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Re: Patch 1.16.6 — Work in progress!

Posted: Sun Jan 29, 2023 9:01 pm
by Cozy
will shamans ever have racial totems??

Re: Patch 1.16.6 — Work in progress!

Posted: Sun Jan 29, 2023 11:06 pm
by Condabas
As long as Gilneas isn’t a port from retail, this sounds great!

Re: Patch 1.16.6 — Work in progress!

Posted: Mon Jan 30, 2023 12:42 am
by Totuga
OMG Troll warlock!!!!!
You guys keep hitting perfection! turtle_in_love_head

Congrats to all the lore-friendly players who will now have a new option!

*extreme hype*

Re: Patch 1.16.6 — Work in progress!

Posted: Mon Jan 30, 2023 12:16 pm
by Remmo87
Suggestion to make a saperate server for HC:
viewtopic.php?t=5473

State your opinions, friends.

Re: Patch 1.16.6 — Work in progress!

Posted: Mon Jan 30, 2023 1:46 pm
by Ryo3000
Any chance the debuff limits can be removed on this patch as well?

Re: Patch 1.16.6 — Work in progress!

Posted: Tue Jan 31, 2023 3:11 pm
by Aykhanchik
Remmo87 wrote:
Mon Jan 30, 2023 12:16 pm
Suggestion to make a saperate server for HC:
viewtopic.php?t=5473

State your opinions, friends.
NO

Re: Patch 1.16.6 — Work in progress!

Posted: Wed Feb 01, 2023 9:36 pm
by Feomatar
Hope for rogue bugfixes and quality of life adjustments like s&d doesnt brake stealth, sap talent removing and make it as base ability doesnt brake stealth etc, every one class get something good but rogue, rogues get gamebreaking bugs and useless finisher.

Re: Patch 1.16.6 — Work in progress!

Posted: Fri Feb 03, 2023 6:49 am
by Roa7175
Skumbanana wrote:
Sun Jan 29, 2023 1:06 pm
Reading some people's expectations for Turtle WoW scares me. Indeed, the retail-ization of WoW was truly driven by the community and its insatiable desire for bigger, shinier, and easier, not so much by corporation greed. I fear this will come to Turtle someday.
New races, new classes, new spells, new race/class combinations, new routes, make it bigger, easier, and make it fashionable to what I want! Everything that's unique about Turtle WoW will be lost to a homogenized and bland experience for all... And it will be our fault once again.
Lol. If you don't have expectations, goals, etc., then it's just going to be a stale, dull, boring game. With no changes, no new exciting stuff, what else is there to look forward too?

ANY game has to have new contents in the making unless it's a once-and-done type of game...

Re: Patch 1.16.6 — Work in progress!

Posted: Fri Feb 03, 2023 6:51 am
by Roa7175
Remmo87 wrote:
Mon Jan 30, 2023 12:16 pm
Suggestion to make a saperate server for HC:
viewtopic.php?t=5473

State your opinions, friends.
You want to divide the playerbase and make the game feel empty for either modes...? Lol.

Re: Patch 1.16.6 — Work in progress!

Posted: Fri Feb 03, 2023 7:50 am
by Roa7175
Hope the Hunter class for humans come out soon!

Re: Patch 1.16.6 — Work in progress!

Posted: Fri Feb 03, 2023 9:15 am
by Healingrain
Big fan of Troll Warlock. Out of all the Cataclysm race class combos it felt like one of the most justified and flavour appropriate. Half the troll NPCs in the game be hexxin and cursing mon.

Any news on the Shaman/Paladin buff stacking? It's a massive thorn in the side of what is the least played class in the game because it effectively means you can't play your class in any group PVE content with Paladins just because their buffs are so much more convenient.

Shamans are probably the worst class not named Warrior to solo with, playing well with others is kind of what the class is about and it massively impacts my enjoyment of the game.

Re: Patch 1.16.6 — Work in progress!

Posted: Fri Feb 03, 2023 9:38 am
by Grifan
Hello guys, glad to see u all :)

paladins got their buff and became just cheaters, and shamans in the ench branch are still poorly playable in pvp and pve.

please do something with this, there are a lot of ideas in the class forum. a third in the thread of this topic are asked to strengthen the shamans :)

have a nice day, everyone! :)

Re: Patch 1.16.6 — Work in progress!

Posted: Fri Feb 03, 2023 4:50 pm
by Pitlordx
i wanna Tauren rogue !

Re: Patch 1.16.6 — Work in progress!

Posted: Fri Feb 03, 2023 7:42 pm
by Feomatar
I wanna rogue bugfixes and adjustments and high elf druid with linx cat form))

Re: Patch 1.16.6 — Work in progress!

Posted: Fri Feb 03, 2023 7:48 pm
by Andromath
Feomatar wrote:
Fri Feb 03, 2023 7:42 pm
high elf druid with linx cat form))
Sounds awesome. Give Night Elves mages in exchange. Over on the Horde, Trolls could learn Druidism, and maybe toss mage to whichever race lacks it. Pretty sure Goblins can be mages... does that leave only Tauren?

Re: Patch 1.16.6 — Work in progress!

Posted: Fri Feb 03, 2023 8:36 pm
by Kefke
I think NElf is the one race that really shouldn't have Mages. Not being big fans of the arcane is kind of a whole "thing" for them.

Re: Patch 1.16.6 — Work in progress!

Posted: Fri Feb 03, 2023 8:45 pm
by Andromath
Kefke wrote:
Fri Feb 03, 2023 8:36 pm
I think NElf is the one race that really shouldn't have Mages. Not being big fans of the arcane is kind of a whole "thing" for them.
Hrmn... Well, that certainly is fair. I suppose it's not as if High Elves got a class from humans in exchange for teaching them how to be Hunters.

Re: Patch 1.16.6 — Work in progress!

Posted: Sat Feb 04, 2023 2:39 am
by Roa7175
Also, would be quite nice if the minimum range distance for bows/xbows were to be removed so that if people want to play shooting only, they can with hunters.

I want to play Hunters for their bows/xbows, not to melee when enemies gets within a few meters of me. It's kind of silly to think that hunters can't shoot targets within a few meters of them lol.

Re: Patch 1.16.6 — Work in progress!

Posted: Sat Feb 04, 2023 6:05 am
by Shamma
Roa7175 wrote:
Sat Feb 04, 2023 2:39 am
Also, would be quite nice if the minimum range distance for bows/xbows were to be removed so that if people want to play shooting only, they can with hunters.

I want to play Hunters for their bows/xbows, not to melee when enemies gets within a few meters of me. It's kind of silly to think that hunters can't shoot targets within a few meters of them lol.
Melee weaving and the separate timers on ranged and melee wep is one of the best features of classic hunter. This is what gives the class so much power and versatility and makes it fun to play. Embrace it - it is a good thing. Do not fight it!

Re: Patch 1.16.6 — Work in progress!

Posted: Sat Feb 04, 2023 10:18 am
by Roa7175
Shamma wrote:
Sat Feb 04, 2023 6:05 am

Melee weaving and the separate timers on ranged and melee wep is one of the best features of classic hunter. This is what gives the class so much power and versatility and makes it fun to play. Embrace it - it is a good thing. Do not fight it!
These kinds of things are pretty subjective which is why I wish for there to be more options where you can toggle whatever kind of playstyle you want.

Re: Patch 1.16.6 — Work in progress!

Posted: Mon Feb 06, 2023 5:16 am
by Drubarrymooer
Eightysixed wrote:
Sat Jan 21, 2023 11:14 pm
New Class? Or Class and race combinations?
Undead Druids

Re: Patch 1.16.6 — Work in progress!

Posted: Mon Feb 06, 2023 8:21 am
by Kefke
Drubarrymooer wrote:
Mon Feb 06, 2023 5:16 am
Eightysixed wrote:
Sat Jan 21, 2023 11:14 pm
New Class? Or Class and race combinations?
Undead Druids
Would undead druids turn into undead animals?

Re: Patch 1.16.6 — Work in progress!

Posted: Mon Feb 06, 2023 4:17 pm
by Drubarrymooer
Kefke wrote:
Mon Feb 06, 2023 8:21 am
Drubarrymooer wrote:
Mon Feb 06, 2023 5:16 am
Eightysixed wrote:
Sat Jan 21, 2023 11:14 pm
New Class? Or Class and race combinations?
Undead Druids
Would undead druids turn into undead animals?
Would be cool. Instead of nature damage, they do shadow damage? I always thought it would be a cool thing to play with RP wise. Could use assets from animals in places like Felwood where they have cuts and such falling off on their character model.

Re: Patch 1.16.6 — Work in progress!

Posted: Mon Feb 06, 2023 5:12 pm
by Gantulga
Roa7175 wrote:
Sat Feb 04, 2023 10:18 am
Shamma wrote:
Sat Feb 04, 2023 6:05 am

Melee weaving and the separate timers on ranged and melee wep is one of the best features of classic hunter. This is what gives the class so much power and versatility and makes it fun to play. Embrace it - it is a good thing. Do not fight it!
These kinds of things are pretty subjective which is why I wish for there to be more options where you can toggle whatever kind of playstyle you want.
This is a MMO, not a single player game. You can't just add toggles for everything.
Deadzone is a necessary balancing factor for hunters, hunters that have received hefty buffs here and are already in the overpowered territory.

Re: Patch 1.16.6 — Work in progress!

Posted: Mon Feb 06, 2023 10:57 pm
by Aeliren
Karrados wrote:
Sun Jan 22, 2023 2:58 am
You guys do know the lore about Gilneas, right? The whole "Infected Soldiers that returned past the wall and the gate?"

Unless they are planning to add a capital Alliance hub right next to Undercity, which would horrible both for storytelling and Faction "Fairness", It will be a hostile zone with Worgen spread all over.
Actually, that's only canon in retail. Arugal was a Gilnean mage who helped Genn Greymane by summoning the worgen to aid the defenders of the Greymane Wall that occasionally ventured out to cull undead, but the curse was infectious and the worgen spread across the troops, and later across Gilneas and its people.

In Classic, prior to the changes in Cataclysm, there was only complete radio silence from Gilneas. All that's known is that Genn Greymane shut his gates because he really disliked Terenas, Lordaeron, and the fact that they put the orcs into internment camps rather than killing them; they're also hosting Isiden Perenolde, nephew of Aiden Perenolde and cousin of Aliden Perenolde. Arugal is merely a former Kirin Tor wizard and entirely unconnected from Gilneas, thus he wouldn't have exposed Gilneans to the worgen. Furthermore, the worgen curse is not infectious; Arugal is capable of summoning them to Azeroth and turning people into worgen thanks to his knowledge of Urs' research, but that is entirely derived from his own abilities as an archmage and not from any contagion within the worgen themselves.

If anything, Gilneas would be at its strongest in Turtle WoW. As Pyrewood and Ambermill aren't Gilnean territory and Darius Crowley may not even exist, there would be no Northgate Rebellion to sow division amongst the people. Without the factors that led to the worgen curse and its retcon into contagiousness, no worgen running amok the countryside aside from whatever goes through the soon-to-be-opened gate. There's no Cataclysm wrecking their coastline, sinking an entire town and a good amount of arable lands. There's no heavily militarized Forsaken barging down through their gates and landing on their shores. Without disaster after disaster hitting them within such a short span of time, Gilneas would logically be in its strongest iteration in Turtle WoW, though obviously there must be something happening there given that the gates will soon open and we'll be venturing in.

Re: Patch 1.16.6 — Work in progress!

Posted: Tue Feb 07, 2023 9:28 am
by Roa7175
Gantulga wrote:
Mon Feb 06, 2023 5:12 pm
Roa7175 wrote:
Sat Feb 04, 2023 10:18 am
Shamma wrote:
Sat Feb 04, 2023 6:05 am

Melee weaving and the separate timers on ranged and melee wep is one of the best features of classic hunter. This is what gives the class so much power and versatility and makes it fun to play. Embrace it - it is a good thing. Do not fight it!
These kinds of things are pretty subjective which is why I wish for there to be more options where you can toggle whatever kind of playstyle you want.
This is a MMO, not a single player game. You can't just add toggles for everything.
Deadzone is a necessary balancing factor for hunters, hunters that have received hefty buffs here and are already in the overpowered territory.
What does it being mmo or single player have to do with anything...? And of course you can, toggles is just a saying. I'm talking about more options.

I don't see how it's a necessary balancing factor at all. Other classes are able to attack at close range, mages are able to cast spell at close range, etc., and you're telling me hunters can't shoot at close range because it's "OP"...? That's silly.

Re: Patch 1.16.6 — Work in progress!

Posted: Tue Feb 07, 2023 10:01 am
by Xudo
Roa7175 wrote:
Tue Feb 07, 2023 9:28 am
I don't see how it's a necessary balancing factor at all. Other classes are able to attack at close range, mages are able to cast spell at close range, etc., and you're telling me hunters can't shoot at close range because it's "OP"...? That's silly.
Hunters can't shoot at close range because its their class design coming from tabletop RPGs where you can't effectively shoot in melee range. Mages too can't effectively cast frostbolts etc at close range because of pushback mechanics.
Blizz implemented other way for hunters and it is good. Not everyone should have same range mechanic.

Re: Patch 1.16.6 — Work in progress!

Posted: Tue Feb 07, 2023 11:35 am
by Massie2
Xudo wrote:
Tue Feb 07, 2023 10:01 am
pushback mechanics.
Ice Barrier, and the fact they have multiple strong instant casts that dont have deadzones? Melee range is not a Mage's weakspot lmao.

Auto Shoot from Hunters literally has pushback too (have a second mob hitting you, and you will notice the delay).

There's also a difference between a non-optimal range (Frost Mage in melee), and a disabled range. There is literally a sweetspot in the deadzone where you can neither use melee nor ranged attack.

The only reason I'm against removing deadzone, is because Trueshot has lobotomized the average hunter player as is, causing them to get lazy and stand still and mash the button and ignore mechanics (moving out of Rain of Fire).
Without deadzone, it will invite the average hunter to just sit still and facetank a mob they ripped aggro from and continue building threat, it will build terrible habits.
There needs to be some counter balance, like a talent that lets you choose between stationary Trueshot bot, or trading Trueshot for No Deadzone (+ Traps in Combat).

Re: Patch 1.16.6 — Work in progress!

Posted: Tue Feb 07, 2023 12:11 pm
by Shamma
Roa7175 wrote:
Sat Feb 04, 2023 10:18 am
Shamma wrote:
Sat Feb 04, 2023 6:05 am

Melee weaving and the separate timers on ranged and melee wep is one of the best features of classic hunter. This is what gives the class so much power and versatility and makes it fun to play. Embrace it - it is a good thing. Do not fight it!
These kinds of things are pretty subjective which is why I wish for there to be more options where you can toggle whatever kind of playstyle you want.
Dude. There are different classes to play! Enabling all kinds of different playstyles! Do not enable them all on the damn hunters! They have THEIR playstyle. U want another playstyle - play a different class! It is not like there is lack of different classes.

Re: Patch 1.16.6 — Work in progress!

Posted: Tue Feb 07, 2023 5:01 pm
by Gantulga
Roa7175 wrote:
Tue Feb 07, 2023 9:28 am
What does it being mmo or single player have to do with anything...? And of course you can, toggles is just a saying. I'm talking about more options.
You're not playing alone, you're playing with and against other players. Gameplay balance is of paramount importance in a game like this and everybody has to play under the same rules for things to be fair.
Roa7175 wrote:
Tue Feb 07, 2023 9:28 am
I don't see how it's a necessary balancing factor at all. Other classes are able to attack at close range, mages are able to cast spell at close range, etc., and you're telling me hunters can't shoot at close range because it's "OP"...? That's silly.
Deadzone is the sole balancing factor of hunter in PvP and its removal would be catastrophic. In PvE it adds some depth to a class that's extremely simple to play and be effective with. You have melee and kiting abilities for a reason, use them.

Re: Patch 1.16.6 — Work in progress!

Posted: Tue Feb 07, 2023 5:02 pm
by Gantulga
Gantulga wrote:
Tue Feb 07, 2023 5:01 pm
Roa7175 wrote:
Tue Feb 07, 2023 9:28 am
What does it being mmo or single player have to do with anything...? And of course you can, toggles is just a saying. I'm talking about more options.
You're not playing alone, you're playing with and against other players. Gameplay balance is of paramount importance in a game like this and everybody has to play under the same rules for things to be fair.
Roa7175 wrote:
Tue Feb 07, 2023 9:28 am
I don't see how it's a necessary balancing factor at all. Other classes are able to attack at close range, mages are able to cast spell at close range, etc., and you're telling me hunters can't shoot at close range because it's "OP"...? That's silly.
Deadzone is the sole balancing factor of hunter in PvP and its removal would be catastrophic. In PvE it adds some depth to a class that's extremely simple to play and be effective with (which is made much worse on this server thanks to Trueshot). You have melee and kiting abilities for a reason, use them.

Re: Patch 1.16.6 — Work in progress!

Posted: Tue Feb 07, 2023 6:16 pm
by Beertaster
Please remove the bats from the start of Khara crypts!

I've lost so many groups because people can't just go back as a group and clear the bats. It causes a group that easily 4 mans 4 of the bosses, to disband because going back for the 1 new guy causes 8+ deaths. Its like herding cats with some players, but if you could remove this bat swarm + near complete hp drop in the hole. I think Khara would be much more popular.

Re: Patch 1.16.6 — Work in progress!

Posted: Tue Feb 07, 2023 6:21 pm
by Redmagejoe
Beertaster wrote:
Tue Feb 07, 2023 6:16 pm
Please remove the bats from the start of Khara crypts!

I've lost so many groups because people can't just go back as a group and clear the bats. It causes a group that easily 4 mans 4 of the bosses, to disband because going back for the 1 new guy causes 8+ deaths. Its like herding cats with some players, but if you could remove this bat swarm + near complete hp drop in the hole. I think Khara would be much more popular.
Didn't they increase the respawn of the bats to something insanely beyond the length of a dungeon run? Like 6+ hours?

Re: Patch 1.16.6 — Work in progress!

Posted: Tue Feb 07, 2023 8:36 pm
by Kinria
I'd like to inject myself here regarding Gnome and Tauren priests if we're looking at more Race/Class combinations. Knowing that Shaman and Paladin are remaining faction locked.

Gnomes are closely connected to the dwarves in Ironforge, and we see in Gnomeregan a few Holdout Medics https://www.wowhead.com/classic/npc=6392/holdout-medic; the first example of Gnome priests while not classified as priests themselves. Gnomes clearly have the capacity for magical healing with an understanding of the faith. But applied science to holy magic rather than strict religious correlation. Gnomes may not have a culture foundation of said religion; but I'd absolutely side on that they'd apply their knowledge to holy teachings if it unlocks untold avenues of medicinal and magical research.

There's other examples of Gnome characters appearing that use holy magic too. such as the Twilight Acolytes having gnomish members. https://www.wowhead.com/classic/npc=480 ... yte#models Where a more religious aspect is applied but still remains mainly applied healing magics. Gnomes are capable of spirituality though faith is up for debate.

Gnome priests don't need to be explicitly referred to as priests, but as clerics, medics, doctors, nurses. They can apply more scientific branches of medical guidance.

Tauren Priests are very possible thanks to the existence of An'she. With the Earth mother's eyes acting as a core of their faith. The Light in their eyes is An'she's radiance that they call upon the world. To walk the Earthmother's plains requires the light of day to shine on one's path. Tauren Seers have existed since Classic but wasn't expanded upon until Cataclysm (Or late WOTLK). The seers often offer wisdom and preach the blessings of the earthmother. Why would it not include her children?

Tauren priests can be referred to spiritual guides, augurs, diviners, or seers themselves. Still holding a position of guidance for others as priests often are.

Re: Patch 1.16.6 — Work in progress!

Posted: Tue Feb 07, 2023 9:29 pm
by Roa7175
Xudo wrote:
Tue Feb 07, 2023 10:01 am
Roa7175 wrote:
Tue Feb 07, 2023 9:28 am
I don't see how it's a necessary balancing factor at all. Other classes are able to attack at close range, mages are able to cast spell at close range, etc., and you're telling me hunters can't shoot at close range because it's "OP"...? That's silly.
Hunters can't shoot at close range because its their class design coming from tabletop RPGs where you can't effectively shoot in melee range. Mages too can't effectively cast frostbolts etc at close range because of pushback mechanics.
Blizz implemented other way for hunters and it is good. Not everyone should have same range mechanic.
That's kind of weird to say everyone shouldn't have the same range mechanic but it's okay for melee to have the same thing...? I know you didn't say that but it's just kind of an implication when you say that kind of thing.

And it's not the same mechanics. Mages cast spell, Hunters shoot things. Otherwise, like I said above about melees all having the same mechanics.