Hi there,
I'd like to have some more challenges / titles available for level 60s, so you don't have to create a new char entirely to participate in new challenges (hambringer for example) and just have more options of unlockable titles at level 60.
I understand the existing challenges were to a degree, meant to make you make new chars as it extends the re-playability of turtle, especially as they add more quests, zones, etc for the leveling journey. But still, some other stuff to do outside of raid logging at 60 would be very much appreciated.
One way this could be done is class dungeons, with titles or other vanity items (toys, tabards, shirts, illusions, skins, etc ) attached to their completion. These dungeons will not reward any loot with stats at all and meant to be ran solely for the 'glory'. Premise being only members of your class can enter each dungeon, and done with a group of 5 in a set time restriction. If the window closes, all mobs in the dungeon will gain a massive damage increase that will make it impossible and force a reset. The dungeon is also meant to be well overscaled and cant be fought head on, you're required to use any and all gadgets available (trinkets, consumes, etc.) and the full breadth of your class kit to progress, the key being synergy with your group, well coordinated / complementary talent specs between everyone, and some witty strategies. You should not be able to form a ragtag pug and complete any of these, it should require a lot of planning and practice. These encounters shouldn't be made with a clear path to victory in mind, but be open to multiple avenues (I know, easier said than done.) Quick example below -
Warlock Dungeon
Players will need to master banishes, fears, seduces, and demon enslaving to control overwhelming enemy groups. Success requires precise rotation of crowd control, coordinated interrupts, or chain enslavement. To make things more interesting, trash demons could gain a buff after being cc'ed that will make them immune to either that type of cc, or cc from the last player that casted at them for a short duration.
Example -
(Insert big demonic name for first boss)
Phase 1 - boss summons 3 bound demons, can be random like a felguard, felhunter, and succubus, etc. Introducing some RNG here and could require the players to think on their feet depending on the permutation they get. The demons have massive damage output but can be enslaved, but on a regular interval the boss will break all active enslaves forcing some rotation, and if they were positioned poorly could easily cause the death of any warlock.
Phase 2 - Boss links two random warlocks with a soul chain, any damage or healing one warlock does is mirrored to the other. The chain will swap to other warlocks on a longer interval. Linked warlocks must drain life from different sources, keeping each other alive through drain life, or healthstones, while managing their damage output to avoid killing each other. Mana management also becomes particularly critical, as life tapping with a lack of communication here can cause your partner to kill you
Upon death, the boss will drop zone locked items (like atiesh demon sword) that will be required for the rest of their progression. This can be a weapon, a trinket, off hand, etc. meant to give extra cc or address a nasty mechanic down the line. And the selection of who will pick it up and use it should also be a careful consideration.
Bosses and mobs can also have special interactions to certain spells to make psuedo roles for each player, despite all being the same class. IE casting drain soul on this boss or mob, serves as a taunt, or can stun, silence, or root them, etc.
The whole idea is that strategy and execution is the differentiator, while being geared can help, the dungeons could theoretically be completed by fresh warlocks if their execution is good.
This is just a quick overview, the rogue dungeon can be entirely different, and be more stealth focused with careful use of saps, distracts, blinds, or even pickpockets.
Happy to flesh this out more if someone on the staff takes interest, the possibilities are endless :)
(im also not aware of what actually is or isnt possible on the vanilla client, but with UE5 down the line, maybe this can be real possibility)
Class Dungeons!
Re: Class Dungeons!
I think it might be super exiting... for a singleplayer game. For example, there are whole genre of games that do "Rogues" dungeon much better than wow do. You can climb walls there, play with light and shadow and stuff.
In WoW rogues gameplay is reduced to combopoint building back-poking drill.
Same for other classes.
On the opposite side, wow require you to cooperate with others and use different features of different classes. It is mostly tank&spank, but it is because of Vanilla. It was like that and it should be kept that way.
In WoW rogues gameplay is reduced to combopoint building back-poking drill.
Same for other classes.
On the opposite side, wow require you to cooperate with others and use different features of different classes. It is mostly tank&spank, but it is because of Vanilla. It was like that and it should be kept that way.
Xudo - tauren warrior 19 Sergeant armory.
I don't raid and rank, so you can not bother asking.
Nerf high level enchants on low level gear
Add lvl requirement to bandages
Best and optimal gear for 10-19 twinks
Have fun not only at 60.
I don't raid and rank, so you can not bother asking.
Nerf high level enchants on low level gear
Add lvl requirement to bandages
Best and optimal gear for 10-19 twinks
Have fun not only at 60.
- Bigsmerf
- Grandmaster of Forum PvP
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Re: Class Dungeons!
There's... Kinda lots to do at 60 actually? Farming for all sorts of mounts, cosmetics, alternative gear sets and pieces for niche fun builds, quests, gold, consumables, hell- PvP? You know, that thing they made for you to do as an alternative to PvE after you've geared up? On top of all that, Turtle's added a total of two (soon to be three) whole new RAIDS too. Soon enough Naxx won't even be the very pinnacle of WoW content and you'll get a *new* 'endgame', so to speak.
I feel like people who complain about not enough content existing just in general in a game like this simply isn't looking for content but instead simply checks off the "Get to 60, get raid geared, do raid attunements, do the not naxx raids so I can do naxx, scratch head at lack of content" boxes.
I feel like people who complain about not enough content existing just in general in a game like this simply isn't looking for content but instead simply checks off the "Get to 60, get raid geared, do raid attunements, do the not naxx raids so I can do naxx, scratch head at lack of content" boxes.
Elmhoof - 60 Boomkin
Tacheka - 41 Melee hunter (Planned secondary main)
Anbone - 36 Shadow Priest (Idk what I'm doing with him)
The laser chicken called to me. And so I answered.
Tacheka - 41 Melee hunter (Planned secondary main)
Anbone - 36 Shadow Priest (Idk what I'm doing with him)
The laser chicken called to me. And so I answered.
Re: Class Dungeons!
I’ve mentioned this before, but the emerald dream should have been a raid only for druids. I imagine the final boss being like black morass from TBC where you protect Malfurion who is in a deeper slumber (inception) from wave after wave.
Re: Class Dungeons!
Developing custom content, particularly some that aims to be mechanically complex like a dungeon, requires a lot of effort. By tailoring them to a certain class, you have to develop 9x the anount of content so that everyone can play than what you would need if you just create a new regular dungeon.
We have gotten a handful of dungeons overall, most of which required heavy tweaking after they werd added until they were fun.
So while i like the idea to prove ones mastery, content that is limited to one class at a time is a very very tough sale
We have gotten a handful of dungeons overall, most of which required heavy tweaking after they werd added until they were fun.
So while i like the idea to prove ones mastery, content that is limited to one class at a time is a very very tough sale
Re: Class Dungeons!
In the same time I would be glad to see more class quests, related to unique abilities of the classes. It doesn't have to be whole dungeons. Small corner on the side of the world will be enough. Instanced if it have to.
There are good examples. For example The Affray (lvl 30 warrior quest) or Benediction/Anathema quest. Tabetha has bunch of quests for mages too.
There are good examples. For example The Affray (lvl 30 warrior quest) or Benediction/Anathema quest. Tabetha has bunch of quests for mages too.
Xudo - tauren warrior 19 Sergeant armory.
I don't raid and rank, so you can not bother asking.
Nerf high level enchants on low level gear
Add lvl requirement to bandages
Best and optimal gear for 10-19 twinks
Have fun not only at 60.
I don't raid and rank, so you can not bother asking.
Nerf high level enchants on low level gear
Add lvl requirement to bandages
Best and optimal gear for 10-19 twinks
Have fun not only at 60.