Classic+ MUST Get These 10 Things Right! | World of Warcraft



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The long speculated Classic+ is a version of Vanilla that players have imagined where the game carries on with major patches after the final content patch.
Though it is unknown whether Blizzard will commit to this idea, many different things have happened since 2019 in Classic just because people keep asking for them.
Today I go over 10 things which I feel as though Classic+ has to get right and stick to in order to be a success.
Classic+ MUST Get These 10 Things Right | World of Warcraft

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41 thoughts on “Classic+ MUST Get These 10 Things Right! | World of Warcraft”

  1. As someone who plays TurtleWoW and has seen what classic transmog can look like, I don't think it should be dismissed out of hand. I used to think that way, but the potential for horizontal progression with new gear rewarded from either quests, dungeons, raids or any other new content, is really a very appealing motivator. Plus, vanilla-esque styles lend themselves better to a more grounded aesthetic that looks a lot more coherent and less distracting on a whole. Not so many shoulder pads with planetariums on them and such.

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  2. Classic+ should add race specific gear you can get from quests and class quests. A Night Elf feather armour set found in Ashenvale, an Orc set found in Barrens, a Tauren totem (2H Mace) weapon found in Stonetalon Mountains, and so on. I think races should be represented more in gear you can intentionally look to acquire, and especially at end game. Talk to Cairne to do a raid quest to unlock a Tauren only chestpiece that is a war harness, etc

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  3. Proffesions and Crafting, thats a big thing we could do for content.
    Just not more recepies, more proffesions and more specialications. Crafting gear? Craft a sword that requires 340 in blacksmithing? Stuff like that.
    Bis gear should Come from 4 parts: raiding, pvp, dungeons and crafting.

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  4. If they just expanded on the SOD phase 1 feel it would make classic+ one of the most popular games they have. Phase 2 was also pretty good but they just dropped the ball on phase 3 and beyond. Also make the raids 10,20 or 40 with the only difference being cosmetic. Most dad gamers are fine with less flashy gear so long as it functions the same.

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  5. WOTLK Classes should be the templates to work from when it comes to Classic +. They benefit from both still being in the spirit of classic aswell as years if applied experience by much of the original developers.

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  6. I think your last point is also your strongest.
    Literally no1 thought Blizzard would ever listen. And sometimes they miss, but holy damn have they also given us much in the last 5 years. If we keep showing interest in the game and keep giving them feedback eventually it seems to happen. (admittedly often slower than what i would like, but at least something happens).

    "You think you do, but you don't" will go down in history as the worst take in the history of bad takes.

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  7. Flying cannot happen, not only does it ruin the game, but its technically impossible, a lot of the old world doesn't even exist, there's a lot of flat textures that make it look like there's something there, half of Stormwind is just flat textures that make it look bigger than it is for example. Part of the reason why they revamped the world in Cata was so they could add flying.

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  8. SoD at level 60 is absolutely fantastic. Every spec feels more fun to play than even wrath (!). The problem is that nowadays, once a game launch loses momentum, it is very difficult to get players back -> you need to start fresh. This momentum is started by a Launch, and by streamers hyping it up. The main thing the next Classic + needs to do to is to not massivley misstep their momentum like SoD did in phase 3, and then somewhat with the FR levels in phase 4. Players in 2024+ are finnicky and quit / restart often, that's how the Retail model ended up in that mode.

    A game like vanilla is even more sensitive to quit waves as it is heavily community based. If your friends quit, it's even harder for you to come back. You want to play what your friends are playing. GDKPs used to hedge this, as anyone could jump back in (with a wallet) and play. Now, you are dependent on your community in games like this.

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  9. How would they solve the power creep issue? Naxx gear is already insanely strong and well itemized for every class and their "expected" roles. To be clear i love the idea of Classic+ but how will they solve for this?

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  10. classic+ is all I'm really looking for out of this team going forward. Anniv realms are OK but it's really just TBC waiting room – doesn't hit like 2019 or SoD did. Still no idea why they didn't release it on TBC pre-patch with an updated (quicker) TBC-release schedule.

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  11. On the topic of no flying, I think that the flightmaster whistle they added during that era was a nice compromise. You still had to run out on ground to wherever you were adventuring at, and then when you want to go back to town you can call a flight back to the nearest town. It's basically just a short cd hearthstone but it takes you to the nearest place instead of one set location

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  12. I remember getting sold on the persistent world of classic back in 2019 with the expectation it would allways be vanilla. I quit after AQ but felt the urge a while later. As i got back in the realm and my characters had moved on to tbc and they had cancelled the era transfer/clone service. That was a big disapointment for me as i had gone in with a premise of vanilla and got forced in to tbc in my absence. Why not let me decide by walking through the portal?

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  13. I think 40 man raids are actually a large part of what made Classic successful, when you compare the type of guilds you get in Fresh vs Cata. 40 man means you need huge guilds, which means you need a large pool of guildees to cover for potential absences….not just the few extra to cover. The day to day difference this has is massive – there are always people online in numbers to go do things, not just 5 man dungeons but 10 man UBRS, you get the constant chat….basically it gives all the social cohesion that makes classic what it is. Yes, the raid content is much harder to tune and deliver for 40 people (not that they ever tried after they learnt what they did after initial vanilla was over), but the overall game was much more fulfilling for the social element the larger guild gives….which becomes very noticable going down to 25 and 10 man – jumping back to Anniversary has made that very stark.

    Managing such guilds and raids are harder as you say – so make tools to make it easier ! Take 3 of the most common loot systems, and make them loot options for the ML to manage. SR, a GDKP, a TMB.

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  14. For me the big thing thing they need to do is the changes to itemisation and tweaking the unplayable specs – don't make them crazy op like in sod, but at the same time give them a useable rotation; as someone who plays ret only having autoattack and judgement sucks, adding Crusader Strike and Divine Storm makes the game actually playable.

    Otherwise, all the usual stuff: New dungeons/raids, profession updates, new quests, fun events, general tweaks to QoL

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  15. Glad I'm not the only one who noticed Alliance tend to run short on quests. It's part of the reason I keep hesitating on rolling an Alliance character. Guess I'll save my Alliance character for my space goat shaman in TBC.

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  16. I remeber running out of quest on my human warrior at 58 in vanilla and grinding yetis to 60. I always thought it was because I was just a noob, Glad that it actually is a real thing with alliance.

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