WOW SOM 2 - suggestions

Hello guys,

As many here ive been wanting myself a fresh SOM experience to bath myself in the glory that is classic raiding/pvp again. However, seeing SOM has seen quite a few changes ( for the better btw ) Id like to suggest a few myself, well quite a few actually. You see, while the classic classic was great and all, I wouldnt do that again without stuff being shaken up… a lot!
SOM did some very interesting things in making content harder for example, however I have a list here with changes Id suggest, if you have any questions or want to add your own, please do. Allright here goes…

General changes

Nerf, but dont remove world buffs.
World buffs are a different way of playing the game then anything other versions of WOW have to offer, keep them in but please nerf their usefullness slighty. For example instead of 10% stats from the Zandalari buff, make it 5%.

Increase the utility and power level of tier 1 and 2
Tier 1 and 2 is basically not or barely used except by rogues and hunters. You use some pieces here and there but thats about it. Good example are the druid/paladin tier sets. You dont have to make them completely BIS, but at least make them more usefull then what they are now.

Item changes
Lets face it, 50% of the loot in classic goes straight into the dumpster. While we dont need every single piece of loot being awesome, you can make use of these…dumpster fire loot to fill in niche spec like retribution or moonkin by tailoring those for them. Shadowstrike is a good example. You could for example make it druid only ( and make druids able to use polearms I guess ) and allow one side as a feral weapon and one side as a balance weapon. There are a lot and I mean a lot of items like this.

More debuff slots
This says it all really, I know in OG SOM they increased it a lot, just make sure that everyone can use their debuffs as they please.

Increase boss HP/DMG again
To offset some of the changes to gear and other forms of power, increase their HP/DMG again, not too much just enough to offset the potential dmg increase of players.

Balance changes

Druid

  • Increase all damage done by all spells
  • Increase all damage done by all melee attack spells
  • Decrease mana usage acros the board (including shapeshifting)
  • Allow rejuvanation and regrowth to stack
  • Give druids a talent which grants % hit with spells (around 6%)
  • Increase spell damage coefficent on all skills

Hunter

  • Increase weapon damage
  • Allow acces to stronger munitions or upgrade the old ones.
  • Allow aimed shot to be used while walking ( this will make hunters more usefull as mobile dmg dealers , a little niche they can acquire ).
  • Have serpent sting scale with attack power.
  • Give pets avoidance

Warlock

  • Increase base damage of all spells slightly
  • Give warlocks soulshatter
  • Give warlocks a talent which grants % hit with spells (around 6%)
  • Give pets avoidance

Paladin

  • Increase damage with seals
  • Give paladins crusader strike
  • Decrease mana cost of seals and other retribution skills significantly
  • Give paladins a taunt

Rogue
Rogue’s are top of the line DPS and dont really need a lot of changes

Warrior

  • Increase threat generation with shield slam
  • Give higher insentives to go full protection, by mitigating dmg or increase damage taken without a shield on.

Shaman

  • Decrease mana costs of all damage spells significantly
  • Increase damage of lightning bolt
  • Increase damage of stormstrike
  • Increase damage of shocks and allow them to scale with AP
  • Dont remove the weapon skill after switching talents, anoying as…
  • Increase spell damage coefficent on all skills
  • Give elemental and enhancement Hit % on their respective crit talent aswell

Priest

  • Decrease mana cost of shadow spells
  • Increase damage of shadow spells ( Only marginally buff shadow word pain, its actually quite strong already )
  • Increase spell damage coefficent on mind blast, mind flay

Mage

  • Increase spell damage coefficent of frostbolt
  • Increase base damage of frostbolt slightly
  • Increase mana cost of lvl 60 spells slightly ( due to short fights, mana management barely is a thing for mages, reintroducing this will make mages a little harder to play ).

In my opinion these changes have the ability to shake up the meta quite a bit, feel free t add or comment on any of these suggestions.

Your suggestions are good, but these balance changes will have a drastically bad impact on PvP. Shadow priest is a machine and giving it near unlimited mana and more damage is nuts as one example.

What you need to do on Classic if you want “meme” classes to be viable but not massively impact PvP in a negative way is to give the meme specs their own tier set, with these “improvements” as set bonuses and give them Mp5/Spirit/Intellect as high stats and Stam/survivability stats much lower.

This way they will improve their damage and sustainability in PvE, and those specs are being forced into raiding (increasing raiding pool) but not upsetting the balance too greatly in PvP. Obviously they would be better in PVP with these sets but not outrageous. (Same with ele, boomie, feral etc).

5 Likes

You seem to be boosting everything to be inline with Rogues so why not just nerf rogues?

1 Like

Because nerfing rogues will make them unfun. Boosting makes classes more fun instead.

Perhaps for PVP we can add a -20% dmg reduction to players r something.

1 Like

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