I love this mode so much. Some things I would welcome changes in.
Petri flask: instead of alchemy make it reward, weekly Q at 50-55+/could be just complete a dung/some kind of challenge/limited supply, can’t spam them
Heirloom trinket: not for xp but something cool/account bound/for completing SSF 60/maybe some kind of challenge
Could BG work: permadeath with some insane damage and heal reduction while in BG/big reward on surviving it, item or glory but it should be shiny/not permadeath but limited lives to spend either per person or per team (less reward ofc)
Open world pvp(insane mode?): very small level difference before pvp target become “grey” or “skull” level/killing outside this range give the makgora flee debuf which stacks and kill you upon collecting 2-3
This is my pick. What do you guys think could be done about petri or pvp? Improve SSF?
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Blizzard should improve SSF by adding mats like silverrod , goldrod etc. to chests.
This is the only way to proceed with professions like enchanting. There is much more stuff in higher levels that should have a minor chance to drop with chests.
They need to get rid of cross profession dependencies, it’s horrible design and makes SSF unplayable. The chest feature is not only useful for Hardcore, it also helps players on realms with no or less population.
WoW is much more fun without Item locks.
The idea is that Battlegrounds and Arenas will be available for registration on the PvE server and Hardcore mode. Why?
This doesn’t violate the server rules, meaning players will be able to get the same benefits from the server (PvP/PvE) as always – relaxed leveling without world PvP + Hardcore leveling and world PvP ranking on the PvP server. The only difference is that players on the PvE server(including hardcore) will have more options for activities, since they can now go to Battlegrounds and Arenas. + This increases the size of the battle group.
The question of PvP rewards (Warlord Grand Marshal items) arises, and I see some options here:
- Remove PvP gear completely, this will unify the game.
- Rework stats – instead of Crit, make Crit chance reduction vs PvP target(similar to Resilience).
- Don’t change anything, that’s also fine. or slightly adjust the cost of PvP items.
- Allow the use of PvP rewards only in BG or arena if you are a member of a PvE server.
What is the purpose of the new arena in vanilla, and how will it differ from the arena in other versions?
1.) Use of professions and consumables = a huge variety of options = skill based arena. So, depending on your opponent, you need to choose which potion to drink—a freedom of action potion or a health/mana potion—
what gear to change before a fight (there are items from professions that remove crowd control effects or magic resist grear), and so on. In other words, you need extensive knowledge of the game as a whole to dominate the arena. A large number of diverse items and consumables will increase the value of bag slots and the economic value of many components that would otherwise be junk, it will also increase the number of required key binds on the panel, which is a way to increase skill cap. And this is something new.
2.) Your PvE progress and economic preparation will greatly impact your abilities in the arena, making the game more linked together.
3.) Solo queue (+ setup selection for 1x1 2v2 and 3v3)
5.) Leaderboards with nicknames are a race for self-esteem, attracting players and providing an excellent incentive for streamer content—which is very positive for Blizzard’s advertising. Titles are attractive and do not disrupt the structure of true vanilla.
5)“Golden Bet Arena” It’s a controversial idea, but I’d like to add a gold arena option - you bet gold and the winner takes all. (It can be styled as an “underground fighting club” - an alternative arena for money. This could be in the form of a knockout tournament with a large number of participants and 1x1 duel arena. You can also consider Mak’gora arena with death forever is possible )
6) Adding paladins for Horde and shamans for Alliance isn’t the same as completely changing the game’s mechanics, including talents, abilities, loot, and other established vanilla features. It’s one way to improve balance without damaging the core gameplay. The same goes for adding a bubble dispel item.
!Achievements - Collectible achievements add a lot of variety and fun to the game, giving you more things to do. The world of vanilla is beautiful just the way it is, without any changes, but achievements will help you enjoy your favorite vanilla more deeply.
+the ability to stop gaining experience for twinks
First of all:
FIX THOSE BUGS!
People are still flagged for PvP by being attacked by guards.
Hyperspawn is still killing off players in Wetlands and other places.
I’m sure you can add more.
Add for fun only BG’s = no death and no rewards. If there’s a reward, people will use it as a shortcut to gearing up, if there’s permadeath, some will grief there.
Let SF (there’s no Solo Self Found unless all grouping is off the table) sell on AH. In order to not having to sell rare drops to a vendor - it hurts!
Yes, and let all those “inter-profession” mats have a slim drop change from chests - including also belt buckles, enchanted leathers, refined salt … in short everything.
Let’s have a leaderboard. We shpould have something like either https://hc.aotc.gg/ or https://wowchallenges.com/state-of-the-challengers/
And last, but not least, let Anniversary HC servers progress to TBC with the same rules.
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I propose a compromise version of Vanilla+, the essence of which is to leave Vanilla as close to the original as possible, preserving all the familiar features we’re accustomed to, but adding all new features based on the principle of “not contradicting vanilla.” These changes will specifically address recognized shortcomings, and the new raid will be released after Naxxramas.
Don’t repeat the mistakes of SoD and SoM - No need to radically change talents and abilities. No need to change loot, No need to simplify the game.
The main problem with retail is that it’s not fresh - Maximum distance from the server launch + gold inflation = toy economy=weak motivation. People love Fresh servers because of the fresh economy, but there are many other reasons, including the difficulty of leveling up in vanilla + nostalgia.
The problem with everything being so familiar—there’s no incentive to travel the world and explore—is to solve this problem by adding a) achievements and b) new objects in the world (mobs, chests, or loot items). These should be extremely few in number, hidden, randomly appearing, not always from the same spawn point, and not significantly impacting the economy or item stat balance. They aren’t involved in quests and aren’t a forced element, but they add a sense of novelty without affecting balance. The idea is to add an element of surprise/mystery, intrigue, and uncertainty—the player shouldn’t know what awaits them in advance, searching for information in the database beforehand. There should always be the possibility of a random discovery and an element of lottery, but with preserve the principle of freedom of action and will not greatly violate the originality of vanilla.
Empty spaces. These can be populated, but without new quests or impacting other aspects of the game. Without disrupting the usual gold farming or leveling patterns.
The problem is the lack of an Arena. Adding professions and consumables to the Arena would positively impact the auction, reduce inflation, and extend the life of the server without conflicting with vanilla. I suggest to try the “Gold bid arena” option.
The problem of imbalance in PvP between Paladins and Shamans due to the bubble in teamfights - Solution: Adding a low-level item that, when pressed, will dispel the bubble would selectively correct the situation without affecting the rest of the balance.
I propose increasing the cooldown on transmutes and mooncloth by 10 times to increase the incentive to build multiple characters for economic gain. This will make the world more populated in all locations - new twink characters will be constantly leveled up throughout all phases of the game.
Stopping experience for twinks will create new content, a new economic incentive, make the world even more linked together and more primitive in the technological era, and is consistent with vanilla.
Ya´ll can stop yapping about stuff that´ll never happen.
TBC HC would be the obvious choice for blizzard. It´s almost a finished product,only “minor” stuff has to be tweaked - Teron encounter for example.
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I think you ovewrlooked that you’re posting in the HardCore forum. There’ll never be PvP, twinks or Arenas in HC mode I guess.