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List of Suggestions for the Game (not for Wowhead)
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Post by
admielke
These are just some of my ideas that I have condensed and modified since 2010. Newest idea will be added at the top of the list with date added. Thanks in advance for reading.
When a player speaks with a quest NPC, its animated portrait pops up and begins to talk about the quest. If you cancel the quest or leave the NPC without accepting the quest the animation ends. However, if you accept the animation will continue speaking the paraphrased quest instructions/directions. Speaking to another NPC will end the animation. This can be toggled. Reasoning behind this is I like the lore behind the quests but I don't want to sit around to hear it. Diablo 3 has this feature.
(Updated 05/03/13 at 7:16PPM)
Legacy of the Emporer
and
Legacy of the White Tiger
changed from a buff to an aura. I figured there are auras for all the other buffs except this one.
(Updated 05/03/13 at 6:23PM)
Warlock’s Soulstone acts like the other combat resurrections, but it will also give the Warlock a choice on death to resurrect self if no other has it.
(Added 05/03/13 1:31PM)
Make Undead shoulder and Draenei shield scale larger.
(Added 04/18/13 9:50PM)
Reputation grinding changed to a weekly or daily bonus much like rested bonus but automatically gained each day or on Tuesday. All reputation gained is reduced drastically (~75%) to balance out with the bonus. Wearing the tabard of a reputation will award the player with varying gained reputation via slaying monsters (very little) and bosses (moderate amount), completing quests (most gained), and finding crafting materials (tailoring gains slight bonus from looting cloth if they have the tailor craft).
(Added 04/17/13 3:46 PM PST)
Speed up Disenchanting or fix auto-loot when Disenchanting (doesn’t always auto-loot). (Added 04/17/13 3:43 PM PST)
Loot rules changed to all involved players gain a boss-specific trophy which can be spent to purchase loot from that boss or used to upgrade to the next boss. An example would be an instance with boss “A”, boss “B”, and boss “C”; you downed A six times and B three times and never downed C. You would be able to purchase gear with the six A trophies or upgrade that six for three B trophies to get six B trophies which will then be able to upgrade to three C trophies.
(Added 04/17/13 2:03 PM PST)
All absorbed damage counts towards Healing Done in Battlegrounds and Arena and is shown when players mouse over the number displaying “Healing Done” and “Damage Absorbed”.
Dual Specialization should be level 15 or 20.
Remove crafting level training such as Expert and Master. This makes you start off as 1/600 instead of 1/75.
Update physical attack graphics to make melee a more epic. Spells get updated quite often.
Be able to adjust the scale of the minimap. It is so tiny! I have downloaded Sexymap but it bugs out so much with the movers that I didn’t like it.
Toggle an option for a “Satellite” view of the map which turns the map from that parchment theme to an actual snapshot of the entire map like Guild Wars 2 has. This is a very minor suggestion and is a personal one.
Remove racial abilities to reduce dependencies upon a race (example:
Humans
,
Blood Elf
and
Undead
being better suited for PvP). Most players will hate me for saying this, but it is true that it restricts enjoyment. I, for one, would like to play as a Dwarf rather than a Human or a Goblin or Troll rather than a Blood Elf or Undead. Why do you play as your race? Is it because you like how it looks or because the racial abilities are better?
True
free for all
realms that have no faction allegiance. Capitals are non-player combat areas (including the zones they border). World battlegrounds (Wintergrasp and Tol Barad, etc) are blue verse red and you join via group or solo. Regular battlegrounds act the same.
If an item has 3 sockets, make the socket bonus either a prismatic socket or a specific color of socket.
Death Knights
changed to a level 55 quest available for any character. How this would work is you must be at least level 55 to begin a quest to let The Lich King turn you leading to the current quests beginning in Ebon Hold. In short, you must level a character to 55 in order to turn that character into a Death Knight.
Soothing Mist
and
Crackling Jade Lightning
generates Chi at 2 sec, 5 sec, and 8 sec instead of 30%.
Divine Purpose
(Paladin talent) changed to “Each Holy Power consumed gives the Paladin a charge. When it reaches 8 (or another number) charges your next ability that costs Holy Power will be free and act as if 3 Holy Power were consumed.”
Shaman shields
such as Water Shield and Lightning Shield can be placed on an ally. Only one shield can be placed on the same target per Shaman.
Alchemy
gains a single prismatic socket attachment to their trinkets.
Enchanting
trades their ring enchants for a ring attachment that gives the rings a prismatic socket.
Engineering
has no soulbound-only items and has a new soulbound double prismatic socket attachment to the helmet.
Inscription
changes its soulbound shoulder attachment for a new double prismatic socket attachment instead.
Leatherworking
and
Tailoring
trades soulbound leg attachment for a double prismatic socket attachment.
Put all gathering professions (Herbalism, Mining, and Skinning) as Secondary professions. Let all crafting materials be either tougher to find or needed more to craft to balance out. Could also go the way of Guild Wars 2 and have tools that have a specific number of uses that is required to use to gather.
Guild Unions
give guilds a private relations chat. This would let a player who is in a friend’s guild to not be forced to leave the guild to join a hardcore raiding guild. Both guilds gain guild achievements. No maximum of guilds can join a union. Guilds within a union could only gain the passive bonuses of the highest guild or maybe have the Union level up (but rather not).
Remove heirlooms from the game and instead have a consumable rested heirloom giving the player a huge rested bonus for that character when it is consumed. They are cheaper and would make low level items more enjoyable to find. Not to mention it would make low level PVP a lot more balanced. Let’s say you’re leveling a character with a friend, but because you have heirloom gear you out level them. It would also solve the issue that Blizzard was attempting to solve which was leveling speed for players with max-level characters. The bonus could either be considered Rested or be something else that is less than 200% experience.
Give Yell a 2-6 second internal cooldown.
Quest rewards can be scaled between the coin and experience. Choose to get no experience but 150% coin or vice versa. Max level will remain having full coin.
Vocational dungeons
are instances that can be entered after accepting a repeatable quest with the first done as a daily giving higher or more rewards. These instances adjust depending on the number of players inside. Example: a level 90 player and a level 20 are in one, all the mobs are level 91 and the level 20 player gains a
Side-kick
buff making them temporally act as level 90 but with with his gear making them much weaker than the 90 but still somewhat viable.
There are a lot of new character customizations I would like to see: tattoos, increased name size, able to have 3 consecutive letters in a name (ex: Kashyyyk), age, height, weight, muscles, and share all hair styles to any race. New races could include Mag’har (or new skin color), racial Undead (you pick which race you would be turned from), Iron Dwarf, Earthen Dwarf; the list could go on forever. A serious addition would be the Ogre race. Pandaren was a let down. Although drunk pandas is kind of funny.
If a player pays a 3 month subscription the account gets one free realm change, free faction change, and a free character recustomization (or one of those 3) to one to all characters. A 6 month subscription gets three of each. One month subscriptions could either get nothing or a free character recustomization. I think this would drastically increase Blizzard’s income.
New battleground ideas vary from capitals being invaded to constructing a giant shredder and defending it to give it time to attack the opposing base. The shredder would automatically be built by Goblin or Gnome engineers and resources are generated to be gathered at 3 or 5 bases but also raw materials found in the wilderness and away from the bases.
Meat Wagon siege vehicle that could spawn skeletons when it hits the ground acting as anti-personnel. Helicopters would be nice as anti-siege.
When a player gathers resources from a node that is orange they could gain the normal amount or a reduced amount (1-2), and each node that has an easier color (yellow, green, and gray) they gain a higher amount gathered (gray nodes would give 5-7). This would make low level materials cheaper due to them being easily found.
Remove Tame Beast for
Hunters
and instead have all Call Beasts be setup like talents where your selection is saved and can be changed for a cost. This would let hunters not need to go out and find the animal they wish to use but rather just choose from a list.
Skinning’s Master of Anatomy changed to a flat 1 or 2% critical strike chance.
Able to Skin a beast corpse without looting by double right clicking the corpse creating a pile of meat and bones that can be looted. May also be a hotkey such as Ctrl + Right Click.
Add a new talent specialization to every class and release third specialization for 5,000 to 10,000 gold. Because
Monks
are the 11th class this could
NOT
work.
Druids
already have their fourth specialization, but I added a fifth anyways even though I’d rather let Druids stick with the current 4. This was to reduce the queue time for non-tanks from that there are 5 new tanking talents, 3 (or 4) new damage dealers, and 1 (or 2) healing classes.
Death Knight
: “Flesh” gains the ability to raise multiple specialty ghouls: warrior, priest, archer, and mage. Their melee strikes are now ranged spells. An example would be Blood Strike becoming an instant spell that transfers health from target and spreads evenly amongst the caster’s ghouls. The armor that is desired is plate intellect gear. Intellect increases damage, spirit increases rune recharge rate.
Druid
: “Lifewarden” is an actual lore title given to Freya in Uldum. The build would utilize stationary plants much like the mushroom but also includes different types of trees that could be used to detonate and deal damage to enemies or keep alive allies. It could either be another healer or damage dealer.
Hunter
: “Tranquil” uses abilities on their beast giving them defensive bonuses that give them ability to tank. This requires the hunter to continuously keep up abilities on their beast while damaging and using Misdirection on their pet. Misdirection is meant to pull mobs to your pet and will have a shorter cooldown if directed to it.
Mage
: “Heat” brings a new healer through healing a target as they successfully act. It is a new academy of controlled fire.
Paladin
: Typical “Exorcist” that specializes in caster damage.
Priest
: The fourth specialization would have been called “Monk,” but Mist of Pandaria will release the 11th class. In short, it has two stances: one that would heal a specific target and slightly everyone else, and another that would heal all else. It acts a lot like Mistweaver but more damage oriented. In short, it would act as a melee version of the Chloromancer class from Rift.
Rogue
: Combat is changed to a tanking tree using awareness moves increasing dodge or parry chance and giving them the
Brewmaster
stagger ability which spreads damage of strikes taken over a short period. Their new fourth specialization would be “Thrower” giving them more abilities to attack at range. Who wouldn’t want to jump out of stealth and attack at range?
Shaman
: “Binder” or “Earthen” can make the Shaman a new tank spec utilizing Rockbiter weapon.
Warlock
: “Possession” uses the power to possess your Voidwalker minion to become a bulwark of evil changing non-instant spells into melee attacks. You must sacrifice your Voidwalker to enter this form. If you die while in demon form you are released at 1% health and in a weakened state.
Warrior
: “Brewmaster” is a melee damage dealer that deals fire and nature damage. It is the current Monk’s Brewmaster but deals damage rather than tanks.
Post by
1069282
This post was from a user who has deleted their account.
Post by
Eccentrica
Nah, I'm not interested in this game either. I like WoW thanks. Oh, and some of your points make me think perhaps its been a hell of a long time since you've played. Professions start at 1/75 not 1/300 and reagents are long gone.
Post by
deathbyte
Remove regends from class spells? Let me laugh. If you think there is too much regends needed for spell you havent play in Vanilla. Remove them? How about... NO!
Which ones are still left? Mages don't need runes anymore and druids don't need seeds anymore. Not sure about shamans, but what other ones still need them?
Post by
admielke
Tbh all you want is to make the game much much much easier. Hs to tele you to capital city? Why wont we just give teleport from Mage to everyone and make them useless... Remove racials? How about... NO! Racials make races unique. So no!
Remove regends from class spells? Let me laugh. If you think there is too much regends needed for spell you havent play in Vanilla. Remove them? How about... NO!
I mean really? Are you slightly mad? Thous things you want to remove are the last parts of orginal wow. And I dont want more kids to play this game. The game is already made too easy when you look at what it was before and what its now.
So no!
The list was several years ago. How does being able to go to any capital city every half hour make the game easy? Mages can still teleport to other places if you remember. Regends? Reagents you meant? I forgot to mention it six times, but the list was several years old. I'll fix it, relax. If you think racials make races unique then I am amazed how a braille keyboard works. How about you play your version of World of Warcraft where everyone looks the same but with their own racials. Of course the game is easy. It was easy in vanilla. The thing that vanilla only had was imbalanced classes and racial abilities. The number of exclamation points you use makes me believe that you're the one who's actually made. Calm down and relax please.
Nah, I'm not interested in this game either. I like WoW thanks. Oh, and some of your points make me think perhaps its been a hell of a long time since you've played. Professions start at 1/75 not 1/300 and reagents are long gone.
Sacasm rocks! So does a high school diploma! You got what I meant when I said 1/300. I said 1/300 because it was vanilla WoW. I'll fix that too; sorry for the inconvenience. I have played since release with a few monthly breaks to try Rift, SWTOR, GW2, and Skyrim. I am still playing SC2; it is more of an editing game to me than an actual RTS.
Remove regends from class spells? Let me laugh. If you think there is too much regends needed for spell you havent play in Vanilla. Remove them? How about... NO!
Which ones are still left? Mages don't need runes anymore and druids don't need seeds anymore. Not sure about shamans, but what other ones still need them?
I just forgot about it. Do Mages and Priests need those feathers anymore? I don't play those classes anymore. I stopped at 80.
Post by
Adamsm
No class needs reagents anymore.
However, these ideas are still just as bad as they were when you first suggested them so
long ago
.
Edit: Also lol, just made
10 gold.
Post by
admielke
No class needs reagents anymore.
However, these ideas are still just as bad as they were when you first suggested them so
long ago
.
Nothing to back up your reasoning on why?
Post by
Eccentrica
Sacasm rocks! So does a high school diploma! You got what I meant when I said 1/300. I said 1/300 because it was vanilla WoW. I'll fix that too; sorry for the inconvenience. I have played since release with a few monthly breaks to try Rift, SWTOR, GW2, and Skyrim. I am still playing SC2; it is more of an editing game to me than an actual RTS.
I just forgot about it. Do Mages and Priests need those feathers anymore? I don't play those classes anymore. I stopped at 80.
Spelling rocks, so does a University degree. If you're going to credibly suggest changes to the game and expect real discussion it helps if you're actually current on the game, sorry for the inconvenience.
Post by
lonewolfe31705
No class needs reagents anymore.
However, these ideas are still just as bad as they were when you first suggested them so
long ago
.
Edit: Also lol, just made
10 gold.
Epic call adamsm. Now who are you going to collect your gold from?
Post by
Adamsm
Nothing to back up your reasoning on why?Exact same reasons why they wouldn't work when you posted these back in 2010.
Post by
murphmanfa
This is not a game that I'd be eager to play.
You're suggesting a normalization of what actually makes the races different, but asking for more varied models- a cosmetic thing that would require the creation of a lot of different models. Add to that the complete lore-breaking of leveling an Iron Dwarf or a Mag'har orc. Though WoW's kind of discarded lore consistency in the past few years, this would take it to a ridiculous new level.
You're suggesting a normalization of classes(!), providing a tanking spec to almost all of them, or some other role that does not make sense based on the class (warriors dealing magic damage, mages healing, the melee-based rogue being completely re-tuned to perform in ranged). And the "monk" priest spec that you described, with healing done based on damage dealt- that's called
Atonement
. You just described one way of playing a Disc priest. Additionally, by having the player choose their class not at the start but a few levels in alters the stat point distribution (which varies based on class and race) and would require the talent specialization to kick in later, as players would have to readjust to the class mechanics.
You're suggesting a normalization of professions, replacing all of the bonuses with ones entirely reliant on Jewelcrafting, which makes that a far more profitable one to have and completely unbalances professions in general. And by increasing the amount of resources gathered from a node based on how high your skill is in relation to it, that will likely cause people to farm materials they've out-skilled and sell the stuff on the AH, turning far more of a profit on it and shifting the economy drastically.
The removal of heirlooms to balance low-level PvP completely disregards how broken low-level PvP is to begin with. It would help, sure, but at that level everything's unbalanced. Additionally to replace heirloom gear with a single item to boost rested xp gain isn't viable because 1. rested xp runs out and 2. the enjoyment of finding low-level items is significantly lessened by the fact that you'll be replacing them in a few levels. The xp boost makes it so that you outlevel your gear much faster.
I like your battleground, Guild Union, and flight speed ideas (for a long time I wanted a slight movement speed increase while traveling on roads, similar principle). Free-for-all servers are sort of a good idea, but I can see a lot of abuse and griefing in there and leveling would be much tougher, with roughly twice as many people able to gank you. The hearthstone idea isn't bad, but somewhat useless considering you can set your hearth to Vale of Eternal Blossoms and take portals from there to any other major city.
Blizz would never provide free realm/faction transfers based solely on play time, because that'd hurt the profits too much. I kind of wish they would, because I've got one lonely toon who I'd love to provide with heirlooms on a different server from my mains, but... oh well.
Post by
asakawa
admielke, I dislike you just reposting something from "several years ago" without having enough respect for the other users of the forum to at least update it if not entirely rewrite it from scratch.
However, I
really
dislike you insulting people who don't agree with your ideas:
Sacasm rocks! So does a high school diploma!
Don't do this.
Post by
admielke
admielke, I dislike you just reposting something from "several years ago" without having enough respect for the other users of the forum to at least update it if not entirely rewrite it from scratch.
However, I
really
dislike you insulting people who don't agree with your ideas:
Sacasm rocks! So does a high school diploma!
Don't do this.
I did rewrite it. The link that someone posted had it in a completely different format. Insulting people? I was offended when no one had the respect for me to correctly spell or just have no reasoning what so ever.
Post by
1075847
This post was from a user who has deleted their account.
Post by
lonewolfe31705
After taking the time to read your wall of text here and the wall of text that Adamsm linked, I have to agree with asakawa on this one. You could have at least came up with new ideas..everything you have written I have seen in other games...they didn't work there, and won't work in WoW. Or, they have already been put into use in some form or fashion....
And as for your class ideas, most of what you want the new 4th spec to be is covered in guess what...THE MONK....
Looking at most of what you posted, it looks like you don't even play anymore as they are outdated.
Post by
Adamsm
What's truly amusing is that he originally had a blog....which is full of all of this as well. Not sure why he felt the need to return to post this stuff, since it's still everything he's posted before and still doesn't work for those original reasons back in 2009 and 2010.
Post by
voodoopimp
I actually wouldn't mind if they removed crafting level training, because it doesn't seem to serve any purpose that wouldn't be done equally well by just making it limited by character level. Especially for crafting professions, where 99% of the time you're doing it next to a trainer so it's basically just a small gold sink every 75 points.
Post by
Interest
Honestly, I feel like my thread was better. At least most of my stuff made it in ;o.
Post by
admielke
I actually wouldn't mind if they removed crafting level training, because it doesn't seem to serve any purpose that wouldn't be done equally well by just making it limited by character level. Especially for crafting professions, where 99% of the time you're doing it next to a trainer so it's basically just a small gold sink every 75 points.
All it does is make you spend gold. I guess it is a hedge against inflation.
What's truly amusing is that he originally had a blog....which is full of all of this as well. Not sure why he felt the need to return to post this stuff, since it's still everything he's posted before and still doesn't work for those original reasons back in 2009 and 2010.
And even more amusing is my original blog was up for a week and that you actually saw it back in 2009 and not to mention it had about 414 ideas so I have actually adjusted it a bit. I do believe this post would fall in line with "trolling" which means off-topic or pointless post or thread. Now, you'll probably end up saying that I am a troll, but because the General Forums are meant for World of Warcraft topics that cannot fit in anywhere else I put it here.
This is not a game that I'd be eager to play.
You're suggesting a normalization of what actually makes the races different, but asking for more varied models- a cosmetic thing that would require the creation of a lot of different models. Add to that the complete lore-breaking of leveling an Iron Dwarf or a Mag'har orc. Though WoW's kind of discarded lore consistency in the past few years, this would take it to a ridiculous new level.
Maybe have a new skin color that matches Mag'har or Iron Dwarf -- oh wait! They do. I'll erase this suggestion.
You're suggesting a normalization of classes(!), providing a tanking spec to almost all of them, or some other role that does not make sense based on the class (warriors dealing magic damage, mages healing, the melee-based rogue being completely re-tuned to perform in ranged). And the "monk" priest spec that you described, with healing done based on damage dealt- that's called
Atonement
. You just described one way of playing a Disc priest. Additionally, by having the player choose their class not at the start but a few levels in alters the stat point distribution (which varies based on class and race) and would require the talent specialization to kick in later, as players would have to readjust to the class mechanics.
Almost all of them? I only added a Hunter and Warlock tank specialization. There is already five tanking classes (Death Knight, Druid, Monk, Paladin, and Warrior). The suggestion would just make it so that the classes did not have to stick with DPS-only. Actually, the "monk" priest spec that I described was more like Mistweaver (damaging through all abilities rather than one spell) which I pointed out. I believe I said that the class that you pick would be at 5 which, correct me if I am wrong, does not interfere with talents which begin at 15. I thought stat point distribution was the same dependent on class, not race. Having players readjust to the class mechanics would be bad? I would love it if the game was tougher to play.
You're suggesting a normalization of professions, replacing all of the bonuses with ones entirely reliant on Jewelcrafting, which makes that a far more profitable one to have and completely unbalances professions in general. And by increasing the amount of resources gathered from a node based on how high your skill is in relation to it, that will likely cause people to farm materials they've out-skilled and sell the stuff on the AH, turning far more of a profit on it and shifting the economy drastically.
I just figured that would balance all professions out. Also, if the demand is high for gems then the price would go lower making the profession less profitable due to supply and demand. If low level materials become more available then their prices would be slashed making them cheaper. I also said the nodes that are orange will result in a lesser amount making that material more valuable.
The removal of heirlooms to balance low-level PvP completely disregards how broken low-level PvP is to begin with. It would help, sure, but at that level everything's unbalanced. Additionally to replace heirloom gear with a single item to boost rested xp gain isn't viable because 1. rested xp runs out and 2. the enjoyment of finding low-level items is significantly lessened by the fact that you'll be replacing them in a few levels. The xp boost makes it so that you outlevel your gear much faster.
So just forget about fixing low level PvP?
I like your battleground, Guild Union, and flight speed ideas (for a long time I wanted a slight movement speed increase while traveling on roads, similar principle). Free-for-all servers are sort of a good idea, but I can see a lot of abuse and griefing in there and leveling would be much tougher, with roughly twice as many people able to gank you. The hearthstone idea isn't bad, but somewhat useless considering you can set your hearth to Vale of Eternal Blossoms and take portals from there to any other major city.
The whole speed increase on road would be a lot more work than just flight height, but it could work. Making regions where the roads are at would be tedious but Blizzard has the time to do it. The hearthstone idea was mainly to help with leveling up. Does Vale of Eternal Blossoms have portals to Dalaran or Shattrath? I seriously don't remember.
Blizz would never provide free realm/faction transfers based solely on play time, because that'd hurt the profits too much. I kind of wish they would, because I've got one lonely toon who I'd love to provide with heirlooms on a different server from my mains, but... oh well.
Maybe let mail go cross server. Seriously, thanks for your feedback. Too many people just say stupid crap and don't have anything else to say.
The only thing I agree with is the satellite view as the game would look pretty darn epic (although it'd be best to keep the map effect too)
I think hunters should be allowed to tame any reasonable beast too...When I say reasonable, I mean beasts that can walk on land. No point in having a thresher, eh? Things like Hydras and Zherva would rock, although we'd need more stable slots...
Maybe remove tame all together and just have several call abilities that are saved like talents that call on a specific beast.
After taking the time to read your wall of text here and the wall of text that Adamsm linked, I have to agree with asakawa on this one. You could have at least came up with new ideas..everything you have written I have seen in other games...they didn't work there, and won't work in WoW. Or, they have already been put into use in some form or fashion....
And as for your class ideas, most of what you want the new 4th spec to be is covered in guess what...THE MONK....
Looking at most of what you posted, it looks like you don't even play anymore as they are outdated.
Why is reading so difficult for people? I rewrite the ideas as well as reduce (the original list was 414 suggestions). I guess you did not read the entire "wall of text" because I did say, and I quote, " Because Monks are the 11th class this could not work." I do play and started about three weeks ago and edited for today's adjustments from when I last posted/edited it.
Honestly, I feel like my thread was better. At least most of my stuff made it in ;o.
What is your thread? I actually removed the suggestions from my original list of 414 if they came true or close to it.(##RESPBREAK##)16##DELIM##asakawa##DELIM##You can quote more than one thing in a single reply, there's no need to septuple post. I've edited them down for you.
Also a reminder to keep it friendly. This thread will only remain open as long as people can share ideas in a respectful way.
Post by
581897
This post was from a user who has deleted their account.
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