Despite my account running out after a long Classic journey I want to outline my concept of the best possible WoW-iteration. I’m going to describe four cornerstones and a metaphoric roof. I’ve been tinkering with these thoughts for a while, so it’s a bit of a read. I post this for I care for the game and I’d welcome discussions regarding any part of this.
- cornerstone: Class design
- conerstone: World design
- cornerstone: endgame
- cornerstone: QoL
roof: integrity
Class design
After playing through the entire Classic trilogy again while also playing CRPGs like Baldur’s Gate 3, Pathfinder Kingmaker and Wrath of the Righteous and ARPGs like D2 Resurrected (modded for QoL), D4 beta (not for me) and Last Epoch (look, it’s half your price and I get to store all my stuff), I find that the core of any RPG is it’s Class design. This is were both Pathfinders shine and BG3 couldn’t keep me interested, so I put this as the number 1 aspect.
Of the multiple iterations of WoW Classic I consider the Class design of WotLK the best for most classes. Prime example would be the Warlock: While she has maintained her S-Tier dps from TBC, she has become much more interesting and versatile through WotLK’s talent tree overhaul. I have raided as both Affli and Demo during the first two raid tiers and it was great. Another winner would be the Enhancement Shaman, who has retained his top-notch utility but has become much more fun to play with WotLK’s changes - if only there were slow caster weapons beyond Naxx. On the other hand my beloved Hunter did receive similar gameplay changes, yet neither SV nor MM could retain the class’s top dps status from TBC, which I consider an issue. Also, for the Hunter especially I’d make an exception and take something from beyond WotLK: focus. My personal favorite Hunter design was that from Warlords of Draenor. Other classes like Warrior and Rogue haven’t received any notable changes from Vanilla throuh WotLK, but they were fine in Vanilla already.
That being said, I would start a Classic Plus with the Class design from WotLK, so we either go to lvl 80 (not compatible with my remaining points) or condense the talent trees somehow to fit on a lvl 60 char - maybe just award 2 talent points per lvl for the last 20 levels. Numbers tuning should go without saying - see Hunter remarks above. I wouldn’t need Death Knights in Classic (despite that being my WotLK main), but both factions should have Paladins and Shamans.
Further I dislike the buff homogenization from WotLK and would rather go with the TBC version where class identity was stronger. The entire concept of “bring the player not the class” might have sounded clever but has imo failed. For one, an RPG requires class identity, otherwise class choice would be meaningless (like in later expansions where they are about as different as Mario and Luigi) and for another, you didn’t really succeed anyway for Paladin stacking in WotLK is worse than Shaman stacking in TBC ever was. On that note, “raid sac” should not be a thing, trivializes encounters too much.
World design
Now the coolest character design would be for naught if we couldn’t bring our character into a world to explore and eventually conquer. This is where Baldur’s Gate 3 beats the Pathfinders - and Azeroth trumps both Outland and Northrend. According to Wowhead there are 46 outdoor zones in Vanilla (incl. cities) and I would rank each and every Outland zone below them, maybe Nagrand above Silithus, but that’s it. Northrend is okay, but no zone makes top 5 for me either (Stranglethorn by far #1 - jungle, southsea and pirates - best setting ever; after that in no particular order Un’goro, Winterspring and Feralas). Dragonblight, Sholazar and Icecrown are pretty good though, especially the whole Wrath Gate questline.
From my observations it has been established already that the Vanilla 1-60 world is the only choice for a Classic Plus, so at most I’d consider retuning a few Northrend zones to be lvl 50-60 as an addition.
Endgame
This is the aspect, where I can come out as a TBC guy. From reaching max level to defeating Illidan and later Kil’Jaeden there was a clear pyramid of progression without redundancy or backtracking. At the bottom level you equip yourself with questing blues, basic crafts and loot from normal dungeons. Then you hit heroics, the 10-man intro raid Karazhan (THAT zone does make top 10 overall) and Gruul/Magtheridon as a first step into actual 25-man raids. At this point most blues become obsolete but you can still craft relevant epics. Beyond that you qualify (attune) for t5-raids, then t6-raids and eventually Sunwell.
What was bad about Vanilla endgame?
- world buffs and kinda unlimited consumable grind - too much of a time investment and a major downer if you happened to die
- raid content before Naxx too easy
- 40-man size impractical
What was bad about WotLK endgame?
- up to 4 difficulties per raid boss - this really devalues boss kills. I have killed the Lich King and seen the ending credits week 1. Only in 10-man non-heroic but that’s the point - there’s nothing new to see except to try and jump through a few additional hoops for months. Also doing both 10 and 25-man in the same week feels really bad and should at the very least not impact your character’s power. It obviously does and thus kinda forces people to also raid 10-man if they want to somehow compete.
- incentives for outgeared content - surprise, but this isn’t good but horrible. In TBC I had no reason to go back into Shadow Lab heroic on my main and that was good because I can/want spend a limited time in WoW and if I qualify for t5 I want to spend most/all of it in those raids and have no “obligations” beyond that. Remember I play for fun. Now in WotLK there are dailies, weeklies and badges to collect that ruin your day on off-raid-nights. What’s the point? If I want to go back to lower level content, I can make an alt or if I really enjoy it, I don’t need an incentive. Do you really think groupfinder or the Ashenvale event in SoD are a success because people do it? NO it both sucks but there’s too much of a reward to not do it.
- BoE epics - I don’t mean Classic drops like the Krol Blade but actual raiding gear being made available for (bought) gold.
So, I am aware that my description means raid logging is good and yes, I think it is. Anything below the current raid tier should be optional (as in: no gearscore improvements) so that I can really only log to have fun. I never ran out of stuff I wanted to do, but those obligations reduced my time budget for that.
Now for a way to bring the best endgame experience into Classic Plus:
That’s probably a huge workload, but I would have every raid tier from Molten Core to ICC (yeah, yeah, Ruby Sanctum, but that’s the epilogue of the classic trilogy) re-tuned for 25-man lvl 60 groups (with their WotLK talents, see above) with ONE difficulty version of each boss - for those that have multiple, use the heroic one, but tone down a few outliers. That’s ten tiers which should each last for about 3 months. When tier X releases, reduce the difficulty of X-1 to the normal version and that of X-2 to a puggable version. That way everybody gets to experience everything and you shatter all those claims of “every player pays the same fee and is entitled to beat Arthas”.
I’d keep the 10-man raids Karazhan and Zul’Aman as such and would also turn WotLK Naxx into a 10-man only. That reduces redundancy for classic Naxx would’ve been the main raid a while ago.
You could also stagger the release of the Northrend zones until their respective raid becomes current content - that would recreate the Sunwell experience, where there was not only a new raid but a new max lvl zone to quest in. It’s just really important to not make them “better” than the old zones to keep players spread over Azeroth.
QoL
This is the least important cornerstone, but off the top of my head, there are many things where I’d go with the QoL of WotLK:
- instant mail
- better flight paths
- swimming mounts (but no flying in Azeroth)
- functional summoning stones (but no groupfinder)
There are probably more, but nothing that couldn’t be hotfixed.
Integrity
Now what’s sadly as important as making the best potential WoW following the above ideas? Due to WoW being a multiplayer online game, there’s an additional layer that can ruin everything. In a nutshell: hacking, cheating, botting, over- and underpopulation. The first three are kinda obvious but still aren’t handled properly in my opinion. It’s not enough to ban offenders every once in a while. I don’t care how many accounts are terminated, but how many are still out there selling their heinous goods. Regarding population I suppose heavy layering is the only sensible way. I dislike mega-servers so I go for those with the lowest pop where I can experience the WORLD of Warcraft and not only it’s instances. On the other hand, these servers lack people for group content and goods in the auction house for a proper experience. So the only way to provide both is layering.
Bonus content chapter:
There are two mini-game additions beyond WotLK that I would like to return - as long as they follow the mantra of not increasing a raiding viable character’s gearscore:
pet battles and the garrison from WoD
I know that many people dislike those but as long as they’re optional: why not? Lowest prio for sure, but I would play both.