I see people bring up TBC for SoD.
However, i am seeing that this could also break Classic, due to TBC lvl 70 being max. Which broke all classic Zones and raids, making them irrelevant. I would suggest moving onto TBC , but keep the lvl at 60 with classic talents and make TBC Horizontal Content instead.
Pros with Horizontal Content:
- keeps old content relevant.
- keeps power creep down.
- can add in new playstyles, like idk, warlock healing (using HP to heal others)
- more areas to lvl alts, hellfire as lvl 50.
cons:
- new content has no real progression for players, could leave people feel unrewarded for clearing new content
- no levels from 60-70, meaning no gear reset at all.
Note 1, Skip flying mounts and fix a way to get into tempest keep.
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Note 2, this is just an idea thrown in here, up for discussion.
1 Like
Keep it classic sod, add more runes from TBC, add Arenas, new raids and it will be perfect! Revamp the dmg/healing reduction in pvp and add Resilience gear instead.
2 Likes
this is also a way, but you are basically saying the same as i do. Keep it classic SoD, but with more content. (horizontal content in my case!)
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Tbc wont work.
What should they even do in tbc? Alot of runes comes from tbc.
The loot system raid in tbc were “fixed” for you already, the sets in tbc are not “meme” as it was in classic.
Most classes were better balanced and you have more tanks.
You have hc dungeons, raids are a bit harder.
Why sod works in classic is beacuse clsssic were not finished and there were some issues with it.
There is so much they could do, but lacking manpower. Years ago their was an excellent post about this topic. Search for Cut/Unfinished Content in classicwow reddit.
Here a short summary:
- Azshara Crater: A battleground that was planned but never implemented.
- Bael Modan: An unfinished Horde zone with Alliance elements, raising questions about its intended design.
- Bay of Storms Instance: Planned underwater instance in Azshara, indicated by early game markers.
- Caverns of Time: Accessible in vanilla WoW, with early plans for the Black Morass instance and other content that was delayed until later expansions.
- Dragon Isles: Speculated to be a raid or zone linked to Old Gods, though little concrete information exists.
- East of Burning Steppes: An area replaced with water, suggesting scrapped plans.
- Emerald Dream: Expected by players to launch in vanilla, hinted at through world boss dragons, but never realized as a zone or raid.
- Gilneas: Eventually added in Cataclysm, but it’s unclear if this matches the original intent.
- Gillijim’s Isle: An island present during alpha but removed.
- Grim Batol: Explorable by rogues in vanilla, with its lore suggesting it was intended as a significant instance or raid.
- Island of Doctor Lapidis: Another alpha-era island that was removed.
- Hall of Thanes: An inaccessible area mentioned in early discussions about WoW secrets.
- Ironforge Airport: Originally scenery for flight paths, but possibly intended to have quests and content.
- Kalidar: A battleground planned near Teldrassil, but it was never added.
- Karazhan and Karazhan Crypts: Likely intended for vanilla, considering their existence in the base game, but delayed to The Burning Crusade.
- Mount Hyjal: Explorable in vanilla, with terrain suggesting it was meant for content earlier than Cataclysm.
- Northern Islands: Mysterious islands with no clear purpose or content.
- Northern Lordaeron: An inaccessible area that remains largely unchanged since vanilla.
- Northrend: Though later added in Wrath of the Lich King, early plans hinted it might have been considered for vanilla.
- Northshire River: Made accessible in Cataclysm, but with no clear purpose.
- Old Outland: A version of Outland closer to its depiction in Warcraft III, replaced by a different vision in The Burning Crusade.
- Old Quel’Thalas: Likely planned for vanilla but postponed due to time constraints.
- Player Housing: An alpha feature that evolved into Warlords of Draenor’s Garrisons.
- Ruins of Lordaeron: Initially inaccessible but later populated with Forsaken NPCs in Cataclysm.
- Shatterspear Village: Present in vanilla but not fully developed until later expansions.
- Southern Zul’Aman: An area players attempted to glitch into, with unclear intentions for its design.
- Stormwind Vault: Speculated to be a dungeon or raid, with no confirmed plans.
- Sunken Tanaris and Battling Boats: An area updated in later expansions but with minimal vanilla-era use.
- Undermine/Kezan: A Goblin-themed area that might have influenced later expansions like Cataclysm.
- Uldum: Originally a mysterious zone with no quests or NPCs until its revamp in Cataclysm.
- West of Stonetalon Mountains: An unexplored area likely used as flight path scenery.
- Western Tirisfal Glades: Featured Faerie dragons performing unique animations but no other content.
- Wetlands Farm: A small area with minimal interaction, mostly explored by bored players.
- Zul’Dare: A reference to Warcraft II, with limited details on its role in WoW.
- Beta Scholomance: Early versions of Scholomance, featuring different design choices.
2 Likes
For implementing most of this zones need to release fresh server, because biggest part of them won’t be featured for high lvls, this is the major part of player base on SoD for this moment and they won’t benefit from some ironforge airport zone for 11-13 lvls
2 Likes
Or just tune the level up for those zones… This “fresh” repeating cycle needs to stop and give us some proper content instead of repeating everything for eternity.
3 Likes
Horizontal progression sucks, AQ loot is already wholly uninteresting because I need to move from set to set for it to be an upgrade, and even then it’s barely an upgrade. Collecting loot not to equip feels bad, with bad enough luck I might not even get my t2,5 before Naxx.
Gooning over 1-5% upgrades when we could be nerfed by 50% and still breeze through the raids does not exhilirate the game.
This is only the essence of the post I mentioned. Not everything needs to be implemented I guess. There are plenty of ides which can be used for high level stuff, like Azhsara, Timbermaw Hold, Stormwind Dungeon, Grim Batol, two new BGs, North of Elwyn and so on.
Just let us transfer into normal TBC (all SoD - unique items and runes removed ofc.)
All I want is to play TBC on a developed character without having to go through another vanilla again, for the tenth time, after I just went through it anyway
1 Like
The problem with many tiers in 1 level, is that it will be extermely hard for new players to catch up, the req for new raids will be t3 gear, and the req for naxx for “MDI classic speedrunners” will be at least some t3 gear too.
I would like them to stay and not open the TBC part. What i want them to do instead is to open upp all the raids and dungeons that are in the old part such as cavers of time and Kara.
I also want them to make it possible to use the rest of the unused meme specs, i think mostly of smite priests.
4 Likes
Only sad part is, the only actual new content we got in 6 phases of SoD is a DFC dungeon copy pasted from a felwood cave. They need to step it up.
Wouldnt suprise me if this new “dungeon” we getting p7 is Scarlet Monastery tuned for 60.
Dont know what they will do but on PTR they opend up the starting zoon for DK,s from Tyr’s hand and also they have showed us loding pic from TH and it says on PTR that its a 40 man raid and Kara crypts is a dungeon.