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Allied Races: Are Mechagnomes and Vulpera Next?

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With Kul Tirans and Zandalari Trolls confirmed for Patch 8.1.5, it's time to speculate about the next set of Allied Races that will be added later in Battle for Azeroth.

Mechagnomes

At last year's BlizzCon, Blizzard talked about Mechagnomes on the What's Next panel. The plan in Rise of Azshara is to release Mechagon, a Mythic-only dungeon, that will later be split into two wings, similar to Legion's Karazhan. Here are eight mechagnome variations that were teased at BlizzCon.

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With a new zone and dungeon, the Allied Race would definitely fit the story of Patch 8.2.

Vulpera

Vulpera have been rumored as a possible Horde Allied Race in Battle for Azeroth for some time now. They currently have more customization options that Kul Tirans. Sure, they're probably intended for NPC generation for now, but it would be a waste of resources if they were left unreleased.

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The Vulpera are closely tied to the Horde and the story of Vol'dun in Battle for Azeroth. Check out our Vulpera Allied Race Preview for more information about the race.

Which Allied Races would you like to see next?

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I like the concept of the Mechagnomes, but I am not at all sold on the Vulpera yet. Helmets certainly will look terrible on them.

 

Edit: Then again it would also be kind of a shame to hide all those cool metal parts of the Mechagnomes under armour, so I would hope for an option to hide some more equipment pieces for them.

Edited by Ogerscherge

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No. I don't want Mechagnomes... At least not before we get Sethrakk. Not getting Sethrakk (after getting Void Elves pulled out of someone's *filtered* instead of making High Elves a thing) would be a complete unjustice I could never forgive. Make Snek Rogues a thing.

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2 hours ago, Ogerscherge said:

I like the concept of the Mechagnomes, but I am not at all sold on the Vulpera yet. Helmets certainly will look terrible on them.

 

Edit: Then again it would also be kind of a shame to hide all those cool metal parts of the Mechagnomes under armour, so I would hope for an option to hide some more equipment pieces for them.

I just hope they don't follow the same trend as the Undead - a horrible in-between where you can't choose to hide the bones, yet they somehow always break through armour and are always present in all gear. 

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3 hours ago, Ogerscherge said:

I like the concept of the Mechagnomes, but I am not at all sold on the Vulpera yet. Helmets certainly will look terrible on them.

Have you ever played Tauren / Highmountain Tauren ? i know a true Tauren doesnt wear helmets, because horns will take all the shots.....but...

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5 hours ago, Blainie said:

I just hope they don't follow the same trend as the Undead - a horrible in-between where you can't choose to hide the bones, yet they somehow always break through armour and are always present in all gear. 

i love the forsaken china models ... they look soooooooooooooo much better

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3 hours ago, Baharok said:

Have you ever played Tauren / Highmountain Tauren ? i know a true Tauren doesnt wear helmets, because horns will take all the shots.....but...

Same problem with trolls and their tusks

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2 hours ago, Nxc said:

i love the forsaken china models ... they look soooooooooooooo much better

They really are. The armour looks so much better suited to them. It'd be great if we got it as an option to toggle on/off.

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I don't know if we needed any more allied races. At certain point in the past I thought naga will be a race to play.

Edited by Odi

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I personally couldn't care less about mechagnomes... I never liked gnomes to begin with, so why would I like mechanized ones... I think gnomes look and sound just plain stupid - but that's personal taste. Vulpera - I know, everything is laid out for the taking but I have the same reservations you have. I think gear would be a problem - nothing new to fellow Tauren, Trolls and Draenei, though. Then, they are just furry goblins...

I'd much rather see some allied race tied to the forsaken. I know we already live in world of Elfcraft but why not add some undead ones - it's not like that would be a new concept /cough san'layn. Maybe they could even make some  completely different races playable instead of re-skinning existing ones. There's plenty, not that I would actually play all of them, but Jinyu could be a thing, Ogres, as was stated before Sethrakk, Tuskarr or Vrykul along with the Valarjar, especially the female shieldmaiden-themed ones. That last one is maybe a bit over-the-top-wishful-thinking as I played warrior during Legion and I really liked the whole class order hall/campaign

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To be honest I think we have enough Allied Races as of now....even if Vulpera alongside another Race can be playable in the near future there is going to be a list of requirements along Gated quests/content to unlock them.  If anything they need to go back and re-do the character design for the ones we do have to.....like the Forsaken.  The Forsaken really do need a make-over and it's past due.

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Furries could be a featured fully autonomous race but they just don't seem to fit the role of being an allied one. Besides that I don't see a clear motivation of why would they join the Horde. I didn't hurt them as an Alliance player, that's for sure. I would love to see more vulperas in future content, since they are funny creatures, but it would be stupid if they joined the faction war.
Mechagnomes are a likely addition based on what they said about Mechagon area at Blizzcon, but likely not before 9.0. Whether I'm interested in them is really dependant on how will their story evolve, but I have high hopes for the Mechagon patch - fingers crossed.

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From a purely aesthetic perspective, Sethraks are a lot more unique than Mechagnomes or Vulperas. I personally think Mechagnomes are really stupid, as few people like normal gnomes. So, why add gnomes with robotic limbs? And aren't those limbs covered by armor anyways?

A snake race would be really flavorful and nice. Void Elves were a weird addition, but thematically they are supposed to be the opposite of the Lightforged. Sethraks and Vulperas would make more sense to be added together, one to each faction, as they are somewhat enemies in BfA. Plus, WoW would get a lot more players if they catered a bit to furries by adding furry/reptilian races than if they add a weird robo-gnome.

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I like the races that seem to be 'in the chute', but id also like to see more variety.

Sethrak, Naga that refused Azshara (hell, why not, really), Ogres, Vrykul...

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14 hours ago, Xaethron said:

No. I don't want Mechagnomes... At least not before we get Sethrakk. Not getting Sethrakk (after getting Void Elves pulled out of someone's *filtered* instead of making High Elves a thing) would be a complete unjustice I could never forgive. Make Snek Rogues a thing.

Void Elves are Blood/High Elves, only infused with void magic. Nothing really that new in their lore, considering they are arguably the most magical race with having the highest amount of mutations through magic, including the original High Elves coming from Night Elves. There were Felblood in TBC, and many other things like Naga, Nightborne, Wretched etc.

Sethrak are unlikely due to their necks and heads. Naga aren't bipedal, they've got tail instead, so no boots and leg armor, hard to adapt them for mounts. No reason for them to join any faction, as they were Night Elves transformed by the Old Gods and most of them still seemed in their service, besides some defectors to Illidari or Burning Legion. Too much work for them, and most of them are just reskins, only Kul Tirans and maybe upright male Zandalari as well, can be considered as new models. As for Vulpera, they are boring and don't have any purpose in my opinion. If they were to be added, they would have been quickly forgotten, just like most races, only few npcs here and there, that's all (and if they reused goblin skeletons for playable race, horrible clipping). Mechagnomes are also uninteresting to me, at least as separate race, would have been fine though as customisations for Gnomes, like dark eyes Nelves.

Edited by Arcling

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17 hours ago, Baharok said:

Have you ever played Tauren / Highmountain Tauren ? i know a true Tauren doesnt wear helmets, because horns will take all the shots.....but...

Yes, that's what I am affraid of for the Vulpera. Tauren not only are unable to wear helmets without looking stupid, their extraordinarily big hunch also makes body armour and capes look weird. I always liked Tauren for their lore and calm demeanor but I just can't bring myself to play one, because I feel like Blizzard did a kind of poor job with their model. 😕

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5 hours ago, Arcling said:

Void Elves are Blood/High Elves, only infused with void magic. Nothing really that new in their lore, considering they are arguably the most magical race with having the highest amount of mutations through magic, including the original High Elves coming from Night Elves. There were Felblood in TBC, and many other things like Naga, Nightborne, Wretched etc.

While I agree that they aren't mechanically pulles out of no where, the problem is that their lore kinda is since they just showed up and suddenly had their own kinda culture, clothing, way of life almost? That and my biggest issues: Blood elves were already a rather small selection after the whole Arthas thing, and the stuff in BC so... how is there suddenly enough to make a whole new "race" of elves from?

(Yes I know some were high elves now that became void elves, but even then we didn't get high elves as a race because 'there weren't enough of them after Arthas went through to make them a race')

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1 hour ago, Aegrotat said:

While I agree that they aren't mechanically pulles out of no where, the problem is that their lore kinda is since they just showed up and suddenly had their own kinda culture, clothing, way of life almost? That and my biggest issues: Blood elves were already a rather small selection after the whole Arthas thing, and the stuff in BC so... how is there suddenly enough to make a whole new "race" of elves from?

(Yes I know some were high elves now that became void elves, but even then we didn't get high elves as a race because 'there weren't enough of them after Arthas went through to make them a race')

There is a pretty good video that covers this topic and, despite the clickbaity title, was a very logical argument as to why high elves should be a thing. That very point is discussed within it. If you are interested its something along the lines of "Allied Race Blizzard Doesn't want you to have", I forget the exact title but something along those lines. Interesting watch for any that are interested.

As for the topic of mechgnomes, I frankly think it would make more sense of them being customization options for gnomes then a whole "new" race. Unless Blizzard has stated somewhere for a fact they are an allied race, I believe the community is jumping to the wrong conclusion on this subject. Mechgnomes being customization options seems to be more in line with how already established races have been treated this expansion. Of all of the allied races we currently have are basicly slightly modified versions of existing races (outside of Kul'Tirans and Zandalari whom, unless I am mistaken, have more art assets that are unique to them despite at their core being human and trolls respectively.)

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10 hours ago, Badadada said:

Furries could be a featured fully autonomous race but they just don't seem to fit the role of being an allied one. Besides that I don't see a clear motivation of why would they join the Horde. I didn't hurt them as an Alliance player, that's for sure. I would love to see more vulperas in future content, since they are funny creatures, but it would be stupid if they joined the faction war.

I know the faction war has been the theme through 8.1 , but I increasingly get the impression it's going to swivel in a new direction with the rising of the Naga, Old Gods and the exploration of the Mechagnomes. It could well be that by the time Vulps join (Say 8.3.5, as a random patch), they're simply grouping up with races that have helped them (And/or they can profit from ;P ) , rather than going in to all out faction conflict. 

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The posts in this thread convinced me:

Vulpera makes the most sense as the new Pandas, neutral at first and able to pick the faction of their choosing.

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17 hours ago, Aegrotat said:

While I agree that they aren't mechanically pulles out of no where, the problem is that their lore kinda is since they just showed up and suddenly had their own kinda culture, clothing, way of life almost? That and my biggest issues: Blood elves were already a rather small selection after the whole Arthas thing, and the stuff in BC so... how is there suddenly enough to make a whole new "race" of elves from?

(Yes I know some were high elves now that became void elves, but even then we didn't get high elves as a race because 'there weren't enough of them after Arthas went through to make them a race')

I agree, at one point (around when TBC was announced) people even argued that there are not enough Blood Elves and already back then they were so fragmented! Those in the Horde, neutral Scryers, Illidari and those who followed Kael to join Burning Legion. Quite a lot for a race whose 90% of population Draenei lost most of their race too, either joined Legion or was killed by it and there are more examples, like gnomes.

One can only wonder how there are still enough armies to fight, with a major war almost every year, but there aren't any exact numbers of populations.

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On 1/17/2019 at 1:32 AM, Granis said:

"Allied Race Blizzard Doesn't want you to have",

I don't know if that's the one you meant, but this is a vid dedicated to High Elves specifically. It could tie in with what you said, as to me the title sounds a lot like something Taliesin would do - and the vid I found is indeed by Taliesin and Evitel. They have quite a lot of videos about allied races so check them out if you like. I am in no way affiliated with them so this is no promotion but I do like their videos a lot so I don't feel too bad about advertising them 😬 Please feel free to remove anything about - or the entirity of - that post, should this violate any terms of the forum.

 

On 1/16/2019 at 10:41 PM, Ogerscherge said:

Tauren not only are unable to wear helmets without looking stupid, their extraordinarily big hunch also makes body armour and capes look weird. I always liked Tauren for their lore and calm demeanor but I just can't bring myself to play one, because I feel like Blizzard did a kind of poor job with their model. 😕

I personally think gear looks awesome on Tauren - having a big *filtered* sword or axe even bigger? Sign me up! Helmets are a problem, I agree. But the worst part for me are the hooves... why Blizz. I see it doesn't make much sense to put shoes on a cow. But does it make more sense to give them, say, a gun?

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8 hours ago, Evincare said:

I personally think gear looks awesome on Tauren - having a big *filtered* sword or axe even bigger? Sign me up! Helmets are a problem, I agree. But the worst part for me are the hooves... why Blizz. I see it doesn't make much sense to put shoes on a cow. But does it make more sense to give them, say, a gun?

I agree, weapons and shoulder pauldrons look amazing on them, but when the fur on their hunch for some reason is on top of their armor and cape, I immediately lose all will to play one of them to at least level 90, at which point you can just transmog the Orgrimmar guard armour over whatever they're wearing, which, in combination with a hidden helmet and cloak, makes them really look all sorts of badass. But that's too much work for me just to make them look not weird anymore. ^-^

As for the shoes, I personally would prefer the more classical minotaur design, with human legs and feet as well, but by now the hooved minotaur is pretty much the default version in pop culture and most people would find it weird to see them with a more humanoid body. ^.^

 

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Do we need more allied races? Just make the mechagnomes an option for regular gnomes or something. Don't need foxlings or snakelings, walrus folk, or anything else. It's a little much.

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      November 20th Class Changes (source)
      I’ve added these notes to the OP in this thread, as we are now testing:
      Druid Restoration Mastery: Harmony healing bonus reduced by 9%. High Noon (Azerite Trait) damage reduced by 34%. Developers’ note: Restoration Druid has an overall package of healing, damage, and utility that is very hard to compete with in solo-healed content. Two things that stand out in particular are the efficiency of focused healing on a single target with high Mastery, and the ease of contributing DPS with very little GCD usage on Sunfire . Essences
      Condensed Life-Force The damage debuff applied by your Guardian’s Azerite Spikes has been reduced to 3% increased damage (was 5%). Please note, the High Noon reduction we’re testing only applies to the Restoration spec.
      Full class changes:
      Full 8.3 Class Changes (source)
      In our next major content update, Visions of N’Zoth, we’re working on some tuning updates to a few specs that are under- and over-performing in various ways.
      Developers’ notes: Specs which excel at DoTs on multiple targets have, over the course of many tiers of content, generally had very high performance on the average. Their DPS advantage in raid encounters that play into their multi-target strength (which are relatively common) is not balanced by a comparable disadvantage in other areas. A small reduction in damage on these specs will leave them noticeably strong in the situations in which they’re strong (albeit slightly less than before), and give other specs more opportunity to stand out at other times. At the same time, a few of the Essences added in Rise of Azshara are not performing as well as we would have liked, so we’re increasing the effectiveness of some parts of them to help keep them competitive with the other Essences available.
      With the first build of the update on our Public Test Realm (PTR), you will see the following changes:
      Classes
      Druid Balance Moonfire damage and periodic damage reduced by 10%. Sunfire damage and periodic damage reduced by 10%. High Noon (Azerite Trait) damage increased by 11%. Power of the Moon (Azerite Trait) damage increased by 11%. Restoration Mastery: Harmony healing bonus reduced by 9%. High Noon (Azerite Trait) damage reduced by 34%. Developers’ note: Restoration Druid has an overall package of healing, damage, and utility that is very hard to compete with in solo-healed content. Two things that stand out in particular are the efficiency of focused healing on a single target with high Mastery, and the ease of contributing DPS with very little GCD usage on Sunfire. Mage Frost Ice Lance damage increased by 20%. Developers’ note: Ice Lance damage hasn’t kept up with Icicles scaling, making builds that ignore Ice Lance possible. The intent of this change is to give Frost Mages a better incentive to use Ice Lance within their rotation, as a DPS net gain. Monk Brewmaster Stamina bonus reduced to 30% (was 35%). Stagger percentage reduced to 90% of Agility (was 105%). High Tolerance now increases the effectiveness of Stagger by 5% (was 8%). Developers’ notes: Brewmaster’s extremely high effective health against Physical damage meant that they are rarely in danger against spike damage that threatens other tanks. This should still be a strength of Brewmaster, but not by such a wide margin. Fixed a bug causing Gift of the Ox orbs to spawn too often for players with high amounts of Stamina. Mistweaver Rising Mist healing increased 30% 66% 33%, and now extends Heal-over-time effects by 3 4 seconds (was 2 seconds). Developers’ note: This talent is currently overshadowed on its row, and we want to make sure it’s competitive enough to make its unique playstyle a viable option. Life Cocoon now absorbs for 55% of the caster’s maximum health (was 1100% of the caster’s spellpower). [Coming in a future PTR build] Developers’ note: This ability had gotten weaker compared to player health pools since the start of the expansion, and this will help it better maintain its value. Windwalker Rising Sun Kick damage increased by 25%. Blackout Kick damage increased by 10%. Developers’ note: These changes are intended to help Windwalkers perform better in single-target fights. Paladin Holy Glimmer of Light (Azerite Trait) healing reduced 12% Glimmer of Light (Azerite Trait) may now be applied to a maximum of 8 targets. Developers’ notes: Over the past year, builds centered around this trait have steadily pulled ahead of all other Holy Paladin playstyles, and to some extent all other healers in high-end content. This change is meant to preserve the gameplay of the trait, but limit the ability to increase its value drastically by stacking every possible bonus that reduces Holy Shock cooldown Priest Discipline Purge the Wicked damage reduced 10%. Power Word: Solace damage reduced 10%. Shadow Word: Pain damage reduced 9%. Atonement healing reduced to 50% (was 55%). Mastery: Grace effectiveness increased by 12%. Developers’ notes: Discipline’s ability to contribute both damage and healing is slightly too high for what one character can bring to a group composition. At the same time, we’re making their Mastery stat slightly more attractive. Schism now increases damage done from Priest spells and abilities only. Developers’ notes: This is intended to be consistent with other class cooldowns. Shadow Auspicious Spirits damage bonus reduced to 25% (was 50%). Fixed a bug causing Spiteful Apparitions (Azerite Trait) to be increased by 75% if you do not have Auspicious Spirits talented. Developers’ notes: The multiplicative interaction between Auspicious Spirits, Spiteful Apparitions, and Chorus of Insanity has specifically been a big part of Shadow’s damage scaling somewhat out of control at high target counts. Chorus of Insanity critical strike bonus reduced by 25%. Shadow Word: Pain damage reduced by 8%. Vampiric Touch damage reduced by 8%. Warlock Affliction Deathbolt now deals 20% of the total remaining damage of the Warlock’s damage over time effects on the target (was 30%). Drain Soul damage increased by 50%. Nightfall now increases the damage of Shadow Bolt by 50% (was 25%), and now activates 33% more often. Developers’ notes: One of the key concepts about Affliction Warlock is spreading damage over time spells on a number of different targets. While Deathbolt keys off these types of spells, it provides more-than-expected burst damage and outperforms the other two talents in every situation. In addition to reducing Deathbolt’s effectiveness, we’re improving the other two options to give more options to Affliction Warlocks. Essences
      Condensed Life-Force The damage debuff applied by your Guardian’s Azerite Spikes has been reduced to 3% increased damage (was 5%). Worldvein Resonance Major rank 1, when used, now additionally causes you to gain +50% bonus to stats from Lifeblood Shards for 10 seconds. Vision of Perfection Proc rate increased by 12%. The Unbound Force Major rank 1 damage increased by 40%. Minor rank 1 duration increased to 4 seconds (was 3 seconds). Minor rank 3 increase of duration increased to 2 seconds (was 1 second). Purification Protocol Major rank 1 damage increased by 15%. Major rank 2 now has the potential work on targets that are part of raid and dungeon encounters. Vitality Conduit We’ve rebuilt the way this Essences works, and it should be visually more impactful, as you will now see healing on your targets. As always, changes like these are a work in progress. We are likely to make further adjustments for testing throughout the PTR.
      Thank you very much for your testing and feedback!
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