THESE ARE SOME AMAZING CHANGES – Season of Discovery Phase 2 Preview



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Phase 2 of World of Warcraft Season of Discovery just got announced.
New and exciting things are coming in Phase 2

Original video: https://www.youtube.com/watch?v=QgB_1DHWTCk

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23 thoughts on “THESE ARE SOME AMAZING CHANGES – Season of Discovery Phase 2 Preview”

  1. To make warrior more interesting all they have to do is change their percent damage bonuses to be stat boosts. The most fun thing about warrior is gearing so making you think about the different ways to gear warrior would be a lot of fun. Consumed by rage could simply give +35% strength and it would still be about as good as it is now, at least against mechanical mobs who are immune to the clunky wotlk deep wounds, but far more interesting because it makes you gear differently.

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  2. BRUH. Priest got PS? C'mon mannn
    edit: im mixed on GDKP. I see it from their POV but im also on the side of that GDKP allows player to spend gold to bid for specific hard gear or even just a way for players who have BiS to gain gold, outside from farming mats/dungeon runs. But im interested to see whether it will deter gold buying.

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  3. As someone who played Vanilla WoW when it was released in 2004 – SoD P1 has not been "dry," very much the opposite. It's been a blast only having to go to 25 and then leveling an alt. Discovering runes, playing through BFD. IMO – p1 should be extended by at least a week or two more. This isn't retail, there's no need to rush to max level as fast as possible, it's designed to slow down and lat players explore and enjoy all the areas of Azeroth.

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  4. the profession stuff is neat. the new abbilities kinda suck.
    the zone mechanics are okay. they basicly made a zone wide gurubashi arena. this is cool in that it is a new zone mechanic, but it would have been better if they leaned into zone mechanics and world mechanics more heavily.
    making stv a pvp arena for a period of time every three hours is fine. but there are other level appropriate zones and nothing was done for them. so it feels lame. wow isnt a pvp game and they need to stop doing small adjustments to make pvp work, and either do a big fix or stop trying. either fix lag, or stop trying to make it work.

    the other zones would have been more interesting. they could have done 'a battle for the badlands' which would have fit with the cowboy solo aesthetic. or they could have made stv have factions so you sided with some group against some other group.

    beyond giving the zones introduced this season some different mechanic, and having a different mechanic to engage different types of players in different zones, they should have introduced something novel to all zones.

    having player made pvp raids on towns across the world with rewards, would have been a better mix of pve and pvp. premise: you and your raid go to an enemy town and start attacking, as you kill npcs the town head or innkeeper buffs both villiage npcs and players. also as you get the town head lower in health he or shee continues buffing their allies. once you slay the villiage head, you and your raid get a world buff stack giving bonus stats. if you already have one stack and you do this you gain another. the strength of the buffs given are related to the number of buffs in the area. so the bigger the raid, or the more buffs players already have, the more powerful the defenders. if you make the defenders larger as part of the buff, then when lowbie towns are assaulted, they can play like minibosses during the defense.

    is this concept ballanced? no, but it is more ballanced because the few defenders get more buffs bringing them past parity power. ballancing not classes but groups and solo players is the most important thing to ballanced pvp. you need losses to be fun instead of exhausting.

    the gear from drops and crafting are meh.

    i'd give it a 3/10. not impressed or excited.

    'when you hit an enemy gain 30% improved attack speed'
    changes to damage, and attack speed are lame changes. having a change based on hit, when missing is such a low chance, is also lame. there is a 3% chance of miss, and 3% of 30% is 1%. so saying 'when you hit an enemy gain 30% attack speed' is basicly 'gain 29% attack speed, 30% while in combat'.
    a better design change would be to have flat improvements to different attributes. like reducing the swing timer not by a percentage but by a flat amount. or having items and these runes grant play changing options like giving better sustain with self healing, or damage throughput for underused playstyles.
    giving too many numbers and too much extraneous detail is bad. saying 'always on hit' complicates things. saying it lasts 10 secconds, complicates things. and when you are unable to strike an enemy your swing timer is loaded and ready. so the 29% average attack speed increase doesnt mean anything, cause you cant improve instant by 29%. the only time the difference between 30% faster attacks, and what they wrote is when you are leveling up your weapon skills and missing a ton. which is to notice, the main time the increase attack speed matters.
    the abbility is bad, and the tooltip is worse.

    similarly, hunters get an improved raptor strike, but it isnt really an improvement based on class design. what makes hunters hunters is melee and ranged weaving, pets, and traps.
    what raptor strike should do is knock the enemy back into the sweet zone for both melee and ranged attacks. changing cooldowns does allow for different play, but it doesnt fit with the fantasy. this happens a ton on private servers, most prominently retail, the classes all plasticly melded into rather few archetypes. you dont have ranged dps classes, you just have ranged dps. and similarly, you dont really have melee dps classes, you just have melee dps. hunters stand back and damage, looking much like any other caster. and when these private servers try making melee hunters a thing, they tend to behave interchangibly with other melees, just standing next to the target. this is bad design.
    having hunters able to drop traps in combat is fine, but meshing that with tossing them far away is bad. 40 yards is too much, 10 yards directly in front of the hunter and right beneath themselves should be it.

    'give arcame blast, fireball, and frost bolt a chance to reduce the channel duration of arcane missiles, and to change the fire rate to 0.5 secconds.'
    im not sure what this means. it almost reads as a downgrade. i think it means 'on chance, arcane missles shoot every 0.5 secconds, for 0 mana, and the channel is shorter. this can be proced by fireball and frostbolt 20% of the time, and by arcane blast 40% of the time.'
    the way the original tool tip reads, the channel time is lower, which means there are fewer missiles sent. and there is some amount of time that the missles shift from one value to this 0.5 seccond value. the difference is whether the change in 'attack speed' occur before or after the change in channel duration.
    if the firerate is 0.5 secconds for all arcane missiles regardless of the proc, that should be moved to the front.

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