Classic+ Leveling
Splitting the leveling phase in upcoming classic+ will be amazing! Best thing Blizzard did with SoD in my opinion. We did experience areas, dungeons and our characters in general in a way we did never before! I loved that!
Splitting the leveling phase in upcoming classic+ will be amazing! Best thing Blizzard did with SoD in my opinion. We did experience areas, dungeons and our characters in general in a way we did never before! I loved that!
The main sub is super obsessed with SoD so I wanted to catch the vibe here.
i thought SoD was fun and I liked it overall. Wish more people stuck with it. But I also wasn't huge into them bringing in spells from future xpacs, incursions, runes, pvp balance, etc. A lot of stuff I really wasn't that into and kinda hope C+ goes in a completely different direction of.
I liked having a more complex rotation in SoD tho. I'll kms if I have a 1 button rotation ever again
Edit: I might be in the minority here but I despise flex raiding. I'm a parse demon and when the group is overfilled not being able to parse properly is lame
To be honest, I'm becoming sceptical when I look at whatever we can see about Classic+ here, what people want or don't want, and that infamous Classic+ survey.
It's really starting to look like some people are looking for a seasonal server to hop on for a few weeks between the next Classic iteration and the next Retail raid tier. They want some seasonal content to fill the gaps in their gaming schedule, but after a few months it's just "one of those era servers" because something else has come out.
Am I the only one who gets this feeling? Are we doomed to witness another empty server by the time the next retail release comes around? Is this what people want for Classic+?
Maybe this Idea has been talked about, but I havent heard it. Its probably pretty controversial, but hear me out. Have a negative rested exp. That essentially punishes people who are on welfare or streamers who can play 10 hours every day. Because as someone who can maybe play 10 hours a week I feel like I cant really be involved with some of the end game content because the no life's do it in 1 month. I understand making the leveling faster like retail is a terrible idea. But for the dads who can play 1 hour a day they have the same experience. And the people who can play 10 hours a day are almost forced to log off or find another way to level. Just an Idea.
Griefing is being allowed by blizzard, even though it is against ToS.
https://youtu.be/gFYzgFCEdzE?si=TEvu4qx-gOt-VwHM
How is there any hope for classic+ being good when this is the kind of publicity blizzard is getting right now?
The guild of griefers is literally planning to continue this garbage behavior into classic+
Is this who you want running the classic+ server discords????
Blizzard needs to do something about this, and the players should not be standing idly by.
Hey everyone, with all the rumors about "Project Camelot" and a potential real Classic+, I wanted to share a concept that focuses on one of Vanilla's best core features: faction asymmetry.
Instead of adding the same classes to both sides, Blizzard should introduce two new faction-specific classes that are deeply rooted in Warcraft 3 lore and existing Vanilla assets:
1. Horde: Death Knight (Exclusive to Undead)
2. Alliance: Spellbreaker / Magic Warrior (Exclusive to High Elves)
The Dynamic (The Ultimate Counterplay):
This creates an amazing rock-paper-scissors dynamic for open-world PvP.
It brings back the true Classic spirit—classes with massive strengths and clear weaknesses, encouraging faction pride and group synergy, without introducing anything that feels "too modern" or out of place.
What do you guys think? Would you roll the red-and-gold Spellbreaker or the icy-blue Death Knight first?
Have messed some more with talent-builder:
https://www.talent-builder.dev/calculator?t0=XXjyIbfjSr&t1=uriT-gKkPv&t2=IxENv5P7SF&class=16
The idea was:
Question: would you like to see Shadow Word: Death as a talent in last row of Shadow tree?)
I’ve been thinking about how Classic+ could prevent turning into a stat‑inflation treadmill.
So my idea is shift part of each raid’s item budget into elemental resistances instead of raw stats.
Not the old “craft a resist set for one boss” approach, i mean every raid tier drops gear themed around one elemental resistance, and bosses inside that raid deal increasingly more damage of that element the further you go into the raid.
This way you can put less raw stats on raid gear because the raid gets easier not because you dealing way more dmg but mainly because your raid takes way less dmg from encounters.
Another advantage of this system would be that the gear from each raid stays valuable, because it would still be the best choice for that particular raid and you cant just steamroll old raids if you allready have tier 3 gear.
With this approach of raids you maybe could do 6 to 7 tiers (frost, fire, shadow, holy, arcane, nature and maybe prismatic?) before gear gets too bloated with stats.
now its your turn to think about what flaws this system could have^^
When they announce this project that the community is calling classic plus that game needs to be more of a wow 2 then a classic plus. You need to be more of a completely new game than being a version of season of discovery. This game has been around for 20+ years. The game is completely solved adding new runes or a couple new things of gear doesn’t change that everything is solved before the patch comes out all BIS lists, all rotations, all strategies for raids. Doing a season of discovery on steroids will not change that and you’ll have the same thing that happened in season of discovery happened in your class plus. People will play the new things and then they will stop. If it is seasonal content, the people will stop playing after a few raids of that season. If it’s not seasonal content, they’ll max their character and they’ll quit playing after a few months of endgame. You cannot do MMO’s where the entire game is solved it fundamentally ruins the mmo experience.
Furthermore, the game cannot continue to grow because the current player base chases away all the new players because they can’t understand why somebody who i just started play the game is not at the same talent level as them who has played the game for 20 years. The same can even be sad for someone who is an experience player who is trying a new class. The player base is extremely toxic and show no patience because they’ve been playing the same game for 20 years. And they almost attack new players for validation of their skills. You can’t invest tons of money into creating a new game that is not going to give you new players or a better way of looking at it is new money.
Whatever wow Camelot is it needs a dramatic change. It needs action combat or a complete rework of stats or how damage is calculated the game needs to be fundamentally different or it will have the same results as every seasonal server where over half the player base will be gone between that 6 to 8 month mark and they will not continue to invest resources into projects like this
I'd really like to see a raid somewhere around level 35–45 in Classic+.
I think that level range would be perfect for it. The early leveling experience in Classic is paced pretty well, but somewhere around 35–45 it starts to drag and there's usually a lot more grinding involved. A new raid alone could make that part of the game much more interesting.
But more importantly, I'd like Classic+ to make the whole leveling journey feel more like an actual adventure and less like something you just have to get through to reach 60.
Right now there's often no real reason to chase a great item while leveling. Why spend an hour finding a group, another 1–2 hours running a dungeon and maybe not even get the drop, when you know there's a guaranteed quest reward five levels later that's better anyway?
I'd like Classic+ to give us more reasons to actually care about our characters while leveling.
A level 40 raid could be one of those reasons. And I'd want it to be genuinely difficult at the intended level. Something where you actually want good gear, enchants, consumables and have to know your class. Give people a reason to optimize their character at level 40 instead of only thinking about getting to 60 as quickly as possible.
The rewards could also tie into the later game. Maybe there's an exceptionally strong weapon, a class quest, a token you can use at 60, or even an item that's still good pre-BiS once you reach max level.
Basically, I'd like the transition into endgame to be more gradual. Level 60 shouldn't be this hard cut where almost everything you did and collected before suddenly becomes irrelevant. Some of the things you accomplish while leveling should already be part of building your eventual level 60 character.
Most importantly though: it should be optional.
I don't want every alt to be forced through a level 40 raid because you need some mandatory item or token to raid at 60. You should always be able to skip it and continue leveling normally.
It should simply be another difficult and rewarding adventure for people who want to do it — and another reason not to treat 1–59 as something you just rush through.
I feel it is time Horde get the playable race we have always wanted!
Death Knight Twisted Mirror of a Paladins (Only Available to Undead)
They will have 3 specs and use mana and not runes or runic power like they do in retail. They will have access to all 1-handed and 2-handed weapons:
Presences replace of Auras debuffing enemies instead buffing allies:
Blessings are just replaced with Dark Gifts that do the same thing with a different names:
The Seal/Judgment System will stay mostly the same except holy damage will be replaced with Shadow Damage
*Seal of Crusader is nerfed from the paladin version because more classes in the game can benefit from the shadow damage in group content
Miscellaneous abilities:
New Spells:
Frost Skill Tree:
*Frost Plague: does 720 (24/sec) Frost Damage and drains 3120 (104/sec) mana over 30 seconds
Blood Skill Tree:
*Blood Plague: Steals 288 (12/sec) Health over 24 seconds. Scales with Attack Power
Unholy Skill Tree:
Unholy Plague will have a couple different variations and the one that that the target is afflicted with is based on the current seal you have apllied to your weapon
*Unholy Plague: Does Shadow Damage per stack over 18 seconds
Just an excuse to think about what abilities you would give your character, if you could. They will obviously never make it into the game, but it’d be awesome if they did.
Abilities listed would be for Resto Druid, Prot Pally, Resto Shaman, Balance Druid, and all DKs (assuming they’re in the game)
And nothing like ‘Increases damage by 500% for 20 minutes, 5 second cooldown.’ Use your imagination.
Assassination (Melee Damage, DoTs and stealth openers):
Combat (Melee Damage, optional Melee Tank):
Shadow (Mid-Ranged Damage, Throwing):
previous day: https://www.reddit.com/r/classicwowplus/s/IFHit3ORNv won by Art of War, and Crusader Strike is a necessity.
Same sorta thing today, because I think/hope we can all agree that tanks need a taunt, so I've added Hand of Reckoning as a given. Please suggest a second ability that you think would help prot palas, and some description of it for those who may not know all the spells by name.
Upvote the ones you like, and we'll see what wins on Wednesday before we get to holy paladins...oh God, that's just going to be beacon, isn't it?
EDIT: With about 24 hours left to vote, we have:
Hammer of the Righteous (Wrath)
Just messing around with some fun ideas. A few goals:
Try it here: https://www.talent-builder.dev/calculator?t0=PvS5d5JmV2&t1=1u5gGdE5mm&t2=7cG7PnxNaj&class=1024
I was a bit lazy and didn't add descriptions on talents that would work just like they do now.
Shields just feel uninteresting to me. 99% of the time the choice to wear a shield is just "I give up some dps for better protection". The talents are all lame too, mostly just increasing the chance to block and the block amount, or doing damage while blocking.
Does anyone have any creative ideas for mechanics that involve a shield? Preferably something active, where the player needs to make a decision, or deal with a tradeoff or something.
Been inspired by others posting their variants made using talent-builder, and made my own version: https://www.talent-builder.dev/calculator?t0=3uk-VyYwmm&t1=KLMr7iiOAA&t2=Ew8ThqFjFw&class=256
I've tried to: