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Mamytwink Interview with Cory 'Mumper' Stockton on WoD

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Mamytwink has released their post-Patch 6.2 interview with lead World of Warcraft game designer Cory Stockton, a.k.a. Mumper. In this interview, Stockton talks to Zecharia and Mamytwink about daily quests, reputation, garrisons and followers, and the future of patches in Warlords of Draenor. Patch 6.2 and Hellfire Citadel are slated to be the last content tier in this expansion.

 

You can view the full interview (in English) below:

 

Mamytwink interview with Cory Stockton.

 

Stockton says they're aware of the risk of a 'gap' along the lines of what players experienced with Siege of Orgrimmar, and that they are doing everything they can to make that gap smaller.

 

Are you satisfied with Hellfire Citadel and Patch 6.2 as the 'end' of Warlords of Draenor? Have any thoughts on the length of this expansion, or its content? Let us know.

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I have very mixed feelings about this, because it can send two messages 1) the WoD storyline isn't interesting enough to keep it going for any longer 2) See you in 1 year for a new expansion. For Cataclysm, we had to wait almost a year, for MoP 9 months, and for WoD 13 months.

I don't usually say anything, because it's hard to dissociate what I say from Icy Veins, as it's my website, but still. When I started playing this game, my days in WoW were very simple and I enjoyed them very much: a few daily quests, a bit of mat farming, a heroic dungeon (with people from my realm that I found in trade, not some random guys from Looking for Group), and a raid 3 times a week. Legendary quests were legendary, as in progress in them was super gated and only one guy in the guild at a time could do it. Everyone was either raiding or doing PvP and there was a lot of emulation. Now, there are a gazillion things to do: transmog, garrisons, pet battles, dungeons (4 difficulties), raids (4 difficulties), legendary quest is like a requirement. When I play a game, I always try to finish it 100% and if the game is so vast that I can't, then at some point, I get tired and stop playing. I think it's what is happening to WoW, there are so many things to do that people like me feel compelled to do them (and you sometimes have to, I mean there's no trying to do anything with WoD without garrisons) and they eventually burn out.

I also used to enjoy playing alts, but I don't anymore, because it means doing things like building a Garrison from scratch. In the past, you'd level up an alt, farm a few reputations, gear it up quickly, and you'd be done. Now, it's a mountain of work to maintain different characters.

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To me, ending the expansion early like this communicates only indecision on their part and/or that they aren't happy with the way the Warlords of Draenor storyline is playing out. I can't blame them on the latter, because I'm not too thrilled with it either.

 

I'm not at all convinced that using an alternate timeline and very old lore characters was the way to do it this expansion. It felt very weak from the beginning - they created this contrived explanation for why we're going back and fighting all these guys that had long been laid to rest, and to revisit a continent we had already been to, but completely redesigned so it doesn't feel like the place we knew at all anymore! Talk about confusing.

 

I wish they had simply explored one of the expansion ideas that does not rely on contrivances and timeline gimmicks. We have untouched story arcs that could have been exploited instead that would simply have propelled the story forward and allowed players to experience new things that they had been expecting. I'm not an expert on lore or on conspiracy theories, but ideas like a South Seas expansion, a Burning Legion invasion with Sargeras, and so on, would have sounded very good to me.

 

Alas, this is all in the past now, so we should look to the future and the next expansion.

 

In my opinion, I think Blizzard have not actually burned all their recycling bridges, so to speak. My personal idea for the next expansion would be to have us revisit Northrend and face a new threat from the Lich King. It could be something as simple as Bolvar having finally awakened and turned evil, resurrecting/conquering whatever was left of Northrend, or perhaps invading Kalimdor/Eastern Kingdoms with his Undead armies. The expansion could have us retake these places and then, later on, march back on Northrend itself.

 

Alternatively, we could have an expansion centered around defeating (and actually fighting) an Old God, such as N'Zoth, who is still supposed to be alive. That, or we could have Yogg'Saron or C'Thun come back (since they allegedly can't really die), but I think a fresh Old God would be best. Old God fights have been some of the best in the history of World of Warcraft, so I can't understand why Blizzard is holding back on this and other cool lore ideas while their game appears to be losing popularity and subscribers. It almost seems as though they're pacing themselves to ration content out over the next 15 years, but the game will be lucky to still have 3 years with the kind of content they want us to play.

 

And finally, regarding actual gameplay issues, I agree with Damien. I like Garrisons (and the Shipyard), and I like the simplicity of gearing a character now, but I intensely dislike the way the legendary items are being done (there's absolutely nothing special about them anymore - you're only special if you don't have your legendary, and not in a good way), and I also dislike that maintaining alts is no longer really viable, especially if you can't dedicate 4+ hours a day to the game.

 

I too feel that having such a wealth of activities is driving away completionists, because they realize that there is absolutely no way they will ever come close to doing it all. Simpler is better.

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Agree with everything posted above. I've raided without a break since TBC & for the first time this week I felt bored with the content. HFC has only been out a few weeks and I actually caught myself feeling bored already. I used to love my alts; but now I only just managed to level two to 100 & I really don't have the time to be gearing them. The game is declining rapidly and I think the blizzard camp are out of ideas as how to bring people back. So much has gone into catering for 'casual' players (LFR, legendaries for everyone out of a vending machine, garrisons for quick gold), that Blizzard has actually managed to force people to invest more time into the game than ever if you want to get ahead.

 

But meh! I'm 30-something now and WoW can't last forever! It is already a shadow of its former self I just hope that shadow isn't ground into dust before the end.

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I too agree with nearly all you've said.

 

Mechanically this expansion has had highs and lows.  Where I'm disappointed is the story and in the lore.  Thus far, I have enjoyed the story of WoD the least of any expansion to date.

 

Without trying to pick it apart in detail, one thing stands out to me; we just killed the second most powerful agent of the burning legion with a band of 10 heroes.

 

The last time we slew Archimonde we had to sacrifice the world tree, and the Elves their immortality.  We beat Kil'jaeden when he was at fraction of his power, not yet having made it into this world.  This time we beat an Eredar Lord by hitting him on the head.

 

We can't lose and that has to change.  One of the many reasons the characters of old had meaning is that they could lose and die.  Archimonde obliterated cities with a wave of his hand; Arthus sacked Lordaron.

 

My single biggest hope for the next expansion is that we are beaten, and that we lose things that are precious to us.  Iron Forge or Mulgore wiped from the map, or our faction leaders slain.  

 

Blizzard can tell excellent stories.  Corny in someways but nonetheless brilliant.  They've done so often.  But the premise that the Burning Legion is a threat was weak before the expansion, and now has pretty much vanished.

 

Putting WoD behind us, because that's pretty much what it feels like we're doing already, I hope the next expansion is better.  But more than anything I sincerely hope we get beaten.  I want to feel like the odds are hopeless, but if we struggle we might just have a chance.

Edited by Pandrel
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As Damien said we have had a few big gaps between expansions and Blizzard has said they don't like this. Blizzards wants to try and get 1 expansion per year out and it seems they are almost frantic to do so. If you look at how WoD was slated they had original ideas that they crapped out on. Originally in Highmaul we didn't kill Kargath, we merely bludgeon him enough that he fled the battlefield and we were going to have to deal with him again. Also, very clearly on the map there was Farahlon and to the lower left of the map the ogre homeland (name escaped me at the moment). It seems like there was so much more to the WoD story. Even Cho'galls story just.... stops out of the blue. Even the dialogue Kairoz said was leading down an infinite dragonflight type deal jumping in. They started so many stories that they just dropped. In their haste to match a year turn around time they butchered what could have been a ground breaking expansion. The build up was huge, take the original orcish horde that won the first war and give the most up to date and cutting edge weaponry plus a knowledge of how the future more or less would play out. So cool. Instead we get ogres, tentacle plants, and sick chickens. I don't think people mind longer expansions as long as there is content and enough to do. However, 6.1 the twitter patch wasn't content and 6.2 basically just added what was cut from launch. 

 

So I fear now blizzard can't see the trees through the forest. They are rushing and it really shows. Heck this season pvp and pve are sharing gear models. So i'd rather blizzard gives us fuller complete expansions then just rushing them. WoD for me was going to be one of the most exciting gaming moments and instead was one of the most disappointing.

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      Lots of feedback on the first round of changes. Here’s the second iteration: Pillar of Frost
      Previous changes to Pillar of Frost have been reverted. While the ability is quite simple in a vacuum (20% damage increase with no other mechanics), there were clearly a lot of players who were uncomfortable with the idea of removing a core ability that’s been around for so long. 

      After reading all the feedback and examining the ability’s place on the spec, we think the ability did provide a couple valuable things to the Frost rotation. One is Pillar of Frost is a window to play around – it allowed you to occasionally pool/spend your resources for a gain in a way that otherwise Frost doesn’t really have baseline. Additionally, it was a damage amp that you could/would want to line up cooldowns for – Remorseless Winter, Frostwyrm’s Fury, etc. Straightforward, but felt good to use.

      Pillar of Frost is now back, at 45 sec cooldown and 15 sec duration – shorter cooldown but same uptime. Since it’s providing some useful gameplay direction for the rotation, we’re leaning into it more and making it available a little more often. Additionally, to give it just a little more texture and gameplay, its damage bonus now starts at 15% and increases by 1% per Rune spent while it’s active. Pillar usually ends with a 25% damage bonus or more. Talent Changes
      Glacial Advance now costs 30 Runic Power (instead of 1 Rune), has a 6 sec cooldown (down from 15 sec), and also applies Razorice to all enemies hit. Glacial Advance overlapped a lot with Frostscythe in both use and cost, and we’re looking to differentiate it so it can find its own use case. Cold Heart has replaced Shattering Strikes. It’s basically the same as the legendary but without the stun, and provides the spec’s talent tree with some single-target burst. Obliteration is mostly back to its live design, but it’s now a passive, and triggered while Pillar of Frost is active. With Pillar of Frost being back baseline, we still want to avoid a setup where casing 3 self-buff cooldown consecutively was possible (Pillar of Frost, Empower Rune Weapon, Obliteration, in any order). We're still iterating a bit on Obliteration's cost reduction mechanic - it has some slightly awkward effects on resources which we'd like to make feel better. Current talent layout:
      Level 60: Avalanche, Frozen Pulse (now requires fewer than 3 full Runes instead of fewer than 2), Frostscythe Level 90: Gathering Storm, Glacial Advance, Frostwyrm's Fury Level 100: Icecap (same as live, affecting Pillar of Frost), Obliteration, Breath of Sindragosa Notes:
      Icy Talons now triggers from Breath of Sindragosa, since it’s replacing your Frost Strike for a period of time. Icebound Fortitude’s damage reduction was increased to 30% for both Frost/Unholy specs As always, thanks for the continued feedback and we expect to hear more from you all.
      Level Talent 1 Talent 2 Talent 3 56 Inexorable Assault Icy Talons Cold Heart *new* 57 Runic Attenuation Murderous Efficiency Horn of Winter 58 Winter is Coming Asphyxiate *new* Blinding Sleet 60 Avalanche Frozen Pulse *new* Frostscythe 75 Permafrost Wraith Walk *new* Death Pact *new* 90 Gathering Storm Glacial Advance Frostwyrm's Fury *new* 100 Icecap Obliteration *new* Breath of Sindragosa Hunter
      Marksmanship
      Aimed Shot cast time reduced to 2.5 seconds. Steady Shot cast time reduced to 1.8 seconds. When you have no pets summoned (Lone Wolf),  Command Pet changes into Survival of the Fittest. Reduces all damage you take by 20% for 6 sec. Blizzard (Source)
      Marksmanship Hunters,
      Hello again, a few notes this morning.
      - Aimed Shot should still be a 12 second recharge time before Haste, I'm unsure why some people are reporting it is showing up as 10 seconds for them. Is this still happening after the build that went up yesterday?
      - After lots of discussion and reading feedback and many dungeon runs and raid testing and questing, we have decided that we're going to changed Aimed Shot to 2.5 second cast time, and Steady Shot to 1.75 second cast time.
      - Regarding Lone Wolf and Pet Utility, if you have your active pet out, the Command Pet button in your spellbook should change into whatever your pet's special ability is, such as Primal Rage. If you dismiss your pet as a Marksmanship Hunter and opt into Lone Wolf, Command Pet should change into Survival of the Fittest as a cooldown you can use that reduces the damage you take by 20%. This looks to have some issues currently, and will be resolved in a future build.
      Thanks for the continued feedback on this thread and others.
      Monk
      Brewmaster
      Gift of the Mists (level 45 talent) removed. Elusive Dance (level 100 talent) removed. Spitfire is a new level 45 talent. Guard is a new level 100 talent. Blizzard (Source)
      Various things to expect next build:
      New talent: Guard (replacing Elusive Dance on L100). "Guard against future attacks, causing the next X damage you Stagger to instead be prevented." 30s cooldown.
      (The Guard Honor Talent will be renamed).
      New talent: Spitfire (replacing Gift of the Mists on L45). "Tiger Palm has a 25% chance to reset the cooldown of Breath of Fire."
      Part of the value of Black Ox Brew is being moved baseline, by lengthening its cooldown to 2 minutes, and speeding up the baseline recharge time of Brews. This should help the row be more competitive, without losing total Brew charges.
      Ironskin Brew's duration will come up to 7, also freeing up more Brew charges.
      Blackout Combo no longer buffs Purifying Brew. This usage wound up mostly being a trap, and 4 modes still a good amount of choice for the talent.
      Gift of the Ox healing increased about 30%. We expect the overall spawn rate to be lower than Legion, and this helps make up for that.
      Balancing is still preliminary, but a few tweaks on that front:
      HP reduced for Brewmaster by around 10%. Brewmaster's heavy resistance to killing spikes means they're not a tank that needs as high an HP pool. This does have the side effect of making Ox orbs spawn slightly more often.
      Stagger's effectiveness against Magic brought back up to 35%.
      Level Talent 1 Talent 2 Talent 3 15 Eye of the Tiger Chi Wave Chi Burst 30 Celerity Chi Torpedo Tiger's Lust 45 Light Brewing Spitfire *new* Black Ox Brew 60 Tiger Tail Sweep *new* Summon Black Ox Statue Ring of Peace 75 Bob and Weave *new* Healing Elixir Dampen Harm 90 Special Delivery Rushing Jade Wind Invoke Niuzao, the Black Ox 100 High Tolerance Guard *new* Blackout Combo Mistweaver
      Renewing Mist now has 2 charges and Uplifting Trance has been removed. Blizzard (Source)
      Next build will try 2 charges on Renewing Mist, and Uplifting Trance removed.
      A little background for interest:
      We try to be really careful about adding charges to baseline spells, since it's a higher-complexity mechanic than simply having a cooldown. Essentially every spell is slightly more efficient with charges, since you don't get the little bit of slippage when the cooldown comes up each time, and you can better sync it with other effects. So it's always an attractive ask, because adding charges to anything improves spec performance. Renewing Mist is a better case due to bad feeling of every second lost slightly reducing Vivify efficiency for 20s, and this also helps the weirdness of wanting to start ramping it up 20s before any pull.
      Uplifting Trance was added in Legion to try to give something that enforced a little more spell variance (pushing Vivify to top priority sometimes and not other times). By now, there are so many more spell interactions contributing to the "weaving" part of Mistweaving (Essence Font buffs other spells, Soothing Mist empowers other spells, Renewing Mist improves Vivify, etc.) that button choice is richer without sticking a proc in there. Since other things control when you want to use Vivify, this just feels like random variance that you can't control.
      Paladin
      Retribution
      Art of War is now baseline. Blade of Wrath (level 30 talent) now increases the frequency of Art of War resets and cause its proc to also increase the damage of the next Blade of Justice by 25%. Blizzard (Source)
      Hey all,
      Since the first round of changes to Retribution early on in alpha, we've been letting the spec settle into a steady-state, but have been very much keeping it in mind. Like many have suggested, the spec is almost all the way there, but is missing a little bit baseline.
      Blade of Wrath
      Blade of Wrath's mechanic is becoming baseline, named Art of War: Your auto attacks have a chance to reset the cooldown of Blade of Justice. Any many correctly pointed out, this is a sort of unpredictability that the spec needed in its baseline rotation.
      Blade of Wrath, the talent, will now increase the frequency of Art of War resets and cause its proc to also increase the damage of the next Blade of Justice by 25%. Numbers are pending tuning, but the gameplay is there.
      Divine Purpose
      Divine Purpose's proc chance has been reduced to 15% (down from 20%), but it now also increases the damage and healing of that free Holy Power spender by 20%.
      The entire value of this talent was in the free Holy Power proc, which is a huge swing on button presses and pacing, but which neither of its talent match-ups provide. This change reduces that difference slightly and gives Divine Purpose a little more nuance to its gameplay – now you may consider saving or waiting for that proc to use on a different Holy Power spender from usual.
      Thanks for the patience and continued feedback.
      Previous Talent Changes
      Beta Build 26788 Talent Changes Beta Build 26734 Talent Changes Beta Build 26707 Talent Changes Beta Build 26624 Talent Changes Beta Build 26567 Talent Changes Beta Build 26530 Talent Changes
    • By Stan
      8.0 PTR servers have been updated with the Legion Artifact retirement questline. Artifact traits will no longer function when the pre-patch goes live and here's a preview of the questline. This article contains spoilers.
      The cutscene is still missing voiceovers and it's only available to Alliance players on PTR.
      The Speaker's Call
      I been travelin' the land, seekin' out anyone who might know how ta heal Azeroth. I've consulted ancient sages, druids, shamans... from dragons ta titan keepers. Nobody's seen anythin' like this before.
      Went ta Karazhan ta speak with Khadgar. Studyin' those old tomes o' his, we came up with an idea. No tellin' if it's gonna work, but we gotta try. Come ta Silithus. Meet me at the wound. Time is runnin' out fer Azeroth, <Name>.
      The Power in Our Hands
      That sword of Sargeras is surgin' with dark energies. They're seepin' into Azeroth's heart like poison. The blade's power must be snuffed out. The Pillars o' Creation could do it, but they're keepin' the tomb sealed. So we need other vessels capable o' harnessin' vast energies. Vessels like those artifact weapons you and the other champions wield. It's a risk, <Name>. We don't know what Sargeras' power will do ta those weapons. But unless we act now, the heart of Azeroth is sure ta die.
      A cinematic plays, where you and the other champions sacrifice your Artifacts to draw the surging energies from the sword.
      The sword grows dark! I can hear Azeroth's sufferin' abate... If only a little. Ye did good, hero. Bought our world some time. But we must find a way ta fully heal this wound. No matter what happens between the Alliance and Horde, do not forget yer duty on Azeroth!
    • By Starym
      Legion is coming to an end very soon, and Battle for Azeroth isn't quite here yet, so what better time to look back at this and previous expansions. Method have been doing just this in the past weeks, obviously focusing on what they know best, aka top tier raiding, with many videos covering WoW's premier PvE activity (for now at least, with M+ knocking at that door).
      So, we start off with a Legion raiding overview as well as a deeper look into the most difficult boss of the expansion, Kil'jaeden, who managed to survive 19 days, a full 8 longer than the next boss (Gul'dan), and why he was both the best and worst boss of Legion.
       
      Then we go even further back, sticking to raid bosses and the ranking thereof, as the whole raid team choose the top 3 best bosses of Warlords of Draenor, and then expand to the top 5 bosses of all time!
       
      So, what do you think of their choices?
    • By Stan
      Blizzard released a new Dev Watercooler today with information about the ongoing WoW: Classic development. Classic servers will run on Patch 1.12: Drums of War, because it represents the most complete version of the classic experience. Devs are hard at work to make the modern client compatible with the classic data.
      Blizzard (Source)
      Greetings! Development of World of Warcraft Classic is underway, and we’re very excited to share some of the challenges and solutions we’re working on. As we mentioned last BlizzCon, the process of restoring the classic game is not straightforward, and it’s important to us to take the time and effort to get it right—this includes poring over numerous game versions, data, and code; meticulously scrutinizing all the changes we’ve made over the years. Rest assured: The WoW Classic team is hard at work making it a reality, and we’re at a point in development where we’re ready to share some of the things we’ve been working on.
      WOW CLASSIC: FIRST PROTOTYPE
      The first—and among the most important—decision we had to make was which version of the game to focus on. As many of you have noted, the classic period was two years long and full of changes. Core features like Battlegrounds were introduced in patches after WoW’s original launch, and class design similarly changed over time. After careful consideration, we decided on Patch 1.12: Drums of War as our foundation, because it represents the most complete version of the classic experience.
      Once we had our starting point, we began taking stock of what we had in the source code and what we could make available, which included restoring the original development database from archival backups. After stitching various key pieces together, we had a locally rebuilt version of Patch 1.12 running internally. The team could create characters and do basic questing and leveling—and dying, which we did many times. For testing purposes. Obviously.
      Our initial runs exposed a few (expected) issues: the game sometimes crashed, didn’t recognize our modern video cards, and was incompatible with our current login system. That first pass also couldn’t support any of our modern security and anti-cheating capabilities. Clearly we had a lot of work to do to make WoW Classic live up to the Blizzard standard of quality, and deliver the experience players want.
      THE PATH FORWARD: SECOND PROTOTYPE
      Speaking of engineering, World of Warcraft is a very data-driven game, which means the basic code is flexible and the specific way it behaves is controlled by information contained in databases. Things like quests, monsters, items, and the rules for how these all interact are defined by the designers and artists in data.
      So we asked ourselves, would it still be possible to deliver an authentic classic experience if we took our modern code, with all its back-end improvements and changes, and used it to process the Patch 1.12 game data? While that might seem counterintuitive, this would inherently include classic systems like skill ranks, old quests and terrain, talents, and so on, while later features like Transmog and Achievements would effectively not exist because they were entirely absent from the data. After weeks of R&D, experimentation, and prototyping, we were confident we could deliver the classic WoW content and gameplay without sacrificing the literally millions of hours put in to back-end development over the past 13 years.
      While our initial effort helped us determine the experience we wanted to provide, this second prototype really defined how we’d get there. Starting from a modern architecture—with all its security and stability changes—means the team’s efforts can be focused on pursuing an authentic classic experience. Any differences in behavior between our development builds and the patch 1.12 reference can be systematically cataloged and corrected, while still operating from a foundation that’s stable and secure.
      DIGGING IN
      So what does it take to recreate an authentic classic experience with modern engineering? Let’s start by categorizing the different types of game data that make up WoW:
      Table data: This kind of information is almost always represented as numbers. How many hit points a creature has, the amount of Strength an item grants, or where and when certain creatures spawn, are all examples of the numerical data we store in our databases. We can also store and enforce relationships between different pieces of data. File data: This is often very dense data like 3D models, textures, animations and terrain. Our user interface is built up from XML and Lua files. Many of the art files do not use the same file formats that commercial art tools spit out. Our build pipeline takes these raw art files and translates them into something optimized for our game to read and process. Lua scripts: Some features are driven by Lua scripts written by designers, allowing them to easily define custom behaviors for server-side logic without requiring deep engineering knowledge. HOW ENGINEERING HAS CHANGED
      One challenge we face is that all the classic data is in the original format used at launch, but that format has changed substantially in the intervening years. Major work needs to be done in this area to make the modern client compatible with the classic data.
      For example, spells could originally only perform three actions on the spell’s target. In table form, that looked something like this:
      ID
      Name
      Effect One
      Effect Two
      Effect Three
      Aura One
      Aura Two
      Effect Damage One
      Aura Damage One
      Aura Damage Two
      1
      Fireball
      Deal Damage
      Apply Aura
      Nothing
      Nothing
      Deal Damage Periodically
      30
      Nothing
      3
      2
      Frost Bolt
      Deal Damage
      Apply Aura
      Nothing
      Nothing
      Slow
      20
      Nothing
      Nothing
      As you can see, there is a lot of space taken up by ‘Nothing’. Over the course of WoW’s lifetime, we’ve improved our data design and normalized much of our database data. Today, that same data would be separated out like this:
      Table Name: Spell
      ID
      Name
      1
      Fireball
      2
      Frostbolt
      Table Name: Spell Effect
      ID
      SpellID
      Effect
      Damage
      1
      1
      Damage
      30
      2
      2
      Damage
      25
      Table Name: Spell Aura ID
      SpellID
      Aura
      Damage
      1
      1
      Deal Damage Periodically
      3
      2
      2
      Slow
      Nothing
      In this form, there is much less wasted space and spells are no longer limited to three effects. But before we can load any database data, we need to transform the old data layout into the new one. This is not limited to spells, as almost every game system (including items, creatures, player characters, spawning, AI, and more) has had its database layout altered over the years.
      LOOKING AHEAD
      All the work we’re doing will ultimately allow us to recreate an authentic classic experience on a platform that is much more optimized and stable, helping us avoid latency and stability issues. Additional modern improvements will include modern anti-cheat/botting detection, customer service and Battle.net integration, and similar conveniences that do not affect the core gameplay experience.
      We are looking forward to the challenges ahead and share your passion for the classic game; every code check-in data conversion we make brings WoW Classic closer to providing that authentic experience you—and we—want. Thanks for joining us on this journey.