· 8 years ago · Feb 04, 2018, 01:32 AM
1version 1.0.6; by Tarregor from Blizzard Entertainment’s official WoW Classic Discussion forums
2the changes from the previous version are at the bottom
3
4#1 INTRODUCTION:
5I made some Classic WoW suggestions, but NOT quality of life suggestions(except for a temporary ignore feature and automatic name change notifications) such as lvl 20 mounts, guild banks, flying mounts, dual-speccing, or being able to mail multiple attatchments at once; 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:
37These are issues with patch 1.12.2:
38
391: 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)
40
412: (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
42
433: 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
44
454: 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
46
475: 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
48
496: 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
50
517: 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
52
538: 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
54
559: (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
56
5710: 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
58
5911: 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
60
6112: (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
62
6313: 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
64
6514: fast 2-handed weapons aren't useful compared to slow ones
66
6715: ignite is broken when multiple fire mages are involved, and rage scaling is broken in BWL gear and better for dps warriors
68
6916: 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
70
7117: 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
72
7318: 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 is 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 servers
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(not UBRS) and a 15 man dungeon(UBRS)
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 halve the power(but not duration or chance) of the proc
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
127levels higher than they actually were, without ACTUALLY increasing their item level
128
129thunderfury, blessed blade of the windseeker's item level is reduced by 6(effective change of 0 ilvls)
130
131sulfuras, hand of ragnaros' item level is reduced by 3(effective boost of 3 ilvls), and the damage and such of the item is increased accordingly
132
133the item levels of all 4 versions of atiesh, greatstaff of the guardian, are reduced by 6(effective change of 0 ilvls)
134
135you can decrease the ilvl of adonisus, reaper of souls by 6 if you want to, but its okay if it stays at 100
136
137add 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
138
139the 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
140
141the 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
142
143it 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 loatheb, thaddius, and maexxna, and remove the associated scarlet monastary event too
144
145(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
146
147(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
148
149this 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%(~24% if new raids are added as is suggested in section #14), and increase the hp of all raid mobs and world bosses that were available to players after patch 1.7 by an additional, not ~15%, but ~10%(~16% instead of ~10% if new raids are added as is suggested in section #14); 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)... also be sure to increase the damage dealt by just about every ability/white attack of every raid mob and boss in BWL/ony and onwards by up to 5%(probably less), IF new raids are released, to account for players having better gear
150
151_
152
153#4 WORLD:
154all mining and herbalism nodes, even those inside of dungeons, are randomly placed somewhere within a 50 yard radius of their normal spawn points
155
156(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?
157
158finish making all unfinished(as of 1.12.2) quest chains, such as the one involving the chained essence of eranikus
159
160fix the quest, A Crew Under Fire, and make sure that it has some sort of reward for its completion and is not repeatable
161
162add 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
163
164(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)
165
166(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
167
168(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:
169If 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.
170
171(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:
172If 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.
173
174(questionable)the following buffs will not stack with eachother:
175-rallying cry of the dragonslayer
176-songflower serenade
177-warchief's blessing(horde only)
178-spirit of zandalar
179-all of sayge's fortunes
180-resist fire, from that one enemy in blackrock spire
181-mol'dar's moxie
182-slip'kik's savvy
183-fengus' ferocity
184
185(questionable)the following buffs will not stack with eachother:
186-the winterspring juju buffs
187-the mangletooth buffs(horde only)
188-the blasted lands buffs
189-the un'goro crystal buffs
190-the zanza potions
191
192in 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
193
194_
195
196#5 ECONOMY(gold dumps):
197the following values don't consider reputation discounts, though they would apply, except to the ZG stuff and T2.5 and T3 stuff
198the values are also subject to being substantially changed
199
200the +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
201
202+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
203
204all 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
205
206all ZG enchants additionally cost 50g, including the shoulder AND leg/head enchants
207
208if 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
209
210remember, 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
211
212_
213
214#6 PvP:
215the 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?)
216
217arathi basin and warsong gulch should be available to players at the release of every server, but alterac valley should not be available until later
218
219alterac valley is in its pre-nerf state, like in patch 1.5 was it?, but with the following changes:
220
221you can no longer hike around the alliance's bridge in alterac valley; they put an obstruction near the top
222
223the horde's towers that can be captured have guards who are either fire/arcane mages, or are warriors with at least 4 abilities including charge or intercept and either hamstring or piercing howl... they aren't quite the same as archers though, but I want them to be FORMIDABLE guards like the archers are
224
225the horde's base has significantly more guards, especially in the "inner" "half"
226
227the 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
228
229after 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)
230
231after 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
232
233after 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
234
235implement 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
236
237appropriate 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)
238
239hire 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)
240
241do 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
242
243players of the rank of outlaw or pariah can attack any player, flagged or not, and they can always be attacked by any player
244
245attacking 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
246
247upon 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?
248
249you can only be queued for one battleground at a time
250
251when 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
252
253a 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
254
255the 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
256
257whenever 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
258
259remove 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
260
261once 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
262
263all civilian NPCs are immune to all area-of-effect attacks from player characters and their pets, even while aggroed
264
265if 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
266
267(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
268
269once 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
270
271all 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:
272at honor system release, PvP rank rewards would be as follows:
273
274Rank 1 - Tabard
275Rank 2 - Faction insignia trinket
276Rank 3 - Superior-quality cloak and a 10% discount on all goods and repairs from your faction's NPCs
277Rank 4 - Superior-quality necklace
278Rank 5 - Superior-quality bracers and ring
279Rank 6 - Access to officer's barracks, officer's tabard, and potions
280Rank 7 - Battle standard
281Rank 8 - Superior-quality boots and gloves(ilvl 63)
282Rank 9 - Superior-quality chest armor and leggings(ilvl 63)
283Rank 10 - Superior-quality helm and shoulder armor(ilvl 63)
284Rank 11 - Commander's epic mount
285Rank 12 - Epic-quality chest armor, leggings, and boots(ilvl 65)
286Rank 13 - Epic-quality helm, shoulder armor, and gloves(ilvl 68)
287Rank 14 - Epic-quality weapon, shield/offhand, and belt(ilvl 71)
288
289~1 month after BWL release, PvP rank rewards would be as follows:
290
291Rank 1 - Tabard
292Rank 2 - Faction insignia trinket
293Rank 3 - Superior-quality cloak, necklace, ring, bracers, and a 10% discount on all goods and repairs from your faction's NPCs
294Rank 4 - Superior-quality boots, gloves, and leggings(ilvl 63)
295Rank 5 - Superior-quality chest armor, helm and shoulder armor(ilvl 63)
296Rank 6 - Access to officer's barracks, officer's tabard, and potions
297Rank 7 - Battle standard
298Rank 8 - Epic-quality chest armor, leggings, and boots(ilvl 65)
299Rank 9 - Epic-quality gloves, helm, and shoulder armor(ilvl 68)
300Rank 10 - Epic-quality weapon, shield/offhand, and belt(ilvl 71)
301Rank 11 - Commander's epic mount
302Rank 12 - Epic-quality chest armor, leggings, and boots(ilvl 74)
303Rank 13 - Epic-quality helm, shoulder armor, and gloves(ilvl 77)
304Rank 14 - Epic-quality weapon, shield/offhand, and ring(ilvl 80)
305
306~1 month after naxx release, PvP rank rewards would be as follows:
307
308Rank 1 - Tabard
309Rank 2 - Faction insignia trinket
310Rank 3 - Superior-quality cloak, necklace, ring, bracers, and a 10% discount on all goods and repairs from your faction's NPCs
311Rank 4 - Superior-quality boots, gloves, and leggings(ilvl 63)
312Rank 5 - Superior-quality chest armor, helm and shoulder armor(ilvl 63)
313Rank 6 - Access to officer's barracks, officer's tabard, potions, and Epic-quality chest armor, leggings, and boots(ilvl 65)
314Rank 7 - Battle standard and Epic-quality helm, shoulder armor, and gloves(ilvl 68)
315Rank 8 - Epic-quality weapon, shield/offhand, and belt(ilvl 71)
316Rank 9 - Epic-quality chest armor, leggings, and boots(ilvl 74)
317Rank 10 - Epic-quality helm, shoulder armor, and gloves(ilvl 77)
318Rank 11 - Commander's epic mount, and Epic-quality weapon, shield/offhand, and ring(ilvl 80)
319Rank 12 - Epic-quality chest armor, leggings, and boots(ilvl 83)
320Rank 13 - Epic-quality helm, shoulder armor, and gloves(ilvl 85)
321Rank 14 - Epic-quality weapon, shield/offhand, and trinket(ilvl 87)
322
323the 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
324the 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
325the 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
326the belt is an ilvl 71 epic item that is not a part of a set of items
327you 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
328and, of course, rename the PvP rewards accordingly as their prequisites are changed
329
330_
331
332#7 CLASS CHANGES AND OTHER ALLIANCE/HORDE BALANCE:
333improved 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)
334
335improved 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
336
337this 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
338
339hunter 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
340
341(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
342
343ignite is changed to deal its damage every second for 5 seconds, in such a manner that it deals 5/15ths of the damage on the first tick, 4/15ths on the second tick, 3/15ths on the third tick, 2/15ths on the fourth tick, and then the last 1/15th of the damage on the fifth tick(or 33/26/20/14/7%)... 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 perhaps they could use that slight PvE nerf too
344
345magic absorption's resall bonus is equal to .1/.2/.3/.4/.5 per character level, rounded up
346
347anticipation(warrior) now gives 3/6/9/12/15 defense instead of 2/4/6/8/10 defense
348
349taunt no longer generates extra aggro for the warrior; it acts as it did in patch 1.1.0
350
351the 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
352
353improved 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)
354
355thunder 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
356
357sword 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% or 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)
358
359axe 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
360
361(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)
362
363mace specialization is changed to work as such: instead of granting you a 1/2/3/4/5% chance on mace hit to stun the opponent for 3 seconds, it will grant any direct-damage attack mace with a mace a 20% chance to deal 20% extra damage; the damage bonus will be a damage multiplier, and it may(doesn't have to) be applied in the way that windfury totem's bonus AP is applied, but mace specialization will only affect 1 direct damage value per proc, and it will not increase the damage dealt by deep wounds, nor that of rend if you time it right... note that mace specialization is both less dps and less devastating than unmodified sword specialization
364
365mace specialization(rogue) no longer grants 1/2/3/4/5 mace skill, and weapon expertise now also grants the rogue 3/5 bonus mace skill
366
367(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%)
368
369these 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)
370
371maces: 4% white damage boost, 20% of hits hit 20% harder
372swords: ~4.06% white damage boost(at 40% crit), +15% critical strike damage
373daggers: ~4.05% white damage boost(at 45% crit with dagger spec), +5% critical strike chance
374axes: ~3.95% white damage boost, -300 armor(boosts damage even more against opponents that have even less armor before mace spec)
375polearms: ???% white damage boost, +5 polearm skill(its okay if that one is a lot higher, given the existing racial weapon specializations)
376fists: 6% white damage boost, +6% attack speed(but yellow attacks such as garrote, sinister strike, and eviscerate are not affected)
377
378the 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
379
380regular firestones should not be equipped in the wand slot; they should held in the offhand like the other firestones are
381
382improved spellstones is merged into improved firestones, and occupies the slot of improved firestones, and is renamed to master conjuror
383
384(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
385
386seal 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
387
388if seal of command has an internal cooldown that is set to more than .5 seconds, then it is lowered to .5 seconds
389
390the positions of seal of command and two-handed weapon specialization(paladin) on the paladin's retribution talent tree are swapped
391
392seal 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
393
394the 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
395
396only 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
397
398blessing of salvation's threat reduction is reduced from 30% to 20%(remember that dps is limited by the tanks)
399
400holy power and illumination switch places in the holy paladin's talent tree
401
402divine favor requires 5 points in holy power instead of 5 points in illumination
403
404illumination also requires 1 point in divine favor
405
406the attack power of stormstrike is AP normalized, as per the patch 1.8 AP normalization change
407
408also, stormstrike no longer deals weapon damage; it instead deals physical damage(affected by armor) equal to a number ranging from .9*(x*a, b, or c) to 1.2*(x*a, b, or c), whereas x is equal to your unhasted white dps before crit and armor 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 proc WF and whatnot), and a similar change is NOT made to any rogue or warrior skill, and in theory, it would cause stormstrike to deal an average of 105% of completely normalized weapon damage(not 100%, to compensate for dealing damage as if the weapon wasn't slow)
409
410windfury weapon's and windfury totem's extra attacks(as well as all other sources of extra attacks, including even retribution) are now yellow hits(even though I personally will be rolling a horde dps warrior)
411
412windfury 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, but I think that proccing WF then getting a WF stormstrike would be quite too powerful
413
414tauren are given the mace specialization racial that humans and dwarves get
415
416(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:
417human priests get 1h swords
418human mages get 1h maces
419human warlocks get 1h maces
420dwarf priests can use a gun
421dwarf paladins can use a gun
422dwarf hunters get 1h and 2h maces
423orc rogues get 1h axes
424tauren hunters get 1h and 2h maces IF they are given mace specialization
425troll priests get bows and throwing weapons
426troll mages get bows and throwing weapons
427troll shamans get bows and throwing weapons
428and 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)
429
430(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
431
432_
433
434#8 OTHER CLASS CHANGES(paladin/shaman tanking and dps hybrid tax reduction):
435in 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 be as useful for tanking in raids as buffed enhancement shamans are
436
437I will also state here what I think your design philosophy for tanking was(or MAYBE should've been) in vanilla WoW:
438main tanks: prot warriors
439primary/secondary offtanks: feral druids, other warriors and all of the above
440situational tanks and tertiary+ offtanks: enh shamans, prot paladins, and all of the above
441last resort tanks: voidwalkers, hunter pets, other paladins, other shamans, and other druids in (dire) bear or moonkin form, and all of the above
442perhaps shamans and paladins should be able to be primary offtanks, but, well, I'm sure not about that part... the below suggestions are intended to make enh shamans and prot paladins both be worse at offtanking than feral druids are
443
444anticipation(paladin) is changed to give 1/2/3/4/5% dodge chance instead of 2/4/6/8/10 defense
445
446the 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
447
448the 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
449
450righteous 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
451
452the duration of redoubt is extended by 2 seconds/1 block
453
454reckoning is capped at 1 stack, not 5(which is also a PvP change, on purpose), and the extra attack from reckoning generates, say, 100% extra threat
455
456if prot paladins want to sit at 439 defense to recieve the lowest number of unwanted crits possible, then don't stop them
457
458the talent tree positions of anticipation(shaman) and shield specialization(shaman) should be swapped
459
460improved 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
461
462NEW TALENT: Lightning Infusion
463requires 30 points in enhancement talents
464requires 5 points in shield specialization[shaman]
465requires 2 points in improved lightning shield
466requires 5 points in toughness[shaman]
467requires 1 point in stormstrike
468requires shields
469passive
4701 point talent
471While 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.
472place that talent to the right of stormstrike
473
474shamans 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
475
476I believe that paladins are not supposed to be flat out better tanks than shamans are(nor vice versa)... 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
477-
478improved 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
479
480lightning 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
481
482NEW TALENT: Departing Storm or Relenting Storm, or some other name
483requires 25 points in elemental talents
484requires 5 points in call of thunder
485requires 3 points in lightning mastery
486requires 1 point in elemental fury
487passive
4882 point talent
489Increases 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.
490place that talent underneath elemental fury, making it a requirement for elemental mastery
491
492vengeance 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
493
494vindication 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
495
496vindication 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
497
498if vindication wasn't a PPM spell, then 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
499
500NEW TALENT: [you guys decide the name]
501requires 15 points in retribution talents
502passive
5033 point talent
504Passively reduces the threat generated by the damage you deal by 2/4/6%, unless Righteous Fury is active.
505place it right beneath pursuit of justice
506
507leader of the pack grants you and your party members 5% melee and ranged critical strike chance instead of 3%
508
509moonkin aura grants you and your party members 5% spell critical strike chance instead of 3%
510
511moonfury 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
512
513NEW TALENT: [you guys decide the name]
514requires 25 points in balance passive
5152 point talent
516Grants 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.
517place this talent to the right of moonfury
518
519predatory 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
520
521_
522
523#9 (optional)PET CHANGES:
524aside from big bite's cooldown, the focus costs and cooldowns for these pet abilities are merely suggestions... in comparison to these other suggestions
525
526new 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)
527
528new 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)
529
530new 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)
531
532new 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
533
534new 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?)
535
536new 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)
537
538new 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 .5 seconds is too short for the game to handle
539
540serpents 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
541
542(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
543
544_
545
546#10 RAGE GENERATION:
547any 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)
548
549in patch 1.12.2 as of 2006, the rage generation formula, not accounting for things such as unbridled wrath, shield spec, or the leftover rage thing at the top of this category(it isn't supposed to), 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
550
551the 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:
552
553rage=damage dealt/(character level/2), to a maximum of R, whereas 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
554
555on 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
556
557clarification for suggested rage generation formula can be seen in the below lines of text:
558
559the base value of R is 5... at least for now; R's base value is subject to being changed to 4, 6, or a number that is between 4 and 6
560
561base attack speed is set to 2 is you are unarmed; otherwise it is equal to your base melee weapon speed
562
563wield modifier is set to the following: main hand=1, unarmed=.5, offhand=.5, 2h=1.3
564
565critical 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)
566
567critical 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 forms; the enemy taking 5% less 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
568
569total damage multiplier refers to the combined effects of effects such as defensive stance, 1h weapon spec, dual-wield spec, axe spec, and death wish
570
571armor DR refers to the damage reduction from the opponent's armor
572
573total other DR refers to the combined effects of effects such as berserker stance, recklessness, shadowform, or shield wall
574
575glancing 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
576
577effects such as hemorrhage and gift of arthas will not increase R
578
579heres 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:
580
581rage=3000/60, 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
582
583for 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
5843.3 speed normal 2h hit: 21.45(643.5 damage)
5853.8 speed normal 2h hit: 24.7(741 damage)
5862.4 speed normal mh hit: 12(360 damage)
5872.8 speed normal mh hit: 14(420 damage)
5881.7 speed normal oh hit: 4.25(127.5 damage)
5891.3 speed normal oh hit: 3.25(97.5 damage)
5902.8 speed normal oh hit: 7(210 damage)
5913.3 speed normal 2h hit with 5/5 2h spec: 22.5225(675.675 damage)
5923.8 speed normal 2h hit with 5/5 2h spec: 25.935(778.05 damage)
5933.3 speed normal 2h hit with 5/5 2h spec and a 5/5 axe spec proc: 27.027(810.81 damage)
5943.8 speed normal 2h hit with 5/5 2h spec and a 5/5 axe spec proc: 31.112(933.36 damage)
5953.3 speed 2h crit: 42.9(1287 damage)
5963.8 speed 2h crit: 49.4(1482 damage)
5972.4 speed mh crit: 24(720 damage)
5982.8 speed mh crit: 28(840 damage)
5991.7 speed oh crit: 8.5(255 damage)
6001.3 speed oh crit: 6.5(195 damage)
6012.8 speed oh crit: 14(420 damage)
6023.3 speed 2h crit with 5/5 2h spec: 45.045(1351.35 damage)
6033.8 speed 2h crit with 5/5 2h spec: 51.87(1556.1 damage)
6043.3 speed 2h crit with 5/5 2h spec and 5/5 sword spec: 48.4234(1452.702 damage)
6053.8 speed 2h crit with 5/5 2h spec and 5/5 sword spec: 55.7603(1672.809 damage)
6063.3 speed 2h crit with 5/5 2h spec and a 5/5 axe spec proc: 54.054(1621.62 damage)
6073.8 speed 2h crit with 5/5 2h spec and a 5/5 axe spec proc: 62.224(1866.72 damage)
608multiply 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
609
610if these rage generation changes are too severe for warrior dps, then also add these changes:
611
612flurry(warrior) is now a 3 point talent, granting 10/20/30% melee haste after dealing a melee critical strike for the duration
613
614NEW TALENT: Furious Shout[or something]
615requires 5 points in enrage
616requires 1 point in death wish
617requires 3 points in flurry
6182 point talent
619passive
620You 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)
621this talent is placed to the left of flurry(warrior), and is also a prerequisite for bloodthirst
622
623mortal strike's debuff now also increases the physical damage taken by the target by 1%
624
625and 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 6, and if they STILL aren't good enough, then increase R's base value to a 7, but no higher
626
627also, 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 being static, as is described in this section(#10)
628
629_
630
631#11 SERVERS:
632have purist servers; these servers are exact replicas of patch 1.12.2, and do not include any suggestion in this pastebin with the sole exceptions of exploit fixes, bug fixes, being able to work on modern computers and with modern server software, and progressive endgame content release as was mentioned in this pastebin, and all of the suggestions in this section(#11) of this pastebin
633
634do 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
635
636it 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
637
638during 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
639
640do 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
641
642do not implement sharding nor cross-realm zones in any way, shape, or form
643
644do not implement cross-realm battlegrounds
645
646make sure to have Brazilian realms(which have (BR) in their name somewhere, in parenthesis), 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)
647
648servers should cap at 2500 players, but if you want to increase that cap, then do not increase it beyond 3500 players
649
650a 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
651
652make 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
653
654a 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
655
656if someone gets a name change, everybody in his guild and on his friends list will be automatically notified via in-game mail; also, implement this particular change for BfA, if you hadn't already
657
658(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
659
660(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
661
662(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
663
664(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%
665
666if 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
667
668(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
669
670(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
671
672(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
673note: the above may cause instability issues due to the high population involved, it'd be quite the incentive to transfer off of the newly-merged server
674
675_
676
677#12 CRAFTING/REAGENTS:
678blacksmiths can now craft SHIELDS; various shield recipes of various levels are added to the existing blacksmithing recipes
679
680everything that requires goblin engineering to craft also requires goblin engineering to use, except for the formula for goblin rocket fuel, the product of which is not made by engineers
681
682everything that requires gnomish engineering to craft also requires gnomish engineering to use, except for inlaid mithril cylinders and the recipe to make them, the product of which is not made by engineers
683
684soul 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
685
686gift 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
687
688all craftable naxxaramas frost resistance gear additionally requires 2 globes of water per essence of water to be crafted
689
690the 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
691
692+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
693
694+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
695
696+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
697
698titanic leggings, stronghold gauntlets, and +15 str to 1h now additionally require as many cores of earth as essences of earth to be crafted
699
700gyrofreeze ice reflector now requires as many hearts of fire as essences of fire to be crafted
701
702truesilver transformers now require an additional elemental air to be crafted
703
704greater nature protection potion no longer requires an elemental earth to be crafted, but an elemental air instead
705
706frost oil now additionally requires two elemental water to be crafted
707
708_
709
710#13 OTHER CRAFTING(optional)(questionable):
711blacksmithing 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
712
713tailoring: 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
714
715enchanting: 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
716
717enchanting than it would be, for example, for a warrior to have mining and blacksmithing
718
719alchemy: 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
720
721engineering: 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
722
723_
724
725#14 (VERY optional)NEW RAIDS:
726with 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:
727
728karazhan(it was originally going to be a 40 man, scheduled for after naxx, or so I'd read)
729karazhan crypts(planned for patch 2.2, but was scrapped)
730grim batol
731underwater 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)
732emerald dream
733dragon isles
734and I think that theres a portal behind a metal gate between the elite demon place in winterspring and mount hyjal
735
736if you decide to release new raids, then you could potentially have, not counting world bosses:
7372 T0 raids: UBRS and a scrapped raid
7382 T.5 raids: ZG and AQ20
7392 T1 raids: MC and a scrapped raid
7401 or 2 T1.5 raids: the emerald dream, which would be as big as two raids, or maybe just two scrapped raids instead
7412(.5) T2 raids: BWL and a scrapped raid... and onyxia's lair(the outlier is okay)
7422 T2.5 raids: AQ40 and a scrapped raid
7432 T3 raids: naxx and a scrapped raid
744
745if 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
746
747if 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
748
749if 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
750
751if 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
752
753if 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
754
755if 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
756
757if 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
758
759I'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
760
761split 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
762
763if 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
764
765if you implement ANY new raids at all, NONE of the fights should ever, at any point, require more than 4 MAIN tanks to be beaten as intended
766
767recall 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
768
769all 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
770
771by 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
772
773if 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
774
775do 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
776
777and while(and if) you're at it, also put the raids into BfA, without turning them into level 110 or 120 raids
778
779_
780
781#15 OTHER:
782a 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
783
784do NOT make the ignore list bigger, especially in today's EXTREMELY divisive political climate
785
786I'm serious about the above non-change, which was not a typo
787
788healing 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
789
790(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
791
792ALL visual spell effects should, as far as graphics are concerned, visually look like they had before TBC was released... really
793
794the item, fine light crossbow, should have its dps reduced to that of a normal ilvl 21 white bow or gun
795
796you should release Classic WoW on the same day that BfA or at least major BfA patch is released, in order to split the MMO tourists, or at least the serious BfA raiders, between BfA and Classic WoW; they'll likely check out both, but likely not at the same time
797
798if 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 get a second extra tick; 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
799
800damage multipliers are changed to stack multiplicatively... really, that suggestion is just there to balance out the mace specialization talent a teensy bit better, and it'd barely change the damage dealt by players(e.g. 5/5 2h spec+5/5 enrage+death wish goes from 1.55x to 1.575x)
801
802%damage reduction from non-armor sources are, if they didn't already stack multiplicatively, changed to stack multiplicatively
803
804below is a summary of almost all of the consequences of removing the debuff limit:
8051: crystal yield(-200 armor), IF it doesn't stack with annihilator, sunder, faerie fire, or curse of recklessness
8062: hemorrhage(+7 to physical dmg taken)
8073: gift of arthas(+8 to physical dmg taken)
8084: 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
8095: warriors won't worry about deep wounds taking debuff slots anymore, and it won't get pushed off
8106: paladins get to use judgement of light, wisdom, and the crusader, as well as vindication, without worrying about debuff slots
8117: hunters get to use serpent sting(32 dps before AQ, 37 in and after AQ), and if they're really good at their class, then they can use explosive/immolation trap and scorpid pets would get to use scorpid sting, the max rank of which deals 20 dps at 5 stacks
8128: rogues get to use hemorrhage, garrote, and rupture without worrying about debuff slots
8139: 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
81410: shamans won'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
81511: mages won'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
81612: warlocks get to cast their DoTs and more curses; with those dots, their geared dps might be on par with that of geared frost mages
81713: moonkins get to cast moonfire without caring about debuff slots, and cat druids can use rip without caring about debuff slots
81814: 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
819
820this 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%(~24% if new raids are added as is suggested in section #14), and increase the hp of all raid mobs and world bosses that were available to players after patch 1.7 by an additional, not ~15%, but ~10%(~16% instead of ~10% if new raids are added as is suggested in section #14); 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)... also be sure to increase the damage dealt by just about every ability/white attack of every raid mob and boss in BWL/ony and onwards by up to 5%(probably less) IF new raids are released, to account for players having better gear
821_
822_
823_
824_
825_
826also, 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
827
828I 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
829I also am open to changing my suggestions, should they be sufficiently argued against, or if I just get(or am told of) a nice idea
830
831changes from the previous version:
832I’d forgotten to include the word "not" near the top of section #8; it was added in
833changed the adding archers to horde AV towers suggestion to adding mage or warrior guards instead
834players who attain a negative rank while wearing rank-locked PvP gear can still wear that gear while at a negative rank; I'm not sure why I'd suggested it in the first place
835suggested releasing Classic WoW at the same time as a major BfA patch if it isn't coming out any time soon
836changed some wording around in some places and what have you