces
424orc rogues get 1h axes
425tauren hunters get 1h and 2h maces IF they are given mace specialization
426troll priests get bows and throwing weapons
427troll mages get bows and throwing weapons
428troll shamans get bows and throwing weapons
429and that you'd want to reprogram the ranged weapon slot to accept either a wand, a relic, or a ranged weapon, depending upon the existing proficiencies(I guess that totem/libram/idol could be proficiencies that are inherently 300/300 for the relevant classes, like languages)
430
431(optional) if you implement the above suggestion, then in the location of fist weapon specialization, axe specialization in placed in the rogue talent tree, and has a Requires One-handed Axes(the weapon proficiency) prerequisite, and has a note at the bottom that states, "only Orc rogues can use axes"; it functions as axe specialization(warrior); furthermore, fist weapon specialization is placed above axe specialization, so that fist weapon specialization requires 15 combat talent points to obtain, and the talent, weapon expertise has this sentence added to the end: "Also increases your skill with Axe weapons by 3/5 if you are an Orc."... also add the relevant proficiency requirements to polearm spec, mace spec(warrior and rogue), sword spec(warrior and rogue), dagger spec, fist weapon spec, and axe spec(warrior) for consistency
432
433_
434
435#8 OTHER CLASS CHANGES(paladin/shaman tanking and dps hybrid tax reduction):
436in old patch 1.12.2, you would only want a shaman tank to tank enemies such as the second firesworn that dies in the garr encounter, the second enemy to die in the majordomo executus encounter, a core hound that comes with golemagg, and MAYBE the second enemy to die in the sulfuron harbringer encounter; I intend to make paladin tanks get most of their raid usage from those kinds of situations, instead of being better prot warriors, by nerfing their threat generation AND making them rely on GETTING critically stricken... they should also rely on wearing ret paladin gear to tank(for threat generation) INSTEAD of prot warrior gear with +defense on it
437
438I will also state here what I think your design philosophy for tanking was(or MAYBE should've been) in vanilla WoW:
439main tanks: warriors
440primary/secondary offtanks: druids and all of the above
441situational tanks and tertiary+ offtanks: shamans, paladins, and all of the above
442last resort tanks: voidwalkers, hunter pets, and all of the above
443maybe shamans and paladins should be able to be primary offtanks, but, well, I'm sure about that part... the below suggestions follow the assumptions of the listed order(paladins and shamans both below druids) unless you want protection paladins and enhancement shamans to be as good at tanking as feral druids are
444
445anticipation(paladin) is changed to give 1/2/3/4/5% dodge chance instead of 2/4/6/8/10 defense
446
447the healing from judgement of light will now ONLY give the associated threat to the one that it heals; the paladin who casted judgement of light will NOT receive threat when it heals somebody else
448
449the mana gains from judgement of wisdom will now ONLY give the associated threat to the one that it gives mana to; the paladin who casted judgement of wisdom will NOT receive threat when it gives mana to somebody else... I'm not sure if that was already the case, though
450
451righteous fury now ONLY gives its bonus threat for 12 seconds after you are the victim of a critical strike, and it still requires the (30 minute?) buff; getting crit while the threat buff is active would refresh the 12 second threat buff
452
453the duration of redoubt is extended by 2 seconds/1 extra block
454
455on top of the above 5 prot paladin changes, further nerf protection paladin THREAT GENERATION hard enough so that paladins don't generate a sufficient amount of single-target threat if they are defense capped(meaning that they generate enough threat if they get crit at times and they also want to wear plate gear without +defense on it, for the offensive stats)
456
457the talent tree positions of anticipation(shaman) and shield specialization(shaman) should be swapped
458
459improved lightning shield is changed to a 2 point talent, giving a total of 5/10% increased lightning shield damage(and scaling) at rank 1/2
460
461NEW TALENT: Lightning Infusion
462requires 30 points in enhancement talents
463requires 5 points in shield specialization[shaman]
464requires 2 points in improved lightning shield
465requires 5 points in toughness[shaman]
466requires 1 point in stormstrike
467requires shields
468passive
4691 point talent
470While you are wielding a shield and lightning shield is active, your shield and the arm that holds it are infused with lightning; this increases your block chance by 15%, and reduces all physical(and maybe nature) damage taken by 15%, and also deals 20(at max rank)(tiny spell dmg coefficient and no AP coefficient) nature damage to your enemy when you block, which does not consume a charge of lightning shield; this effect will immediately wear off if you unequip your shield or if lightning shield wears off, but will immediately become active if a shield is equipped(or already equipped) when lightning shield is active or is activated.
471place that talent to the right of stormstrike
472
473shamans still wouldn't have a taunt(blessing of protection is often, but not always, better than taunt... but it has a hefty cd), or any tanking cooldowns at all(not counting ankh), but oh well
474
475I believe that paladins are not supposed to be flat out better tanks than shamans are... during vanilla... if you want to make enhancement shamans and protection paladins be as good at tanking as feral druids are without impacting PvP enough to really matter(somehow), then go ahead
476-
477improved weapon totems no longer increases the bonus attack power of windfury totem; instead, it will increase the proc chance of windfury totem by 2/5%(to 22/25%), and it will increase the damage of flametongue totem by 12/25% instead of 6/12%... this one actually MIGHT, but only might, not make the horde better than the alliance is at PvP, even after the other nerfs and buffs mentioned above and below
478
479lightning mastery is changed to a 3 point talent, granting .33/.66/1 second casting time reduction to lightning bolt and chain lightning, instead of .2/.4/.6/.8/1 second casting time reduction to lightning bolt and chain lightning
480
481NEW TALENT: Departing Storm or Relenting Storm, or some other name
482requires 25 points in elemental talents
483requires 5 points in call of thunder
484requires 3 points in lightning mastery
485requires 1 point in elemental fury
486passive
4872 point talent
488Increases the threat reduction of your tranquil air totem by 2/5%(to 22/25%), and grants you a 7/15% chance to refund the base mana cost of lightning bolt or chain lightning if they critically strike, with a maximum of one refund per spellcast.
489place that talent underneath elemental fury, making it a requirement for elemental mastery
490
491vengeance is changed to a 3 point talent, giving 5/10/15% extra holy/physical damage after a crit for 8 seconds instead of 3/6/9/12/15% for 8 seconds
492
493vindication is changed to a 2 point talent, lowering dodge chance by 1/2%, and lowering str and agil by 5/10%, to a maximum of 100% of your character level, instead of just reducing strength and agility by 5/10/15%; also vindication's duration is increased to 12 seconds
494
495vindication is placed to the right of vengeance(next to it) in the retribution talent tree, and vindication requires 3 points in vengeance and 5 points in conviction to learn
496
497if vindication wasn't a PPM spell, it should be one... the PPM should be high enough that 2 ret paladins can reliably keep it up on a raid boss without either of them using seal of the crusader; feel free to adjust the duration of vindication as is necessary
498
499NEW TALENT: [you guys decide the name]
500requires 15 points in retribution talents
501passive
5023 point talent
503Passively reduces the threat generated by the damage you deal by 2/4/6%, unless Righteous Fury is active.
504place it right beneath pursuit of justice
505
506leader of the pack grants you and your party members 5% melee and ranged critical strike chance instead of 3%
507
508moonkin aura grants you and your party members 5% spell critical strike chance instead of 3%
509
510moonfury is changed to a 3 point talent, granting 3/6/10% wrath, starfire, and moonfire damage instead of 2/4/6/8/10% wrath, starfire, and moonfire damage
511
512NEW TALENT: [you guys decide the name]
513requires 25 points in balance passive
5142 point talent
515Grants you a 15/30% chance to refund the base mana cost of wrath, starfire, or moonfire whenever you perform a critical strike with any of those spells.
516place this talent to the right of moonfury
517
518_
519
520#9 (optional)PET CHANGES:
521aside from big bite's cooldown, the focus costs and cooldowns for these pet abilities are merely suggestions... in comparison to these other suggestions
522
523new pet ability, web: 20 yard range, instant; immobilizes the enemy for 1 second(or maybe slow by 50% for 2 seconds instead); 50 focus, 25 second cooldown, spider only(lesser version of the WotLK ability)
524
525new pet ability, swipe(pet): functions as the druid's swipe, except that it does less damage than claw(pet) when "area of effect" damage is not considered; no cooldown, 40 focus, bear only(bear druids can do it)
526
527new pet ability, disarm(raptor): 5 yard range, instant; grasps at the opponent's weapon, effectively disarming the target for 1 second(maybe 2?); 30 second cooldown, 50 focus, raptor only(they're supposed to be smart, and they have arms to do it with)
528
529new pet ability, pin: 5 yard range, instant, channeled, 1 second duration; deals x to y physical damage and then immobilizes both the crab and the target for 1 second(crab is only immobilized for as long as the target is); 35 focus, 25 second cooldown, crab only(based on the WotLK ability, but not as good), will still hurt targets that are immune to being immobilized, but will not pin them down
530
531new pet ability, feign death(hyena): functions exactly as feign death(hunter) does; 20 focus, hyena only(they're known to do that irl too; alternatively, give them an enrage... or a 2 sec 50% tendon rip?)
532
533new pet ability, big bite: takes a big bite out of the opponent, dealing x to y physical damage(~133% more than a "same" rank bite), and if the target is a humanoid, beast, critter, or (maybe)dragonkin, it also heals the user for x(~50% of average big bite damage) over 9 seconds while making the pet happier with each tick(less for lower level opponents), in combat or not; 50 focus, 10 second cooldown, crocolisk only(they have a very big mouth and eat meat... and don't learn claw)(it may be somewhat bursty, but that is much of the point)(crocolisks would still learn bite, and they can have both bite and big bite)
534
535new pet ability, kick(tallstrider): 5 yard range, instant; kicks the target, interrupting spellcasting(no lockout) and dealing x to y physical damage; ~50 focus, 10 second cooldown, tallstrider only(they have big legs)... adding a lockout would make it about as strong as the WotLK ability called nether shock, as well as the likes of it, so if you must give it a lockout, then set it to .5 seconds, or instead 1 second if that is too short for the game to handle
536
537serpents got poison spit in TBC; I propose giving it to them in Classic WoW exactly as it was in patch 2.4.3... however, I'm not so sure whether or not it'd be a good idea to add gore(boar) as well
538
539(not optional) if you call your pet long enough after the pet died, and the pet is automatically ressurected, the pet will lose happiness as if you had casted revive pet to revive that pet
540
541_
542
543#10 RAGE GENERATION:
544any leftover or less-than-1 decimal amount of rage generation is converted into a % chance to gain 1 rage that is equal to that leftover decimal amount or less-than-one number... which is calculated separately from unbridled wrath(e.g. generating 4.8312 rage means generating 4 rage with a 83.12% chance to generate 1 extra rage; add 5/5 unbridled wrath and theres a 40% chance after that to gain another 1 extra rage)(round up or down to at least 2 decimal points(preferably 4) for the amount of rage that an attack generates, where applicable)
545
546in patch 1.12.2 as of 2006, the rage generation formula, not accounting(it isn't supposed to) for things such as unbridled wrath, shield spec, or the leftover rage thing at the top of this category, was this: "rage=damage dealt/(character level/2), up to a hard maximum of 100", but what I suggest will turn the formula into "rage=damage dealt/(character level/2), up to a maximum of R", whereas R is a variable
547
548the unsimplified version of the suggested rage generation formula is as follows on the next line, and does not account for things such as unbridled wrath, shield spec, or the leftover rage thing at the top of this category:
549
550rage=damage dealt/(character level/2), to a maximum of R, & R=5*(base attack speed*wield modifier*critical multiplier*critical reduction*total damage multiplier*armor DR*total other DR*glancing multiplier), up to a maximum of 100, unless you are wielding a shield or are in bear or dire bear form, in which case R=100
551
552on a related note, it is mentioned in section #15 that damage multipliers and %damage reduction from non-armor sources are both changed(where it'd be a change) to stack multiplicatvely... changing damage multipliers as such would very slightly increase or decrease the damage that is dealt by players under some circumstances
553
554clarification for suggested rage generation formula can be seen in the below lines of text:
555
556the base value of R is 5... at least for now; R's base value is subject to being changed to a number between 4 and 6
557
558base attack speed is set to the following: unarmed=2, otherwise base melee weapon speed
559
560wield modifier is set to the following: main hand=1, unarmed=.5, offhand=.5, 2h=1.3
561
562critical multiplier's base value is 2(for the formula), but is increased if your critical damage multiplier is above 200%(so with 4/5 sword spec vs. a lvl 1 undead priest it'd be 2.12 instead of 2)
563
564critical reduction's base value is 1, and it refers to effects that reduce the amount of critical damage taken, such as the suggested thick skin change for druids in the bear and dire bear form; the enemy taking 5% damage from crits would set its value to .9, but the enemy taking 5% less BONUS damage from crits would set its value to .95
565
566total damage multiplier refers to the combined effects of effects such as defensive stance, 1h weapon spec, axe spec, and death wish
567
568armor DR refers to the damage reduction from the opponent's armor
569
570total other DR refers to the combined effects of effects such as berserker stance, recklessness, shadowform, or shield wall
571
572glancing multiplier refers to how glancing your blow is, if at all; the base value of this number is 1, and will only be different(lower) if your attack is a glancing blow that incurs a damage penalty
573
574heres an example: a level 60 warrior somehow manages to use corrupted ashbringer to deal 3000 damage in 1 white critical strike with 5/5 2h spec and 5/5 2h sword spec and 5/5 enrage and death wish while a shield is not equipped against an opponent level 60 warrior with berserker stance and recklessness and 3106 armor; the formula for rage that is generated by that attack is below:
575
576rage=3000/60(100), up to a maximum of 5*(3.6*1.3*2.15*1*1.575*.6391(rounded up)*1.32*1), so 66 rage with a rounded 84.63% chance to generate an extra point of rage, and then 5/5 unbridled wrath comes in with a 40% chance to generate another extra point of rage
577
578for reference, this is how much rage could potentially be generated per hit under the following conditions by a level 60 warrior, assuming that the attacked enemy is level 60 and has 0 armor, and your attack has no damage multiplier unless otherwise indicated, and the enemy has no "other DR", and your attack does not critically strike or glance, and the numbers are rounded up from .00005 to the fourth decimal point
5793.3 speed normal 2h hit: 21.45(643.5 damage)
5803.8 speed normal 2h hit: 24.7(741 damage)
5812.4 speed normal mh hit: 12(360 damage)
5822.8 speed normal mh hit: 14(420 damage)
5831.7 speed normal oh hit: 4.25(127.5 damage)
5841.3 speed normal oh hit: 3.25(97.5 damage)
5852.8 speed normal oh hit: 7(210 damage)
5863.3 speed normal 2h hit with 5/5 2h spec: 22.5225(675.675 damage)
5873.8 speed normal 2h hit with 5/5 2h spec: 25.935(778.05 damage)
5883.3 speed normal 2h hit with 5/5 2h spec and a 5/5 axe spec proc: 27.027(810.81 damage)
5893.8 speed normal 2h hit with 5/5 2h spec and a 5/5 axe spec proc: 31.112(933.36 damage)
5903.3 speed 2h crit: 42.9(1287 damage)
5913.8 speed 2h crit: 49.4(1482 damage)
5922.4 speed mh crit: 24(720 damage)
5932.8 speed mh crit: 28(840 damage)
5941.7 speed oh crit: 8.5(255 damage)
5951.3 speed oh crit: 6.5(195 damage)
5962.8 speed oh crit: 14(420 damage)
5973.3 speed 2h crit with 5/5 2h spec: 45.045(1351.35 damage)
5983.8 speed 2h crit with 5/5 2h spec: 51.87(1556.1 damage)
5993.3 speed 2h crit with 5/5 2h spec and 5/5 sword spec: 48.4234(1452.702 damage)
6003.8 speed 2h crit with 5/5 2h spec and 5/5 sword spec: 55.7603(1672.809 damage)
6013.3 speed 2h crit with 5/5 2h spec and a 5/5 axe spec proc: 54.054(1621.62 damage)
6023.8 speed 2h crit with 5/5 2h spec and a 5/5 axe spec proc: 62.224(1866.72 damage)
603multiply those values by .8 to get the cap if R=4, or multiply them by 1.2 to get the cap if R=6; do not be afraid to set R to a non-integer number
604
605if these rage generation changes are too severe for warrior dps, then increase the base value of R to a maximum of 6, then if their dps is still too low, then also add these changes:
606
607flurry(warrior) is now a 3 point talent, granting 10/20/30% melee haste after dealing a melee critical strike for the duration
608
609NEW TALENT: Furious Shout[or something]
610requires 5 points in enrage
611requires 1 point in death wish
612requires 3 points in flurry
6132 point talent
614passive
615You put your (adjective) fury into your battle shouts, increasing the melee attack speeds of all that are affected by battle shout by 2/3%.(it takes precedence over booming voice+improved battle shout for which battle shout applies)
616this talent is placed to the left of flurry(warrior), and is also a prerequisite for bloodthirst
617
618mortal strike's debuff now also increases the physical damage taken by the target by 1%
619
620and if warrior dps STILL isn't good enough for raids, then increase mortal strike's physical damage vulnerability to 2%, and increase the melee haste from furious shout to 3/5%, and if they STILL aren't good enough for raids by then, then increase the base value of R to a hard maximum of 7
621
622also, if rage generation is completely static in legion/BfA, then I suggest also changing that game's rage generation to be capped(at a higher amount per hit?) instead of static
623
624_
625
626#11 SERVERS:
627do NOT release all of the Classic WoW servers at once; you should take ~10% of your intended Classic WoW servers and release them across three months after the first Classic WoW servers(the majority of them) are opened up... make sure that the players are very conspicuously told about this, as it would increase number of skeptical people that play Classic WoW, because they both want to play on a brand-new server from hour 1, AND they want to make sure that it isn't an unfinished buggy mess before they spend money on it... then release the a few more WoW servers over the span of a very long time, as theres gonna be more people looking for a fresh start that didn't get in on it at first
628
629it is better to have less servers than to have more servers, concerning the surge of players upon release; having too many servers means that after the first few months, almost all servers are going to be low pop, which is undesirable in the long-term, whilst not having enough servers is only undesirable in the short-term, since those first few months are going to be very overpopulated in the level 1-10 and 10-20 zones, but after a few months its going to settle down and STAY SETTLED DOWN, and concerning private server releases, plenty of people purposefully wait until a few weeks after release day to start playing on the server, even though they decided before day 1 to play on the server, because of the overpopulated starting zones, and some people wouldn't play on the server at all unless they knew it wasn't a buggy lagfest, and those same people will not hesitate to use those same precautions for Blizzard Entertainment's official Classic WoW servers
630
631during the first month of every server's lifespan, increase the server capacity of every server from 3-4k to 6-8k, then put it back to 3-4k after the first month has elapsed; make sure that the players know about this before release...this would have the side effect of making the starting zone rushes even more hectic, BUT it would also mean that less players, if any at all, would wait in the queues
632
633do not be afraid to merge low-pop servers(especially if two low pop servers have opposing faction imbalances of similar severities), CRZ is worse than mergers
634
635do not implement sharding nor cross-realm zones in any way, shape, or form
636
637do not implement cross-realm battlegrounds
638
639make sure to have Brazilian realms(which have BR or (BR) in their name somewhere), General Central/South American realms, very especially many Chinese realms(ESPECIALLY Chinese realms, get a LOT of those), Russian realms, and Japanese realms, and maybe one South Korean realm of each server type(or lump them into General Oceanic realms)
640
641there should probably be a category for purist servers; these servers would simply be servers with all of their content and class balance and etc. the way that it was in 1.12.2, with the sole exceptions that all bugs and exploits and such are fixed, there are no cross-realm BGs, and that not all of the end-game content is released at the same time... these servers would never, ever recieve any changes(such as changing content or class balance) of any kind whatsoever, except for more bugfixes and exploit fixes
642
643servers should cap at 2500 players, but if you want to increase that cap, then do not increase it beyond 3500 players
644
645a server that is listed at full for more than 40% of any given week should allow free transfers off of the server unless that server has a remarkable faction balance problem, in which case only the bigger faction would get those free transfers off of the server
646
647make sure that all of the relevant server hardware is capable of having 2500 or more players occupying the same location and talking and using a skill at the same time without anything worse happening than everyone's FPS being halved
648
649a new server population designation is made called "Very Low"(under 500 players), and(questionable) if a server's population reaches that point and stays there for all of one of any week, barring a citizenship-threatening war or something in that county, then it may be merged with another server of a similar population
650
651(questionable)either disallow any and all name changes for Classic WoW that are not forced by a GM(those would be free), or instead increase the price of name changes to $60.00 for Classic WoW, to discourage people from trying to reset their reputation
652
653(questionable)set the price of realm transfers that aren't free to $30.00; this would encourage players to take advantage of free realm transfers to servers with faction imbalances, and it would discourage those seeking to reset their reputation from doing so
654
655(questionable)make sure that the players know from the very start that for vanilla servers, you will not hesitate to solve faction imbalances by merging servers(even high-pop ones); make sure that they know that if they don't want it to happen, then they shouldn't make faction imbalances that are worse than a 1:2 imbalance... be sure to mention this in-game in both a loading screen tip and also have a popup window when people stating so when they are selecting their servers for the first time
656
657(questionable)in the server list, list each realm's faction balance by x%/x%, rounded up or down to the nearest integer; the first x would be blue, whereas the second x would be red... if a server is less than one month old, then the word, "New"(white text), would be displayed instead of x%/x%
658
659if you do merge servers, give the servers involved a 2 week warning, with free name changes for those who might be forced to change their names(use a program to determine conflicting names and give them free name changes ahead of time?), and during the 2 week warning, no new characters may be made on either server
660
661(questionable)if a server has less-than-severe faction imbalance(between 1:2 and 2:3), then allow free xfers off of the server for the bigger faction's players, and allow free xfers onto the servers for the smaller faction's players; the free xfers are advertised every time someone of the appropriate faction tries to do a realm transfer, and are also advertised in a blue sticky in the appropriate realm forums
662
663(questionable)if a server doesn't have a high population and has severe faction imbalance(1:2 or worse), then first give them a 2 week warning, then merge it with a similarly-populated server with a similar faction imbalance for the other side
664
665(questionable)if a server has a high population and has a severe faction imbalance(1:2 or worse), then first, give them a month's warning(with free xfers off of the server for the bigger faction and free xfers to the realm for the smaller faction), then merge it with another high pop server with a similar faction imbalance for the other side, and also double the capacity of the server's population for a month whilst also offering free xfers off of the server; after that month, halve the extra population cap, and after the second month, remove the extra population cap, and after the server stops constantly being full outside of primetime for a month, discontinue the free server transfers for the server, and if the faction balance problem manages to recreates itself that way, then repeat the process
666note: the above may cause instability issues due to the high population involved, it is quite the incentive to transfer off of the newly-merged server
667
668_
669
670#12 CRAFTING/REAGENTS:
671blacksmiths can now craft SHIELDS; various shield recipes of various levels are added to the existing blacksmithing recipes
672
673everything that requires goblin engineering to craft also requires goblin engineering to use, except for goblin rocket fuel
674
675everything that requires gnomish engineering to craft also requires gnomish engineering to use, except for inlaid mithril cylinders
676
677soul pouch now additionally requires one essence of undeath to be crafted, felcloth bag additionally requires 4, and core felcloth bag additionally requires 10 of them, and runed stygian belt additionally requires 1 essence of undeath to be crafted, and runed stygian pants and boots additionally require 2 essences of undeath to be crafted
678
679gift of arthas now additionally requires 1 ichor of undeath to be crafted, and ultra-flash shadow reflector and +20 shadow damage to gloves now additionally require as many ichors of undeath as essences of undeath to be crafted
680
681all craftable naxxaramas frost resistance gear additionally requires 2 globes of water per essence of water to be crafted
682
683the stormshroud armor set now additionally requires as many globes of water and breaths of air to be crafted as they do essences of water and essences of air
684
685+4 mp5 to bracers and +20 frost damage to gloves and hyper-radiant flame reflector now additionally require as many globes of water as they do essences of water to be crafted
686
687+15 agil to 1h weapon, +25 agil to 2h weapon, and +7 agil to gloves now additionally require as many breaths of wind as they do essences of air
688
689+15 FR to cloak and +20 fire damage to gloves now additionally requires 4 hearts of fire for the enchantments, and all flarecore(cloth FR) gear requires as many hearts of fire as essences of fire to be crafted
690
691titanic leggings, stronghold gauntlets, and +15 str to 1h now additionally require as many cores of earth as essences of earth to be crafted
692
693gyrofreeze ice reflector now requires as many hearts of fire as essences of fire to be crafted
694
695truesilver transformers now require an additional elemental air to be crafted
696
697greater nature protection potion no longer requires an elemental earth to be crafted, but an elemental air instead
698
699frost oil now additionally requires two elemental water to be crafted
700
701_
702
703#13 OTHER CRAFTING(optional)(questionable):
704blacksmithing and leatherworking: a few blacksmithing and a few leatherworking recipes are added to each raid tier for BoP items; these items use reagents found in the raid and are not necessarily better than other items found in the raid or that can be crafted into BoE items with raid reagents... these items should also all require 300 blacksmithing AND mining, or skinning AND leatherworking to be equipped... also be sure to make use of the sub-professions; namely axe/mace/swordsmithing, armorsmithing, and dragonscale/primal/tribal leatherworking, and also make sure that you only provide 1 axe, mace, and sword option per tier of raids(not a 1h and 2h for each raid), and also for the purpose of this whole category, ony's loot would be considered alongside BWL's or MC's loot, so that both raids' recipe drops combined are enough for just BWL or MC... also ZG/AQ20's crafted BoP loot would be worse than that from MC, and ZG would have no BoP crafted non-weapons added, since they have those rep reward recipes with those set bonuses of theirs
705
706tailoring: HALF of a few tailoring recipes are added to each raid tier for BoP items; these items use reagents found in the raid and are not necessarily better than other items found in the raid or those that can be crafted into BoE items with raid reagents... these items also all require 300 tailoring to be equipped
707
708enchanting: add ring enchants like in TBC(self-only and makes it BoP), except ofc not as good as the endgame TBC ones... the ring enchants should be designed in such a manner that, when combined with tailoring's BoP raid quality gear, it wouldn't necessarily be better or worse for a warlock to have tailoring and enchanting than it would be, for example, for a warrior to have mining and blacksmithing
709
710alchemy: add ONE of some sort of BoP UNIQUE usable unequippable consumable item WITH CHARGES that has a cooldown and can only be used by sufficiently skilled alchemists(who are also herbalists)... maybe they could turn some herbs into a gas cloud or something?... alternatively, do something else(maybe some BoP potion(s)?) to make alchemy(when combined with herbalism) be useful for a character who has an alchemist best friend with all the recipes who gives him whichever and however many potions he wants for free
711
712engineering: the bombs and equippable stuff and such also requires an amount of mining to be used that is equal to the prerequisite amount of engineering
713
714_
715
716#14 (VERY optional)NEW RAIDS:
717with the re-release of Classic WoW, you have the opportunity to include new and/or scrapped raids; should you choose to, you at the very most should release 7 of them, potentially including at least the following:
718
719karazhan(it was originally going to be a 40 man, scheduled for after naxx, or so I'd read)
720karazhan crypts(planned for patch 2.2, but was scrapped)
721grim batol
722underwater azshara raid(there was a portal somewhere, wasn't there? make sure the raid wants to have water breathing up, do not make extra water breathing gear that drops outside of the raid)
723emerald dream
724dragon isles
725and I think that theres a portal behind a metal gate between the elite demon place in winterspring and mount hyjal
726
727if you decide to release new raids, then you could potentially have, not counting world bosses:
7282 T0 raids: UBRS and a scrapped raid
7292 T.5 raids: ZG and AQ20
7302 T1 raids: MC and a scrapped raid
7311 or 2 T1.5 raids: the emerald dream, which would be as big as two raids, or maybe just two scrapped raids instead
7322(.5) T2 raids: BWL and a scrapped raid... and onyxia's lair(the outlier is okay)
7332 T2.5 raids: AQ40 and a scrapped raid
7342 T3 raids: naxx and a scrapped raid
735
736if a new T0 raid is made, it should be available at the server's release; there should be no legendaries that come out of there(but that doesn't mean it can't be involved in a legendary quest chain), and ALL of its loot should be ilvl 63 blues that require clvl 58 to equip, as well as a few ilvl 63 epic items that require clvl 58 to wear, and maybe you could have something(s) like chromatic carapace that lets you get ilvl 62 epic items too
737
738if a new T1 raid is made, it should be available at the server's release; barring legendaries, none of its non-weapon loot should be above ilvl 78, and none of its weapons should be above ilvl 77
739
740if you make T1.5 raids, they should be released maybe after the ahn'qiraj war effort begins, and before naxxaramas is released, and the release of naxxaramas should NOT be delayed by the releasing of T1.5 raids; of course, barring legendaries, the item levels of the loot should be higher than MC stuff and lower than BWL stuff
741
742if you make a new T2 raid, it should be available when BWL is available to players; barring legendaries, its weapons should not exceed ilvl 81, and its non-weapon loot should not exceed ilvl 83
743
744if you make a new T2 raid and decide that its gonna be the emerald dream; you should release the nightmare dragons when BWL is released, and each portal guarded by each dragon should lead to a different mini-raid with 2 or 3 bosses in them, or maybe it could be a naxx-like sort of thing where the raid is divided into four "quarters" then has a 5th final place, BUT you would be able to enter or exit the raid from 4 places, with each exit putting you into a different place... but if you release the emerald dream as a T1.5 raid, it should be released as the only T1.5 raid, and be available to players as soon as the nightmare dragons are, AND, in that case, the nightmare dragons should in that case be released maybe a month after the AQ war efforts begin, and the emerald dream raid should be at least as big as two fully-fledged raids
745
746if you make a new T2.5 raid, it should be released when the ahn'qiraj war effort begins, or perhaps a month after it begins instead; barring legendaries, none of its non-weapon loot should be above ilvl 88, and none of its weapons should be above ilvl 84
747
748if you make a new T3 raid, it should be released when naxxaramas is released; barring legendaries, none of its non-weapon loot should be above ilvl 92, and none of its weapons should be above ilvl 89
749
750I'm not telling you that every new raid should include a legendary item, but that if you DO include new legendary items, then don't make any of them better than atiesh unless they're temporary items like the tempest keep legendaries are
751
752split the drop locations of the T1 set items between the new raid, should you make it, and do similarly for T2 and T3 set items
753
754if you add a new T2.5 raid, add a separate T2.5 set with the same itemization as the already-existing T2.5 set items, which is composed of only a pair of gloves, a belt, a pair of bracers, and maybe an amulet or something, but it maybe should just be a 3pc set
755
756adding new raids may justify increasing the difficulty of certain already-existing raids, due to the availability of new equipment; then do so where it is called for(even if you gotta unnerf c'thun), in order to preserve the difficulty of the already-existing raids; this may be covered by the suggestion at the end of section #15
757
758recall that for some of your raids, the item level gets higher as you kill bosses deeper in the raid, with the increase not just happening for the last 2 bosses; examples of that include at least AQ40 and naxxaramas
759
760all items that drop from the new raids should have the same kind of itemization as the items from the already-existing raids of the same tier, or in the case of T1.5, the loot from that tier of raids should have the same sort of itemization as the loot that is found in BWL
761
762by itemization, I mean stuff such as having spirit on mail and plate, and stuff such as having strength on rogue-only gear, not stuff such as making sure that there is epic +str mail for enhancement shamans
763
764if you decide to implement the underwater azshara raid, don't tell the players about it, even after it gets released; if some player(s) find out about it and post about it on the forums, do not censor them
765
766do not put ANY new raids into the PTR; it is more important that the players initially find the raids to be difficult(since they hadn't been there before) than it is that the raid works flawlessly at release... you can test the raid loot in the PTRs, though, but not the raids themselves, and if the raids are buggy at release, then they can be less buggy after release, and actually, perhaps you can scrounge up 40 already-paid employees including the developers hired for Classic WoW and perhaps also forum moderators to test out the raids, which would prevent the players from figuring out the bosses BEFORE they're released on the live realms
767
768and while(and if) you're at it, also put the raids into BfA, without turning them into level 110 or 120 raids
769
770_
771
772#15 OTHER:
773a temporary ignore option is added to the ignore list; it will, when used, ignore the selected player for 24 hours, then automatically unignore the player when the 24 hours are up, even if you're logged off at the end of those 24 hours; you can "upgrade" it to a regular ignore if you so choose, and you can end the ignore early if you so choose... this would very be useful for ignoring gold sellers
774
775do NOT make the ignore list bigger, especially in today's political climate
776
777I'm serious about the above non-change, which was not a typo
778
779healing over time effect stacking(namely, having more than one effect on a guy at once and which effect overwrites which) is treated as it was during late TBC and onwards
780
781(questionable)ALL addons are disabled, period; if you really want help with that one quest, then you can look it up like you could in 2004, or just ask someone in guild or general chat, and if you really want to know when to do what during a boss fight, then just get good; also, threat meters didn't exist as an addon until TBC, or so I'd read on the official WoW forums
782
783ALL visual spell effects should, as far as graphics are concerned, visually look like they had before TBC was released... really
784
785the item, fine light crossbow, should have its dps reduced to that of a normal ilvl 21 white bow or gun
786
787you should release Classic WoW on the same day that BfA is released, in order to split the MMO tourists between BfA and Classic WoW; they'll likely check out both, but likely not at the same time
788
789if a DoT or HoT exists on an enemy, and then that DoT or HoT is reapplied(stacking or not) before it wears off, then the timer for the DoT's HoT'sticks is not restarted, and the DoT's or HoT's duration may be extended for just long enough to get the otherwise missing tick off(even decimal amounts of time, to the nearest 10th of a second), but if it'd go to two extra ticks worth of duration because of reapplication or stacking, then it won't and a tick of the DoT or HoT may be lost; this would make deep wounds better and ignite slightly worse... if you already had something like this in TBC or WotLK, then do that instead
790
791damage multipliers are changed to stack multiplicatively... really that suggestion is just here to balance out the mace specialization talent a teensy bit better, and it'd barely change the damage dealt by players
792
793%damage reduction from non-armor sources are, if they didn't already stack multiplicatively, changed to stack multiplicatively
794
795below is a summary of almost all of the consequences of removing the debuff limit:
7961: crystal yield(-200 armor), IF it doesn't stack with annihilator, sunder, faerie fire, or curse of recklessness
7972: hemorrhage(+7 to physical dmg taken)
7983: gift of arthas(+8 to physical dmg taken)
7994: weapon-specific debuffs; of all the weapon-specific debuffs, the only notable change in the raiding metagame, aside from players no longer being reluctant to use weapons such as gravestone war axe and gutgore ripper, would be searing needle MAYBE getting used in some rogue's offhand and some guy tanking with annihilator, the latter of which would've happened even with a 16 debuff slot limit... NPCs, including raid bosses, don't actually have any str or agil to reduce, so I've read, and I'm not sure if they have any int either
8005: warriors don't worry about deep wounds taking debuff slots anymore, and it won't get pushed off
8016: paladins can use judgement of light, wisdom, and the crusader, as well as vindication, without worrying about debuff slots
8027: hunters can use serpent sting(32 dps before AQ, 37 after AQ), and if they're really good at their class, then they can use explosive/immolation trap and scorpid pets can use scorpid sting, the max rank of which deals 20 dps at 5 stacks
8038: rogues can use hemorrhage, garrote, and rupture without worrying about debuff slots
8049: guilds would be less hesitant to take more than 1 shadow priest to a raid, but they likely still wouldn't; also, shadow priests could use vampiric embrace without a non-threat-based issue
80510: shamans don't worry about stormstrike taking up a debuff slot, and if they think that they won't crit, they can cast flame shock instead of frost shock
80611: mages don't worry about the debuff slot from fireball or pyroblast anymore, nor the one from improved scorch or winter's chill, and they don't worry about ignite being pushed off anymore either
80712: warlocks can use their DoTs and more curses; with those dots, their geared dps might be on par with that of geared frost mages
80813: moonkins can cast moonfire without caring about debuff slots, and cat druids can use rip without caring about debuff slots
80914: an arms warrior can use mortal strike, reducing healing taken by 50%, and ALSO increasing physical damage taken by 1 or 2%... if that change gets implemented
810
811this suggestion is first mentioned in section #3(don't do it twice); increase the hp of all raid mobs and world bosses that were available to players before patch 1.7 by an additional ~15%, and increase the hp of all raid mobs and world bosses that were available to players after patch 1.7 by an additional ~10%(instead of an additional ~15%); both of these should have the exceptions of all raid enemies that you wouldn't expect to have more than 16 debuffs on them at a time, such as c'thun's tentacles... the hp changes would include the changes from raids being made harder due to 1.12.2 talents, as well as the other changes that I had proposed(mainly better windfury totem and vindication)
812_
813_
814_
815_
816_
817also, please use the old models for enemies and players and such(someone else can explain that one), or at least make the downloading of the new models and such optional, and please don't implement any achievements or barber shops either
818
819I can argue for EVERY single one of those suggested changes; though the ones that say (optional) or (questionable), and the stuff on the few lines above this one, I'm not gonna be so good at arguing for
820I also am open to changing my suggestions, should they be sufficiently argued against, or if I just get a nice idea
821
822changes from the previous version:
823added the mention of progressive content release to section #3, removed it from the introduction and changed the statement
824removed (maybe 4/7/10% instead) from the suggested retribution paladin threat reduction talent
825clarified the immobilization for pin(crab skill)
826added fix for the revive pet happiness reduction avoidance exploit to section #9
827renamed section #9 to PET CHANGES
828in section #9, added uncertainty about whether or not to add gore(boar/ravager), which only boars would get
829lowered the suggested armor penetration for the axe specialization suggestion to 1/2/3/4/5 per character level, since it is better against sundered opponents
830optionally added the relevant weapon proficiency requirements to all weapon specialization talents, for consistency
831switched the functions of the axe and mace specialization talents; axes were historically good at penetrating armor anyway
832changed fist specialization from 2/3/4/5/6% haste to 1/2/3/4/6% haste
833changed damage multipliers to stack multiplicatively instead of additively
834changed %damage reduction from non-armor sources to stack multiplicatively if it wasn't already like that
835reduced raid enemy/boss HP buffs from 12/18% to 10/15%
836revised section #10; the underlying mechanics should be about the same
837revised some of section #11, its largely the same, but there are some differences
838lowered the damage of big bite(crocolisk skill), and clarified that crocolisks can have both bite and big bite
839corrected the part in section #15 about max rank scorpid poison doing 40 dps at 5 stacks; its actually 20 dps at 5 stacks
840changed how DoT/HoT stacking/reapplication works; it is in section #15 right above the debuff limit stuff
841improved thunder clap now also enables thunder clap to affect 1/2/4 additional targets, and it increases its duration by 12/25/50%
842thunder clap's damage type is changed to nature
843changed magic absorption's resist all to .1/.2/.3/.4/.5 to all resistances per character level, rounded up
844turned regular firestones from a relic to an offhander, and (questionable) buffed firestones
845merged improved spellstones into improved firestones, and renamed it to master conjuror
846added premades fighting pugs and afking in battlegrounds as an issue; the solutions are suggested in section #6
847significantly revised section #6
848added the re-itemization of the hunter's T2.5 set to issue #18, and put the solution in section #3; the set's spell damage/healing would have its "itemization points" put elsewhere, but the +spirit would stay
849decided how improved arcane shot should be buffed; the decision is not anywhere near finalized
850denoted that the addition of the high level crab species in azshara and the high level quest tallstrider are optional
851the attack power of stormstrike is normalized, as per the patch 1.8 AP normalization change
852changed lightning mastery's casting time reductions from .34/.67/1 second to .33/.66/1 second
853changed moonfury from 4/7/10% bonus wrath/starfire/moonfire damage to 3/6/10% bonus wrath/starfire/moonfire damage
854merged issue #8 with issue #9, then changed the new issue #9 to (questionable) there are a few cases in which you can do what is arguably exploiting in order to skip significant amounts of a dungeon or an outside(uninstanced) portion of a dungeon
855added the solutions relevant to issue #9 to section #3
856removed the corrupted ashbrigner scarlet monestary event, since the sword is renamed and has its SPECIAL special effect removed
857removed the extra gold costs for T2.5 set items and T3 set items
858removed WSG giving too much honor from issue #8, but added WSG games potentially being turned into extremely long gankfests to issue #8; the solutions are already present
859changed the damage range of stormstrike; the average damage that it deals should be exactly the same as before
860fixed some typos, and changed some wording around, and etc.