Mavbyte wrote: ↑Thu Oct 19, 2023 7:44 am
Imonobor wrote: ↑Thu Oct 19, 2023 6:57 am
I really don't understand why people whine about the gameplay-side of giving both factions all classes. We already have cross-faction grouping, so nothing PvE-related will change.
About the PvP side, it can only help to balance things if both factions have the same classes, or have you forgotten the pages of whining about paladins being too OP in PvP?
If it's such a problem, implement it only on the PvE server, and keep the PvP server as-is.
Lorewise, while I do agree that there are holes in the lore about Wildhammer shamans and Forsaken paladins, it's nothing that can't be worked around if the Turtle WoW devs really wanted to implement it. Even reskinning the classes and their abilities as Thane and Death Knight, even making some gameplay changes like DKs dealing shadow damage instead of holy, and thanes having a tank tree, in order to "keep faction identity" as people put it.
In the end, I don't really understand the huge backlash this idea is getting, even going as far as to insult devs by saying "They will be idiots if they implement it". That's just mean. Let's keep it civil.
All in all, it's just a cool idea that gives more varied and interesting ways to enjoy this game, and isn't that the reason we escape from reality into video games? Contrary to your beliefs, it won't "ruin your experience" if they add more options for players that want them. If you don't like them, then don't play them. Simple as that.
Regardless if PvE or PvP-Realm.. I can only repeat myself:
If we give in to all those ideas, Turtle may become the same as retail.
So i still stand by my statement:
It starts with taking faction uniqueness, It ends with all classes being homogenized.
And on another topic there's a whole discussion, why undead paladins (Paladins in specific - not talking about the compromise of a re-skin as a deathknight) wouldn't make sense and why they'd be against pillars of WarCraft lore.
viewtopic.php?t=10585
(It's quite offtopic there, but still, the discussion's on.)
While I understand the whole "Retail bad" viewpoint, I don't entirely agree with it. Nothing in life is so black-and-white.
You can't deny that the expansions DID massively improve certain aspects of the game in regards to balancing, quality of life and pure enjoyment from the gameplay, albeit to the detriment of lore consistency and (quite) a few other things (yes, retail lore is a hot mess and not worthy of being considered "canon".)
This does not mean TWoW can't borrow ideas from the expansions and implement them in a better way than Blizzard did. This has already happened countless times mind you - multiple spells like Hex, Call of the Elements, Bloodlust (off the top of my head, there are many others); Systems like raid scaling, dungeon finder, transmog and guild vaults, races like elves and goblins, transport routes, pet and mounts storage and others.
All of these features come from retail, but were implemented in a better and more vanilla-friendly way that doesn't compromise the vanilla experience in the slightest. In fact, I'd say it improves it and I think many here will agree. It doesn't "bring it closer to retail's homogenization".
I don't see why these two classes can't be implemented in a similar fashion. I've already proposed a way to keep the faction identities by having these classes be slightly different than their current counterparts. This might in fact strengthen the identity by giving each faction a unique spin on the classes. It might take a bit more work, but that hasn't deterred the awesome TWoW devs thus far.