Hello Classic adventurers. With Season of Mastery launching I have a strong feeling that Blizzard does not understand all the reasons why we love this game and will try to present solutions that enrich the experience rather than mainstream it down to something wrong.
In this post I will try to propose new and required changes that we so much need:
- Duration of Season of Mastery
- World Buffs/Buffs
- Leveling & Boosting
- Raiding
- Travelling & Transportation
- Dungeons
- PVP
- Professions
- Classes and Talents
Duration of Classic S2:
Decreasing the duration by roughly 50% has an enormous impact on the changes that must be introduced to raid, dungeon drops and leveling to compensate for this short timeline.
Reducing the season to a 15/16 month duration with 8/12 week for Minor/Large content updates will have a much smoother overall progression.
World buffs and Buffs:
World buffs were a core part of Classic Wow and completely removing them right out of the bat is the wrong choice here. World buffs should be redesigned so only 1 world buff could be active in a raid scenario and also the power creep to be equal for both melee and casters. With the introduction of chronoboon you will be able to pick your precise world buff which should have a huge boost to a character.
Chronoboon should cost more and be a permanent tool.
Having only one world buff removes the “grindy” part of it but still can provide a large boost to a raid group.
Buffs:
Having an infinite amount of potential buffs is not a healthy environment for any kind of balance or a non-hardcore player. TBC flask system does not fit the Classic experience either. That being said, a system that limits the amount of consumables should be set in place.
A combination of one Flask, one Major and 1-2 smaller effects could greatly compliment our game, with major being effects like Mongoose and smaller being lower-level pots/firewater/food etc.
This change is good for both hardcore and casual players as one can top himself with 7-8 buffs, but a casual with a world buff and a major pot/flask can still pump.
Leveling:
Currently the normal leveling progression without boosts is one of the best things in Classic Wow and introducing a huge increase in XP from quests will shake this balance. Quests still feel a bit behind so a combination of:
- 10% more XP from mobs and 15% from quests OR
- 15% Xp reduction per level and 10% increase from quests
Many people think that 25% XP from quests is not enough but Classic is all about the journey and exploring Azeroth. Huge XP increase will shorten this marathon and people will start missing zones entirely. Alliance players could skip Scarlet monastery completely as leveling metas shift because people will say “But dungeon XP sucks bro and it takes forever to get there”
Boosting should be addressed with some caps to AOE and hard enrage of monsters after several minutes of fighting them (get 100% reduction to CC after 3 mins for all mobs for example)
Increase rested XP by 50% to help casual players.
Raiding:
The new mechanics and debuff limit sounds great. The increased life of raid bosses must be only to offset the debuff limit. Increasing it even further will completely kill older raid content when BWL/AQ releases as the time required will be higher even with better gear
+1 item per boss should be sufficient for a 15-month season
Revamp of useless items will be cool as well
Travelling and Transportation:
Summoning stones is a disaster change. This will remove so much of the content from the game that I can’t believe Blizzctivision are doing it. High level gameplay with meeting stones is an insane meta shake-up where people will offer services to portal you everywhere and reduce outdoor content to ZERO except for a few bots mining/herbing.
Solution: Improve the current infrastructure of Wow with:
- Increased flightmasters speed from around 400% to 600%
- Reduce hearthstone cooldown to 30/40 minutes for a smoother questing experience
- Increase rate of Zeppelins/Ships by 100% and speed to make continent travel faster
- Introduce new flightmasters at key positions
Dungeons:
Hardmode is a new mode in Season of mastery that can be activated for any dungeon at any level:
-Leveling characters can go into any dungeon with hardmode ON and experience new challenges, more health & damage on mobs, additional one mechanic per boss and improved loot. Hardmode for leveling characters is limited to the bracket level of the dungeon. (For example Deadmines Hardmode is for players with level between 16-25 or a full group of level 60 characters)
Increased XP from Hardmode dungeons to offset time spent.
Level 60 Hardmode ZF with nice loot and 6% carrot on a stick from the last boss. Bring it on!
PVP:
-Introduce a rebalanced version of the old AV with less honor gained from AV’s
-Hard timer for WSG when all players are fighting in the middle
-Improve reputation rewards specifically for WSG and AB and equalize rep farm time with AV
-Introduce more and better rewards from rank 6 and upwards
-Introduce rank 10 PVP weapons
-Introduce epic gear from rank 9-11 which is slightly less powerful than Grand Marshal
-Remove honor decay until rank 10 so casual pvp-ers can still obtain powerful gear
-Two-minute insignia removing all CC
-Leaving three battlegrounds makes you unable to join more for the day
Professions:
-Fix useless stuff and endgame gear like mooncloth robe to provide adequate power levels
Classes and Talents:
-Tons of changes should be made to mana regeneration, spec balance, raw damage of some spells etc etc, too many things to even start. We need changes, that’s all.strong text