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Additional Info on Vanilla Servers

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12 hours ago, positiv2 said:

It works thanks to Power to the Players system, which is, as far as I know, not present in World of Warcraft. If it is implemented, it could surely work, even though WoW Classic would have to have a different update model than the "regular" WoW. Then again, the part of the WoW community that requested vanilla WoW doesn't seem to be as zealous as the people who wanted OSRS.

Of course, it has to be content that a vast majority of the player base would agree to, but that's not the point. The point is that most players would likely be happy to have more content which still fits the Vanilla feel without harming existing content; it doesn't have to remain a 1:1 copy of 1.12.1/1.12.2 as it were at the end of Vanilla.

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On 11/4/2017 at 4:26 PM, Nxc said:

i would love to know -> lets just assume i will be able to obtain the tier 3 set from old naxx on one of those classic realms
will i be able to mog it on my lv120 chars ?
will i be able to get that sweet AQ drone from the gate opening ? and will i be able to ride it on my lv120 chars ?

I doubt it, there was nothing account wide in Vanilla. There was no xmog in Vanilla. BTW there was no flight, other than through FP's, in Vanilla either.

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Why so much hate from some of you against Vanilla?

Yes, we know druids don't tank in raids and pallys only "do DPS" against undead, we know hunters don't do as good DPS as rogues or mages, we know raiding was not really good before Naxxramass (which was hard as hell), we know there is a lot of farming involved, we know is time consuming, we know about arrows, soulshards, lack of gold, we know there is only 1 Grand Marshall that has to take 1 week of holidays, we know we have to spend much time preparing for a dungeon and going inside...

We know... we know... we know... 

And we want Vanilla. Stop saying that we will get bored in one month because we know about the levelling experience and all the bad things. We like Vanilla with good and bad things. Mainly, because we love the OPEN WORLD. Retail doesn't have good OW experience. It has many good things like better raids, dungeons, less time consuming... is a different game. No, legions OW is not good with all the Xrealms and the artifact farming and the stupid PVE towers (that's not PVP). We cannot know who is the ninja, who twinks and which fucking guild raided Stormwind.

Yes, I am using the "we" because the feeling of a big chunck of the community is that. Some people want vanilla AND play some retail. I want both in the same sub or slightly more and I will gladly pay. I will carry on buying xpacs because I love xpacs. The already stated this will cost ZERO new raids. So give us 1.12 starting with Rag and releasing the opening of AQ and the invasions of Naxxramas after some time and don't worry because we will make our adventures in the world. I want to go to Southsore to have some fun with the PVP system which is not great (still better than Legion but miles away from WOTLK, Cata and Pandaria).

OFC we know Vanilla has MANY MANY bad things. So? I don't care. Is not perfect and will never be. But I am sure that people don't look for that. They just want to "go back home". I have played some time in Elysium and I LOVE the feeling of spending 1 hour in Deathknell and 4-6 hours in Tirisfal glades, taking my tme. But I want it officially. I don't want to be thinking "Will this end soon? Will they shut the private server like Nost? Blizz, I want to pay for this".

There are some good ideas here maybe for the future, like making those changes to make some clases more viable (maybe just tweaking the stats of the tiers like BC did it would be possible. And... who doesn't want a full armor bear? XD). Some progression maybe in the future would be great, I loved Vanilla, and would love a server that stayed like that for as long as people pay, but I love BC even more (the best of the best for me).

Stop the hate against Vanilla. The community has proven that are willing to play and pay. Let us go back to Azeroth and spend months trying to get to 60. Roaming the world and living our adventures.

And with the improved networks, better computers and widespread online communities, Vanilla can be a great experience.

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I honestly think there will be a typical large influx of players doing the Classic then a die off after a few months. The servers will see a shortage of players and a domination of a few 40 man guilds. It will fail.

The other problem I see is the splitting of the population. We are going to see a decrease in server pop and or a split. But, according to my prediction, the present servers will rebuild due to those classic players realizing how suck it was back then compared to now.

I started WoW three months after release, and yes it was fun then, but I definitely would not want to go back to all the bugs, flaws, issues and illogical game features in Classic WoW.

I think what Blizzard sees is a money grab no matter what. If the Classic team is small and cheap, they can maintain a low pop server with a large fee for the sub. I think people are thinking they will get a "free ride" with an existing sub, but Blizz wants $$ so it will most likely cost a second sub fee or higher. I think 20$ more a month is what it will finally be. But if they can maintain a profit from 8-10$ more a month they might go there.

I really think they are thinking they will get older non-subbed players back or something. Splitting up the existing server population seems counter productive for the present game and new releases. Unless BFA is the 2nd to last expansion and Classic is their new thing after that with a BC Classic server, Wraith Classic server, etc...???

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On 11/6/2017 at 3:18 AM, Arthalon said:

Why so much hate from some of you against Vanilla?

 

On 11/6/2017 at 3:18 AM, Arthalon said:

Stop the hate against Vanilla.

Because I'm never going back to this: uMlidi6.jpg

 

Because I'm never going back to having to tame rando pets just to get the next rank in growl/claw/etc.

We had good times in vanilla because we had nothing to compare it to. I don't miss the feels I had raiding with friends because the raiding was horrible, the friends were what  made it good and I can still roll with them in current content.

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On 11/4/2017 at 6:29 PM, Ammako said:

The game really doesn't need to be or remain 1:1 to what it was back in Vanilla. There is lots of room and a lots of opportunities for new content to be added which suits the Classic WoW feel, without having to majorly change gameplay mechanics like they have done with each expansion release.

This is something they should have been doing a long time ago, but for some reason they felt the need for expansion releases to completely change classes every time, undoing all the balancing work they had been doing and making them start all over. There is no reason why every class and spec shouldn't be viable in their own way (no, Vanilla WoW nostalgia is not a good reason), they should fine-tune classes so that every dps is viable, every healer, every tank... while keeping the original WoW feel they had to them.

What about new content? There were plans for a Dragon raid back before the game came out, which was cut entirely. That could be made and added to Classic servers. What about Hyjal? The zone was fully mapped out, but inaccessible. I'm sure they could do something with it for Classic servers. Silithus? Why not finally finish the zone?

Nothing really prevents the addition of new landmasses exclusive to Classic, either. As long as none of the original Classic content is altered in any way (aside from adding new entryways to place like Hyjal), and that they know how to make the content suit the feel of Vanilla WoW, I don't see how that can be a bad thing.

How many guilds even made it to Naxxramas back in Vanilla? I don't think adding even higher level raids would be a good idea, but there could be more lower- and entry-level raids added like Molten Core and BWL were. Gives the game more content, more choice for the players (if your guild can't quite clear BWL then you have other raiding options aside from Molten Core, etc.)

If all of this worked just fine for Old School RuneScape, there is no reason why it couldn't work for Classic either.

They should have incentives like that to play Classic servers by having that kind of cosmetics unlocked for your main account when obtained on Classic.

Sure, MMOs change, but removed content is dumb no matter which way you spin it. Classic servers is an excellent way to make all those pre-Cata quests and zones available, and with it, the quest reward appearances that are no longer obtainable. Along with old mounts and appearances from legacy raids that have since been revamped, etc.

But of course, people who got them back in the day, or who paid millions on the BMAH for this stuff, will complain, because they want to be special.

Give people feats of strength if you owned all of this stuff pre-Classic servers, and those who unlock the items through obtaining them on Classic don't get a feat of strength. Then people still have something to show off how special they are.

this is a well thought out quote. I think what people miss about vanilla wow was that among all the games at the time. WOW did it best. I started playing just after launch. tried to get into beta but didnt make it. The game was fun, exciting, and fresh. yeah it was full of bugs and glitches and running, lots and lots and lots of running. but at the time I didnt care. none of us cared. it was a slower pace back then. we didnt care if black rock took us all day to get through we were having fun. heading to tarren mill to pvp, or to the crossroads. hearing that rogue woosh for the very first time. seeing Iron forge for the very first time or the gates of Orgrimmar. breathtaking, for its time. I had tier 3 naxx on my old warrior tank. I miss him and that gear. I would love to have him back and be the off tank again for a bear while a pally heals me. cause pallies didnt tank much back then. I loved the game and still do. I miss the slower pace of the game. It seemed that the after TBC everyone wanted to run through instances. no CC just group em up and burn em down. no planning. even some of the raids really werent as hard as old naxx. or even old MC. loved MC and old Naxx, how about the warlock tank in AQ. LOL I am really stocked for the upcoming expansion. and the classic wow after that. some much good stuff to do. But until then I will have fun with my DH. some much fun. The only thing that would make my life complete would be if blizzard made a splinter faction of Hoggers group a playable race. you know kinda of a story line like they helped stormwind take him down. LOL that would be funny. but seriously. hopefully Blizz will give those of us that do level a classic toon again a feat of strength maybe a transmog set for our account of the tier we level. the old dreadnought set please.

 

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On 11/6/2017 at 3:18 AM, Arthalon said:

Why so much hate from some of you against Vanilla?

Yes, we know druids don't tank in raids and pallys only "do DPS" against undead, we know hunters don't do as good DPS as rogues or mages, we know raiding was not really good before Naxxramass (which was hard as hell), we know there is a lot of farming involved, we know is time consuming, we know about arrows, soulshards, lack of gold, we know there is only 1 Grand Marshall that has to take 1 week of holidays, we know we have to spend much time preparing for a dungeon and going inside...

We know... we know... we know... 

And we want Vanilla. Stop saying that we will get bored in one month because we know about the levelling experience and all the bad things. We like Vanilla with good and bad things. Mainly, because we love the OPEN WORLD. Retail doesn't have good OW experience. It has many good things like better raids, dungeons, less time consuming... is a different game. No, legions OW is not good with all the Xrealms and the artifact farming and the stupid PVE towers (that's not PVP). We cannot know who is the ninja, who twinks and which fucking guild raided Stormwind.

Yes, I am using the "we" because the feeling of a big chunck of the community is that. Some people want vanilla AND play some retail. I want both in the same sub or slightly more and I will gladly pay. I will carry on buying xpacs because I love xpacs. The already stated this will cost ZERO new raids. So give us 1.12 starting with Rag and releasing the opening of AQ and the invasions of Naxxramas after some time and don't worry because we will make our adventures in the world. I want to go to Southsore to have some fun with the PVP system which is not great (still better than Legion but miles away from WOTLK, Cata and Pandaria).

OFC we know Vanilla has MANY MANY bad things. So? I don't care. Is not perfect and will never be. But I am sure that people don't look for that. They just want to "go back home". I have played some time in Elysium and I LOVE the feeling of spending 1 hour in Deathknell and 4-6 hours in Tirisfal glades, taking my tme. But I want it officially. I don't want to be thinking "Will this end soon? Will they shut the private server like Nost? Blizz, I want to pay for this".

There are some good ideas here maybe for the future, like making those changes to make some clases more viable (maybe just tweaking the stats of the tiers like BC did it would be possible. And... who doesn't want a full armor bear? XD). Some progression maybe in the future would be great, I loved Vanilla, and would love a server that stayed like that for as long as people pay, but I love BC even more (the best of the best for me).

Stop the hate against Vanilla. The community has proven that are willing to play and pay. Let us go back to Azeroth and spend months trying to get to 60. Roaming the world and living our adventures.

And with the improved networks, better computers and widespread online communities, Vanilla can be a great experience.

you my friend are a true gamer. welcome to the club. you summed it up. 

 

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11 hours ago, Sawzorthn said:

Because I'm never going back to this: 

Perfect, YOU don't want to go back to that. I'm not going against that. Enjoy retail as I do.

I WANT to go and play again that. Is there any problem? Yes, again, not going to repeat the whole post. Vanilla is not perfect. You are not telling us anything new.  We have played Nostalrius, we have played Elysium and some of us want again Vanilla, we want to have a good service with no bugs, good servers and Blizzard quality.

Yes, I want all the good and bad stuff. Get bored and maybe go back sometimes or not. Who knows once I have reached 60.

15 hours ago, tk421ds said:

I think 20$ more a month is what it will finally be. But if they can maintain a profit from 8-10$ more a month they might go there.

Nobody is going to pay 20$ more a month for a game with no patches and already developed. We are not idiots and we won't pay just for a Blizzard logo. Maintaining a server is way cheaper than that. The client 1.12 code is already done, the server part I'm quite sure is already backed up, at least the last 1.12.X version before BC.

 

What I can read, is that some of you think that we have not been playing Vanilla during all this time. That we only have "good memories". No, we have played Vanilla less than 3 months ago lots of us. And we liked the slow leveling up experience.

And we still play retail. WoW was probably our first and will be our last MMO.

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On 6/11/2017 at 5:18 AM, Arthalon said:

Why so much hate from some of you against Vanilla?

Yes, we know druids don't tank in raids and pallys only "do DPS" against undead, we know hunters don't do as good DPS as rogues or mages, we know raiding was not really good before Naxxramass (which was hard as hell), we know there is a lot of farming involved, we know is time consuming, we know about arrows, soulshards, lack of gold, we know there is only 1 Grand Marshall that has to take 1 week of holidays, we know we have to spend much time preparing for a dungeon and going inside...

We know... we know... we know... 

And we want Vanilla. Stop saying that we will get bored in one month because we know about the levelling experience and all the bad things. We like Vanilla with good and bad things. Mainly, because we love the OPEN WORLD. Retail doesn't have good OW experience. It has many good things like better raids, dungeons, less time consuming... is a different game. No, legions OW is not good with all the Xrealms and the artifact farming and the stupid PVE towers (that's not PVP). We cannot know who is the ninja, who twinks and which fucking guild raided Stormwind.

Yes, I am using the "we" because the feeling of a big chunck of the community is that. Some people want vanilla AND play some retail. I want both in the same sub or slightly more and I will gladly pay. I will carry on buying xpacs because I love xpacs. The already stated this will cost ZERO new raids. So give us 1.12 starting with Rag and releasing the opening of AQ and the invasions of Naxxramas after some time and don't worry because we will make our adventures in the world. I want to go to Southsore to have some fun with the PVP system which is not great (still better than Legion but miles away from WOTLK, Cata and Pandaria).

OFC we know Vanilla has MANY MANY bad things. So? I don't care. Is not perfect and will never be. But I am sure that people don't look for that. They just want to "go back home". I have played some time in Elysium and I LOVE the feeling of spending 1 hour in Deathknell and 4-6 hours in Tirisfal glades, taking my tme. But I want it officially. I don't want to be thinking "Will this end soon? Will they shut the private server like Nost? Blizz, I want to pay for this".

There are some good ideas here maybe for the future, like making those changes to make some clases more viable (maybe just tweaking the stats of the tiers like BC did it would be possible. And... who doesn't want a full armor bear? XD). Some progression maybe in the future would be great, I loved Vanilla, and would love a server that stayed like that for as long as people pay, but I love BC even more (the best of the best for me).

Stop the hate against Vanilla. The community has proven that are willing to play and pay. Let us go back to Azeroth and spend months trying to get to 60. Roaming the world and living our adventures.

And with the improved networks, better computers and widespread online communities, Vanilla can be a great experience.

I think that they should make a few changes to the old version, theare things that they can improve, withow chanching the game, but helping player to enjoy it more. The little things, things they improved after TBC, things like trash respawn, arrows, souls stones, need to drink after you buff each party member, unchain fly paths, etc

a lot of little thing that will make our life better, and you are going to have the same experiece that before, just with less head pain.

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5 hours ago, Demenzel said:

a lot of little thing that will make our life better, and you are going to have the same experiece that before, just with less head pain.

I do think you have to be very careful in how much you change. When you start making too many changes, you end up starting to go down a path of giving power to players, in that they can force change by complaining enough. They then develop a game they think they want, and then when it releases, just kind of go: this isn't vanilla. 

There's a fine line Blizzard have to tread in the coming years.

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On 11/8/2017 at 1:48 AM, Arthalon said:

Nobody is going to pay 20$ more a month for a game with no patches and already developed. We are not idiots and we won't pay just for a Blizzard logo. Maintaining a server is way cheaper than that. The client 1.12 code is already done, the server part I'm quite sure is already backed up, at least the last 1.12.X version before BC.

 

What I can read, is that some of you think that we have not been playing Vanilla during all this time. That we only have "good memories". No, we have played Vanilla less than 3 months ago lots of us. And we liked the slow leveling up experience.

And we still play retail. WoW was probably our first and will be our last MMO.

Yeah, I was just speculating, but really, you do not expect it to be free do you?

With a whole team dedicated to it it has a price tag. You are going to be paying for 2 different games with the same name. I think they will make it an either or, or combo price. Either you pay the same 15$ a month for Classic or Release version (1 or the other, but not both) or if you opt to do both you get a discount and pay $7.50 extra for both = $22.50 a month. Either way it has a cost to the player.

This is not some cheap version of wow and or "free to play". It is fullly supported Vanilla WoW at release and still worth the 15$ a month as a separate game.

 

You Vanilla guys asked for this and should expect a consequence/result for them catering to you with a price to make it happen. Sacrifice has to come from both sides.

Edited by tk421ds

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On 11/7/2017 at 1:57 PM, Sawzorthn said:

 

Because I'm never going back to this: uMlidi6.jpg

 

Because I'm never going back to having to tame rando pets just to get the next rank in growl/claw/etc.

We had good times in vanilla because we had nothing to compare it to. I don't miss the feels I had raiding with friends because the raiding was horrible, the friends were what  made it good and I can still roll with them in current content.

Exactly, I still cannot understand why anyone would want to go back and do Vanilla. It is like trying to load up the original Doom from floppy disks and claim is the Bees-Knees and soooo good and actually paying for it. Why? because it was nostalgic? The sad part is that the Vanilla community will not be there, it will be full of elitise jerks, vanilla snobs and purists that think they are cool because they love korean grinding.

Personally I would have preferred a BC version but with the 40 man raids still, flying, QOL changes BC offered, fixed talent trees and viability for those classes that were trash in Vanilla. But hey, this hype will die quickly when the servers dry up after a year because there are not enough players on the server to even have a 40 man group to raid.

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Here is Vanilla in a nut shell....errr list......

 

General:

– Flight paths didn’t auto connect. You had to click on every fly point to get somewhere. This means if you were flying from Winterspring to Tanaris you would have to click the flight master at each stop. (the snow ball bug, however, was AMAZING)

– Only 16 debuffs on a boss at a time. This meant that you had to prioritize debuffs and / or not use abilities if they were going to debuff the boss. SORRY HUNTERS, NO POISON STING FOR YOU

– Only one version of a HoT on a tank at a time. 8 Priests in the raid? Cool – you can only put one renew on him. “A MORE POWERFUL SPELL IS ALREADY IN EFFECT”.

– In order to cast beneficial spells on a lower level player, you had to down rank it. So if you wanted to heal a friend at level 30 and a friend at level 50 and you were level 60 you would have to have 3 versions of each heal on your bars in order for them to work on every player.

– About 1/10th as many flight paths in total. There was only one in the barrens until they finally added one in Rachet / Camp Taurajo.

– Completing one quest sent you across 5 zones for no reason (no this wasn’t a good “feature”)

– You could only mail one item at a time

– You couldn’t right click items to go into a trade window

– Having to carry an Admiral’s hat for buffs

– Hour long Hearthstone cooldown

– 16 slot bags cost a fortune.

– Out of nowhere when you died in MC you would spawn 1000m up above wailing caverns. And have to somehow get back to the instance (or your raid would have to move back through BRD since locks couldn’t summon into an instance).

– No ready check in raids

– No Target Markers

– Respec cost today’s equivalent of about 1000g (and of course no dual spec)

– Fishing used to be a 30 second channel with no guaranteed catch

– No summoning stones at instances (tank leaves? go back to Orgrimmar and get a new one)

– When they finally did implement summoning stones, they were for matchmaking not summoning

– Theoretical Raid gating. For example you had to kill Onyxia about 20 times before you were legitimately able to attempt Blackwing Lair. You had to kill Lucifron for at least 3 weeks before having a legit attempt at Magmadar.

– Awful graveyard placement made corpse runs last forever

– Only Priests, Shamans and Paladins could resurrect

– Horde Onyxia key chain was seriously just awful.

– You could only get your race’s mount. No one elses. Sorry mount collectors. (this was obviously changed later)

– No “Instance Reset” button. You had to do this awkward thing where you would get in and out of the instance repeatedly until it reset.

– There was no such thing as “spellpower” until they fixed gear. So casters couldn’t increase damage or throughput – only mana pool size. Literally top end casters were only able to cast LONGER because intellect just made mana pools bigger. Intellect was not for more damage. Once they were geared to where they could cast indefinitely they sacrificed ALL gear to healers.

– In a raid you were in YOUR “party”. For example, Priests couldn’t PoH outside of their group, pretty much all buffs occurred inside of your one party…. totems, aoe heals, everything.

– 40 people in a raid – boss drops 3 items.

– Running an instance and doing quests for a group of 5 would take 5 runs since one quest item would drop per group

– Completing quests took items made by random professions (this sounds fun, but really we all know we wouldn’t want this today)…. just look up the deadly blunderbuss

– Only an hour to kill Vaelestraz during progression. Don’t kill him within an hour of attempts? Fuck you try next week your raid is over for this week.

– having to reset instances just to get more attempts on bosses (a feat in itself with 40 people). For example, you would have to leave the instance for an hour to get Nefarian to spawn again so you could fight him.

– Agility, Strength, Stamina weapon drops – who gets it?

– Strength leather (I believe strength actually gave bears attack power and decreased AP to cats)

– No linking items in trade chat

– No linking spells / abilities at ALL

– Spell ranks required you to go back to capitals every time you leveled to train new abilities

– Weapon skills had to be trained. If you were a Tauren warrior that found a sword, you couldn’t use it until you traveled all of the way to Undercity to train it.

– Mounts not allowed in any capital outside of Ironforge or Orgrimmar

– Auction purchases took 1 hour to get to you

– Resetting after a wipe literally took about 15 to 20 minutes. You could only rez one person at once, and only priests and shaman / paladins could resurrect. Each person had to be individually buffed with all of the class buffs, flasks, potions, admirals hats, individually handed a health stone, individually handed water… etc. just awful.

 

Warrior:

– Fury spec pretty much meaningless while leveling. Absolutely awful. Although, to be fair, 2h fury was actually a thing.

– At one point they had 1 more talent point than all of the other classes allowing them to go 31 / 21 for one glorious week. . This means they were able to run Mortal Strike a and Recklessness in one spec (not normally viable). It was incredible. Then they got the nerfbat. Hard. Suckers.

– Arms being useless until you got mortal strike.

– Dying all the time leveling due to low damage and no sustain ability

– No multi target threat generator, thunderclap wasn’t usable in prot, so you had to spam sunder armor on everything to get threat.

 

Hunter:

No pet talents.

– Had mana

– Only one pet at a time, had to go to stable to get others

– Had to level your pet. Took for fucking EVER.

– Pet would get pissed off at you without food

– Pet pathing in general was just horrible

– Quiver/Ammo

– Survival’s top tier talent (lacerate) hit for less than a level 40 warrior’s Rend

– Pigeonholed into Marksmanship (you think spec balancing is bad now… this was 100x worse)

– Gear had spell power/spirit on it

 

Warlock:

– Having to farm soul shards preraid. Once you were in the raid on progression fights you would run out of shards and have to exit the instance to farm more…. that is unless trash respawned.

– Having to make a health stone for everyone. One at a time.

– Can’t summon people INTO an instance. Have to run all of the way out to get them there

– To put it into perspective… it was considered a HUGE quality of life improvement when they were given soul shard bags.

– To get your infernal you had to farm it in LBRS and pray for the codex to drop.

 

Water-Vendor:

– Arcane brilliance didn’t exist – so you had to buff each person individually

– Leveling required drinking water between every 2 – 3 pulls and you couldn’t create water that was relevant to your level. So the mage water ability actually created water lower level than you.

– Worst “rotation” ever (frostbolt x10000)

– Blinking through the world would often insta-kill you

– Portal reagents

 

Druid:

– Balance was a joke, forget it if you even wanted to try. They didn’t have moonkin form, either.

– Pigeonholed into Healing (WINNERVATE)

– Cat spec was best for leveling, but still took forever

– Single shot buff for mark of the wild (until book of AOE buff was later implemented) so you had to click 40 different people to buff them… since you were likely the only druid in the raid.

– Leveling was basically reduced to being a glorified melee class.

– Couldn’t use any items / quest items while shape shifted.

– Can’t interact with ANYTHING while shape shifted

– No bear charge, no swipe

 

Shaman:

– Pigeonholed into healing

– If you WERE somehow able to play enhance – you had to level up weapon skills again every time – you respecced. This means every time you swapped from healing to damage you had to go out and mindlessly hit mobs while your weapon skill leveled back up again.

– Totems were just a mess all around and only affected your party

 

Paladin:

– Having to cast a seal before every judgment

– Blessings lasted 5 minutes so you were spending raid time actually being a buff master

– Pigeonholed into healing

– Healing Aura didn’t make it into live. from beta. Shame.

– Reagents for blessings (or was the burning crusade?)

 

Rogue:

– Poisons was acutally a profession that had to be leveled

– Long ass cooldown on stealth

– No sustain / healing made for a shit ton of down time

– Strength weapons were needed / used at times (Crusader enchant, too)

– They renamed it Felstriker. Fucking FELSTRIKER. How could they rename it.

– Sap could and often would be resisted resulting in a dead rogue

 

Priest:

– RIP Mindsoothe

– Shadow was just awful. Mindflay was a talent at level 11 and before then you couldn’t really do much…. it essentially didn’t exist.

Professions:

– No enchanting scrolls. This means enchanters couldn’t enchant their alt’s gear.

 

PvP:

– For the 1st good 6 months or so there were no PvP rewards

– Battlegrounds used to force you to go to the entrance to join

– Had to play specific BGs for rewards (marks of honor…)

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On 11/9/2017 at 2:49 PM, tk421ds said:

Here is Vanilla in a nut shell....errr list.....

In short, it was just a bit less grind-y/tedious than Everquest which was the big-gun of the day.

I remember how easy I thought Vanilla WoW was compared to the endless grind of EQ (hell levels, anyone?).  That said, IMO, the difficulty lead to more nuanced raiding -- if not the general game play -- which required better tactics.  More interesting/challenging/fun? was that tactics could be much more varied and tailored to the raid/guild makeup instead of the Dragon's Lair-style "just hit the marks" raids that WoW has in comparison.

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      We’re hoping the removal of Clouded Focus and consequent tuning of Vivify and Enveloping Mist will help Soothing Mist fill the gaps for them, but there are some realities around planting and casting that may feel worse than Essence Font did. Our goal here is to make the risk/reward feel worth it here through tuning, but we’re going to continue looking at this as we iterate in The War Within. Learn more here. New Talent: Crane Style – Rising Sun Kick now kicks up a Gust of Mist to heal 2 allies within 40 yards. Spinning Crane Kick and Blackout Kick have a chance to kick up a Gust of Mist to heal 1 ally within 40 yards. New Talent: Deep Clarity – After you fully consume Thunder Focus Tea, your next Vivify triggers Zen Pulse. New Talent: Chi Harmony – Renewing Mist applies Chi Harmony to its initial target, increasing their healing taken from you by 50% for 8 seconds. Zen Pulse has been redesigned – Renewing Mist’s heal over time has a chance to cause your next Vivify to also trigger a Zen Pulse on its target and all allies with Renewing Mist, healing them increased by 5% per Renewing Mist active, up to 50%. Jadefire Stomp no longer casts Essence Font, its cooldown is reduced to 15 seconds (was 20 seconds), and now casts Gusts of Mist on each ally healed. Gust of Mist healing increased by 20%. Jade Bond now increases the healing of Yu’lon’s Soothing Breath by 300% (was 40%). Invigorating Mist healing increased by 8%. Vivify healing increased by 9%. Vivify now costs 3% base mana (was 3.4%). Developer’s note: We are increasing the effectiveness of baseline Vivify with the removal of the Clouded Focus talent. Burst of Life’s icon has been changed. Various talents have changed locations. The following talents have been removed: Essence Font Upwelling Font of Life Clouded Focus Windwalker Developer’s note: Our updates for Windwalker in The War Within are intended to address a few issues the specialization struggled with throughout Dragonflight. These points of focus for us were the power levels of the Haste and Mastery stats falling behind other options, Jadefire Stomp’s usability, and the Touch of Death gameplay focus. Other areas that we are also looking at are resource bloat, evening out their rate of auto-attacks, and adding more pronounced thematics through both gameplay and visuals. Learn more here 3. New Talent: Acclamation – Rising Sun Kick increases the damage your target receives from you by 4% for 12 seconds. Multiple instances may overlap. New Talent: Flurry of Xuen – Your spells and abilities have a chance to activate Flurry of Xuen, unleashing a barrage of deadly swipes to deal Physical damage in a 10 yard cone. Invoking Xuen, the White Tiger activates Flurry of Xuen. Developer’s note: This ability is still being implemented and will be added in the subsequent Public Alpha build. New Talent: Martial Mixture – Blackout Kick increases the damage of your next Tiger Palm by 10%, stacking up to 12 times. New Talent: Courageous Impulse – The Blackout Kick! effect also increases the damage of your next Blackout Kick by 175%. New Talent: Energy Burst – When you consume Blackout Kick!, you have a 100% chance to generate 1 Chi. New Talent: Gale Force – Targets struck by Strike of the Windlord are sent reeling from its impact, causing them to become vulnerable to your attacks for 10 seconds. Your abilities have a 100% chance to affect the target a second time at 10% effectiveness as Nature damage while they are vulnerable. New Talent: Dual Threat – Your auto attacks have a 20% chance to instead kick your target dealing Physical damage and increasing your damage dealt by 5% for 5 seconds. New Talent: Momentum Boost – Fists of Fury’s damage is increased by 100% of your Haste and Fists of Fury does 10% more damage each time it deals damage, resetting when Fists of Fury ends. Your auto attack speed is increased by 60% for 8 sec after Fists of Fury ends. New Talent: Ordered Elements – During Storm, Earth, and Fire, Rising Sun Kick reduces Chi costs by 1 for 5 seconds and Blackout Kick reduces the cooldown of affected abilities by an additional 1 second. Activating Storm, Earth, and Fire resets the remaining cooldown of Rising Sun Kick and grants 2 Chi. New Talent: Sequenced Strikes – You have a 100% chance to gain Blackout Kick! after consuming Dance of Chi-Ji. New Talent: Revolving Whirl – Whirling Dragon Punch has a 100% chance to activate Dance of Chi-Ji. New Talent: Knowledge of the Broken Temple – Whirling Dragon Punch grants 4 stacks of Teachings of the Monastery and its damage is increased by 20%. Teachings of the Monastery can now stack up to 8 times. New Talent: Singularly Focused Jade – Jadefire Stomp’s initial hit now strikes 1 target, but deals 500% increased damage and healing. New Talent: Communion With Wind – Strike of the Windlord’s cooldown is reduced by 10 seconds and its damage is increased by 20%. New Talent: Brawler’s Intensity – The cooldown of Rising Sun Kick is reduced by 1 second and the damage of Blackout Kick is increased by 10%. New Talent: Combat Wisdom – Every 15 seconds, your next Tiger Palm also casts Expel Harm and deals 100% additional damage. Replaces Expel Harm. Glory of Dawn has been redesigned – Rising Sun Kick has a chance equal to 100% of your Haste to trigger a second time, dealing Physical damage and restoring 1 Chi. Rushing Jade Wind has been redesigned – Strike of the Windlord applies Mark of the Crane to all enemies struck and summons a whirling tornado around you, causing Physical damage over 8 seconds to all enemies within 8 yards. Jadefire Stomp has been redesigned – Strike the Ground fiercely to expose a path of jade for 30 seconds that increases your movement speed by 20% while inside, dealing Nature damage to up to 5 enemies and restores health to up to 5 allies within 30 yards caught in the path. Up to 5 enemies caught in the path suffer additional damage. Inner Peace has been redesigned – Increases maximum Energy by 30. Tiger Palm’s energy cost reduced by 5. Mastery: Combo Strikes is now 20% more effective. Touch of Karma is now baseline for Windwalker. Whirling Dragon Punch now deals additional damage to the first target struck and its damage is reduced beyond 5 targets. Expel Harm no longer generates Chi for Windwalker. Flying Serpent Kick no longer deals damage. Mark of the Crane now only applies to the primary target of each strike. Teachings of the Monastery now stacks up to 4 times (was 3). Thunderfist now always generates 4 stacks of Thunderfist and additional stacks of Thunderfist per each additional target struck. Transfer the Power no longer stacks from Rushing Jade Wind, but now stacks from Spinning Crane Kick. Crane Vortex now increases the damage of Spinning Crane Kick by 15/30% (was 10/20%). Spinning Crane Kick now cancels from using other spells or abilities, but no longer prevents auto-attacks for its duration. Empowered Tiger Lightning’s effect is now baseline for Xuen, the White Tiger. Invoker’s Delight now increases Haste by 20% while active (was 33%). Xuen’s Bond now decreases the cooldown of Invoke Xuen, the White Tiger by 0.2 seconds (was 0.1 second) per Combo Strikes activation. Dance of Chi-Ji’s chance to trigger reduced by 25%. Tiger Palm Energy cost increased to 60 (was 50). Chi Burst no longer generates Chi for Windwalker. Many talents have changed positions. Drinking Horn Cover and Spiritual Focus are now a choice node together. The following talents are now 1 point: Touch of the Tiger Hardened Soles The following talents have been removed: Power Strikes Fatal Flying Guillotine Skyreach Serenity Forbidden Technique Widening Whirl Bonedust Brew Attenuation Dust in the Wind Flashing Fists Open Palm PALADIN Multiple applications of Greater Judgment may overlap. This also functions with Retribution’s multiple stack application. Glyph of the Luminous Charger now only works while Crusader Aura is active. Holy Developer’s note: Our goals are to replace Light of the Martyr with a passive spell but keep the same thematic sacrifice theme, move more of their throughput from Beacon of Light into their baseline spells, and redesign Blessing of Summer to feel more specific to their role. Learn more here. New Talent: Bestow Light – Light of the Martyr’s health threshold is reduced to 70% and increases Holy Shock’s healing by an additional 5% for every 5 seconds Light of the Martyr is active, stacking up to 3 times. While below 70% health, the light urgently heals you every 1 second. Light of the Martyr has been redesigned – While above 80% health, Holy Shock’s healing is increased 20%, but creates a heal absorb on you for 30% of the amount healed that prevents Beacon of Light from healing you until it has dissipated. Blessing of Summer has been redesigned – Bless an ally for 30 seconds, causing 20% of all healing to be converted into damage onto a nearby enemy and 10% of all damage to be converted into healing onto an injured ally within 40 yards. Beacon of Light now transfers 15% of healing done (was 25%). Barrier Faith now transfers 20% of healing into its absorb (was 25%). Word of Glory healing increased by 25%. Light of Dawn healing increased by 20%. Holy Shock healing increased by 20%. Tyr’s Deliverance healing decreased by 15%. Sacrifice of the Just now reduces the cooldown of Blessing of Sacrifice by 15 seconds (was 60 seconds). Blessing of Sacrifice now transfers 30% of damage taken (was 20%) for Holy. Fixed an issue that caused Tyr’s Deliverance’s healing to not be affected by some modifiers, such as Avenging Wrath. Barrier Faith is now on a choice node with Holy Prism. Tyr’s Deliverance and Reclamation have changed positions in the tree. Light’s Hammer has been removed. Retribution Developer’s note: Our initial goal is to explore how we can make secondary stats more appealing to Retribution, to allow a natural progression of scaling throughout an expansion. Due to the nature of many talents offering guaranteed critical hits, it was difficult for us to make Critical Strike a stat that felt valuable. To address this, we’ve reworked and rebalanced these talents to not automatically crit. They will instead gain value when you do crit, such as increasing their critical strike damage.
      One of the sources of frustration we’ve seen when it comes to the Retribution spec tree is that there is a large amount of friction between Single Target and AoE builds, leaving very little wiggle room for any sort of hybridization. We’ve done some restructuring to alleviate some of this tension, to create more room to explore hybrid type builds for when the scenarios might call for it. Learn more here 2. New Talent: Burn to Ash – When Truth’s Wake critically strikes, its duration is extended by 2 seconds. Your other damage over time effects deal 30% increased damage to targets affected by Truth’s Wake. Righteous Cause has been redesigned – Each Holy Power spent has a 6% chance to reset the cooldown of Blade of Justice. Art of War has been redesigned – Your auto attacks have a 20% chance to reset the cooldown of Blade of Justice. Critical strikes increase this chance by an additional 10%. Divine Hammer has been redesigned – Divine Hammers spin around you, consuming a Holy Power to strike enemies within 8 yards for Radiant damage every 2.2 seconds. While active, your Holy Power generating abilities recharge 75% faster, and increase the rate at which Divine Hammer strikes by 15% when they are cast. Deals reduced damage beyond 8 targets. Now a 2 min cooldown. Damage increased by 300%. Divine Hammer base periodic decreased to 2.2 seconds (was 3 seconds) Period scales with Haste. Final Reckoning has been redesigned – Now increases the damage taken from your single target Holy Power spenders by 30%. Increases the damage taken from your other Holy Power spenders by 15%. Vengeful Wrath has been redesigned – Hammer of Wrath deals 50% increased damage to enemies below 35% health. Vanguard of Justice has been redesigned – Templar’s Verdict and Divine Storm cost 1 additional Holy Power and deal 20% increased damage. Templar Strikes has been redesigned: Charge cooldown increased by 15%. Templar Slash, 2nd part of combo, overrides Templar Strike for 5 seconds (was 4 seconds). Crusader Strike becomes a 2-part combo: Templar Strike slashes an enemy for damage and gets replaced by Templar Slash for 5 seconds. Templar Slash strikes an enemy for damage, and burns them for 50% of the damage dealt over 4 seconds. Truth’s Wake effect is now added to Wake of Ashes baseline. Highlord’s Judgment has been renamed to Highlord’s Wrath. Mastery: Hand of Light has been renamed to Mastery: Highlord’s Judgment – Now also causes Judgment to have a chance to blast the target with the Light, dealing Holy damage. Highlord’s Wrath has been redesigned – Mastery: Highlord’s Judgment is 50/100% more effective on Judgment and Hammer of Wrath. Judgment applies an additional stack of Greater Judgment if it is known. Adjudication has been redesigned – Critical Strike damage of your abilities increased by 5% and Hammer of Wrath also has a chance to cast Highlord’s Judgment. Blades of Light has been redesigned – Crusader Strike, Judgment, Hammer of Wrath, and damaging single target Holy Power abilities now deal Holystrike damage and your abilities that deal Holystrike damage deal 5% increased damage. Divine Arbiter now has an additional effect – Highlord’s Judgment and Holystrike damage abilities grant you a stack of Divine Arbiter. Searing Light now has an additional effect – Highlord’s Judgment and Radiant damage abilities have a chance to call down and explosion of Holy Fire. Blessed Hammer from Adjudication now spawns from the target of your Hammer of Wrath. Execution Sentence now causes the enemy to suffer 20% of the damage dealt during its time after it expires (was 30%). Execution Sentence damage no longer counts as a damage over time effect. WARRIOR Developer’s note: The Warrior class talent tree has been significantly reorganized to allow for more player choice and build diversity in Warrior builds, as well as improve access to utility abilities like Storm Bolt and Shockwave. Rage generation for all Warrior specs in Dragonflight has been higher than we’re happy with so we’ve removed or reduced the power of several Rage-generating effects. With tuning, this will introduce more tactical gameplay around when to use Rage spenders and make those spenders more impactful. More details can be found in the Feedback: Warrior Updates 1 thread. Significant re-arrangement of many talents on the Warrior tree. Berserker Rage now auto-learned at level 12. Thunder Clap base Rage cost reduced to 20 (was 30). Slam damage normalized across all specializations (Arms-only Slam damage bonus removed), and damage increased by 200%. Blood and Thunder no longer increases Rage cost or damage of Thunder Clap. Crackling Thunder also increases damage of Thunder Clap by 10%. Frothing Berserker now refunds 10% Rage for Arms and Fury, and 25% Rage for Protection. Shockwave no longer generates Rage on cast. Champion’s Spear generates 10 Rage on cast (was 20). Thunderous Roar no longer generates Rage on cast. Thunderous Words now causes Thunderous Roar’s Bleed effect to increase damage targets take from all the Warrior’s bleed effects, rather than passively increasing it all the time. The following talents have been removed: Titanic Throw Sonic Boom Arms Developer’s note: In Dragonflight, Arms Warriors were most impacted by Rage over-generation, and combined with Arms having several mechanics that interact with Rage spend (Tactician, Anger Management, and Test of Might) led to certain builds dominating for most of the expansion and led to Arms rotation being overwhelmed by ability resets. To address this, in The War Within, Arms is receiving significant Rage generation and Rage cost adjustments as to make Rage management interesting for Arms. Many Arms talents have also seen significant changes, with the aim to give Arms Warriors more choices for their builds and rotation based on their preferences and the content they are playing, as well as more control over how and when they generate additional Rage. Learn more here. Moderate re-arrangement of several talents on the Arms tree. New Talent: Finishing Blows – Overpower generates 8 Rage when used on a target below 35% health. Barbaric Training has been redesigned for Arms – Now grants 20% damage and 10% critical damage to Slam and Whirlwind. Storm of Swords has been redesigned – Now grants Whirlwind a 30% chance to make your next Whirlwind cost 100% less Rage. Rage generated from auto-attacks reduced by 16%. Whirlwind base Rage cost reduced to 20 (was 30). Rend base Rage cost reduced to 20 (was 30). Ignore Pain Rage cost reduced to 20 (was 40). Cleave damage increased by 5%. Whirlwind damage reduced by 33%. Collateral Damage’s damage bonus now applies to Cleave as well as Whirlwind. Unhinged now will cast Mortal Strike on your target if valid, falling back to a random target. Warlord’s Torment no longer triggers from Colossus Smash. Duration of Recklessness buff increased by 50% and bonus Rage generation reduced to 25% (was 100%). In for the Kill’s Haste bonus now lasts as long as Colossus Smash does. Improved Overpower increases number of Overpower charges by 1. Dreadnaught no longer increases number of Overpower charges. Strength of Arms no longer causes Overpower to generates 8 Rage when used on a target below 35% health. Tactician chance to reset cooldown of Overpower per Rage spent reduced to 1% (was 1.3%). Deft Experience increase to Tactician’s chance to reset cooldown of Overpower per Rage spent reduced to 0.5% (was 0.6%). Valor in Victory’s Versatility bonus increased to 2% (was 1%). Battlelord no longer generates Rage when triggered. Skullsplitter now accelerates Rend’s Bleed baseline. Ravager is now a choice node with Bladestorm. All existing Bladestorm sub-talents updated to work with both Ravager and Bladestorm. Bladestorm no longer generates Rage on cast. The following talents have been removed: Tide of Blood Reaping Swings Fury Developer’s note: In Dragonflight, the Fury talent tree allowed for players to specialize heavily in either Raging Blow or Bloodthirst, to the point of eliminating one or the other from their rotation. We think Fury works best when all the core rotational abilities see regular use, so we have made several changes to the Fury tree and abilities to ensure that both Raging Blow and Bloodthirst remain valuable for Fury Warriors in all builds, while maintaining build choice and rotational diversity for Fury Warriors with the return of Bladestorm to the Fury tree and the addition of a choice of Enrage effects. Learn more here 1. Fury Warriors now learn Defensive Stance by default. Moderate re-arrangement of several talents on the Fury tree. New Talent: Powerful Enrage: Enrage increases the damage your abilities deal by an additional 15% and Enrage’s duration is increased by 1 second. On a choice node with Frenzied Enrage. Bladestorm is now a choice node with Ravager. All existing Ravager sub-talents updated to work with both Ravager and Bladestorm. Wrath and Fury now increases the chance for Improved Raging Blow to reset Raging Blow’s cooldown by 10% while Enraged. Deft Experience no longer reduces Bloodthirst’s cooldown, instead it now increases Bloodthirst’s chance to trigger Enrage by 2% per point. Tenderize no longer increases the duration of Enrage. Frenzied Flurry has been removed, its effects have been added to Single-Minded Fury. The following talents have been removed: Raging Armaments Annihilator Storm of Swords Developer’s note: Annihilator and Sword of Swords provided an option for Fury players who wanted a lower “actions per minute” playstyle. However, we’re not happy with how they changed which abilities warriors used in their rotations. We are instead providing Powerful Enrage as a new option for a slower playstyle that synergizes with Fury’s rotation and flavor. Protection Whirlwind base Rage cost reduced to 20 (was 30). Whirlwind damage reduced by 33%. Rend base Rage cost reduced to 20 (was 30). DYNAMIC FLIGHT
      440+ Flying Mounts will feature Dynamic Flight active abilities, faster speeds, and new animations in The War Within. Known Issue: Dragonriding talent panel is not available outside of Dragon Isles. To access the talents, paste this command into the chat box: /run DragonridingPanelSkillsButtonMixin:OnClick() ITEMS
      The item levels of leveling gear have been adjusted to be rewarded at an appropriate item level through level 70. Developer’s note: With this adjustment the leveling content should feel easier for all players as the items being rewarded will be a higher item level. All leveling items will follow this high item level cadence except for heirlooms. Heirlooms still have the advantage of increasing their item level as the wielder levels. In general, this should make leveling a more fluid and pleasant experience! The sell value of the Elegant Canvas Brush has been reduced to 100 gold. PLAYER VERSUS PLAYER
      DRUID Call of the Elder Druid has been removed from PvP talents and is now a Restoration Druid talent. PALADIN Holy Barrier Faith is now 50% more effective in PvP combat (was 100%). PROFESSIONS
      Developer’s note: We added Inspiration in Dragonflight to try and capture the fantasy of critical hits while crafting. If you weren’t quite capped out on your gear and specializations for a given craft, or if you weren’t using max quality reagents to guarantee that max quality item, Inspiration was a way to get that lucky crit. It could save you some money (by using lower-quality reagents) and you could craft a better item than you would otherwise.
      That was the hope at least, but it ended up (understandably) becoming a situation where crafters take this luck-based system, tell their customers that they would recraft an item an indeterminate number of times, and summarily charge a specific price per recraft until their Inspiration struck. So, in The War Within, we’re removing Inspiration. In its place, we have a new ability for crafters to utilize: Concentration and a new stat: Ingenuity. Learn more about this change in the Professions Update: Concentration in The War Within feedback thread. New Ability: Concentration – Concentration is a resource that you have a separate pool of per crafting profession. It represents your ability to heavily focus on your recipes and exceed your normal capabilities. You choose when you want to Concentrate using a button within the crafting window, empowering your next craft(s). Doing so will cause the craft to automatically reach the next level of quality, no questions asked. New Stat: Ingenuity – You have a chance to have an ingenious breakthrough when you Concentrate on a craft, refunding all Concentration spent. ALCHEMY Alchemy is in a near-complete state, beyond some polish and tuning work that will likely happen in broad strokes across all professions. Most, if not all recipes should be able to be crafted and utilized, and the specialization tree should be largely reflective of the final experience; all subject to feedback of course. Your good friend Instructaur and his cohort can supply you with the training and materials needed to experiment, and the items you make should be functional and ready for testing. Some additional notes: Phials have been rebranded to be profession effects only, retaining the 30m extendable duration. Flasks make a return with 1h durations! As a quality of life bonus, you can now have phials and flasks active at the same time. Experimentation has been carried forward from Dragonflight but with some adjustments in effort to mitigate frustration while keeping with the theme. You now select which herb to experiment with, and can only discover recipes that utilize that particular herb. Experimentation now has two forms: A repeatable version that you can do with short lockouts (which can be bypassed with Formulated Courage), and a time-gated one that boasts a much higher chance at recipe discoveries. Transmutation has been significantly expanded with a system called Thaumaturgy. This is a side component of Alchemy that boasts extra complexity which allows you to regularly transmute a variety of reagents found on Khaz Algar into other forms. While this process is highly destructive, specializations and clever choices in your inputs will ultimately bring you closer to transmuting Blasphemite, the elusive and highly coveted meta gem that is sure to catch the eye of aspiring Jewelcrafting entrepreneurs. Please take a look at the Thaumaturgy specialization tab and experiment with this feature with and without specializations and let us know how it feels! Specializations now focus heavily on the herbs of Khaz Algar, so it is wise to evaluate the recipe list to determine which recipes appeal to you the most. Specializations for all herbs on a recipe contribute to the final rolls associated with them. As a reminder, recipe difficulty tuning will happen in a later pass but you can nonetheless engage with this mechanic to observe their impact on crafts. BLACKSMITHING Specializations are in and ready for players to dissect! Developer’s note: While the hookups aren’t fully implemented, I’m hoping the Everburning Forge Specialization catches player’s attention as a way to inject a helping of profession stats deterministically. ENCHANTING In this Alpha build, Enchanting has been enabled and can be trained by Professor Instructaur in Orgrimmar and Stormwind. Dragonflight enchantments worked well to provide players with choices and customization, so many of the available options will look familiar in The War Within. There is a new host of weapon enchants available, as well as the new Cursed ring enchants as selectable options. Weapon Oils have also made a return, and Enchanting has an additional set of fun consumables to market to other players! The vast majority of the enchants have been implemented, but some of them are still in progress. Developer’s note: None of the enchants have been tuned yet, a baseline tuning will be done in the near future. Some of the specializations include: Designated Disenchanter Master your fundamental disenchanting rituals, maximizing the quality of reagents you create when destroying items. You will gain +1 Skill per point in this Specialization when disenchanting. Supplementary Shattering Learn the art of shattering the magical essences of Khaz Algar, temporarily empowering your Resourcefulness, Multicraft, and Ingenuity. Additionally, your studies will grant you +1 Ingenuity per point in this Specialization. FISHING In this alpha build, the waters around Khaz Algar are populated with a single fish while we worked out a few updates to the ecosystem. However, fellow Anglers will notice a change in their Fishing Journal, namely Fishing Accessories! Your existing Fishing Gear from the past will lose all Fishing stats and converting them to Fishing Accessories will permanently exchange the combat stats for the proper Fishing-related bonuses. Developer’s note: We’re strictly looking out for any friction with this conversion, items we might have missed, or critical issues to fix before this is fully live. HERBALISM In this Alpha build, Herbalism has been enabled and can be trained by Professor Instructaur in Orgrimmar and Stormwind. Specializations for herbalism have been fully implemented, and in addition to some of the fan favorites, we also have some new abilities and bonuses that you can specialize into. Finally, herbs are growing all over the Isle of Dorn, including ones that have been affected by the magics present on Khaz Algar. As always, we appreciate your time and feedback! The base idea behind Herbalism specializations in The War Within is the same as Dragonflight, but there have been changes and additions to some of the bonuses. The Botany specialization now has a Mulching sub-specialization, which allows you to make potent magical mulch and learn to utilize your Green Thumb. Mulching allows you to consume some of the common herb, Mycobloom, to make a consumable Mulch that gives you a large Finesse bonus to the next herb you gather. Green Thumb, also learned from the Mulching tree, is an activatable cooldown that doubles the amount of herbs you receive from the next herb you gather. JEWELCRAFTING Dragonflight Jewelcrafters will feel right at home with the updates in War Within! A familiar lineup of recipes await your discovery, but with a variety of new cantrips and an updated set of gems. We felt that Jewelcrafting’s structure, particularly its vast array of gem choices, fit well under the new profession system and wanted bring that with us into the new expansion. Item quality has been removed from raw gems and there is only one tier instead of two. Enjoy the reclaimed inventory space! The same lineup of gem options and their associated stats has been carried forward. For reference: Amber: Stamina Emerald: Haste Onyx: Mastery Ruby: Critical Strike Sapphire: Versatility Weighted hybrid combinations of all of the above! Ordinary hybrid gem cuts are now entirely sourced through Specializations rather than distributed across various parts of the game, in any order you choose. Knowing your customers and the gaps in the market is critical for maximizing your profits – but eventually all invested Jewelcrafters will be able to acquire all of the gems as usual. LEATHERWORKING Leatherworkers, your profession is available to be trained by Professor Instructaur in Orgrimmar and Stormwind! The general structure of Leatherworking remains the same as in Dragonflight, crafting a variety of armor pieces for both Leather and Mail wearers. Leatherworkers will also find that they have a new market in reagents with the ability to craft Weapon Grip Wraps and Armor Banding that is used in the high-level crafts of other Professions. We’ve also removed the specialization that granted general Skill across the board, so it should be clearer what specializations you need to focus on if you want to get max quality with a particular recipe. The majority of the recipes are implemented, but a couple of the embellished pieces aren’t implemented. Please look for them to be fully functional in the near future! Developer’s note: None of the effects have been tuned yet. Values related to stats bonuses, damage, or healing are very likely to change as the Alpha moves forward. The majority of specializations are implemented as well, except for a couple of sub-specializations within the Learned Leatherworker tree. Some of the specializations include: Learned Leatherworker Master your Leatherworking fundamentals to increase your reagent efficiency, ability to Concentrate, general stitchwork, and production process. This specialization tree is all about increasing your secondary crafting stats and increasing the efficacy of their effects. Flawless Fortes Master the techniques of Khaz Algar to craft specialty items beyond that of standard armor. This specialization tree focuses on improving your crafting capabilities for embellished armor pieces, reagents, armor kits, and profession gear. QUESTS
      The War Within campaign chapters and local stories. USER INTERFACE AND ACCESSIBILITY
      Spellbook has been redesigned and moved to the same window as Talents and Specializations. Professions now has its own micromenu button. Mount Journal now has a button called Switch Flight Style that lets you switch between steady flight (normal flying) and Dynamic Flight. NEW OPTIONS Option to replace spiders with alternative creatures. This doesn’t affect gameplay or difficulty. Option under Accessibility > General > Arachnophobia Mode. Icon can be used to mark your player character for visibility. Option under Accessibility > General > Self Highlight. Highlight your character’s silhouette when blocked by objects in game. Option under Gameplay > Combat > Show Silhouette when Obstructed. OBJECTIVE TRACKER Updated Objective Tracker art. Minimize settings are now on a new top level quest tracker header. New animations on headers and objectives. Icons for in progress quests have been updated. Objective Tracker text size can be adjusted with Edit Mode. Developer’s note: This will only apply for headers and most text lines in the tracker. Added new 3D quest bangs and icons: Meta quests Repeatable quests Campaign trivial quests Flight map icons have been updated. Flightmaster icon and bang has been updated.
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