1. as blizzard realized
    raids with less ppl were so much popular then raids with 40 man or 25 man, so what about 5 man raids time-walking for raids like ZA, karazhan, etc, and 10 man raids for sunwell and Black temple, so you can do it with a group of friends and youre not forced to be in a guild and make a 25 man raid

  2. tbh I prefer more ppl in a raid even 40, but it needs a higher population on a server.

  3. Hey guys,
    biggest problems i experienced was the dwindeling player count followed by guilds inability to fill those raidspots and collapsing therafter. I dont think that reducing numbers over the season can be stopped, but some implementations for the leftover players could be made to help them fill their slots. Cross-Faction , anjustable raidsizes(maybe like 10-15 and 25-40ish) and a list for single players or groups to signe on to, to see anyone interested in doing that raid at the time (i think retail had something simmilar during mist of pandaria, maybe with role/itlv/bosses killed indicator) would be the first things that come to mind. Especially the list tool to free up word chat and saving players from having to hawk the chat all the time.
    Edited: March 4, 2022

  4. Why not timewalking dungeons? tbc mostly.
    For people who farm emblems in each patch can be fun. Also a player will be able to complete actual achievement from tbc without solo-walking for the most of classic/tbc content, and tbc dungeons with unique drops (mount, trinkets).

  5. Just my 2 cents;

    1. Cross Faction RDF so Alliance players can have better and shorter queue times.

    2. The possibility to achieve BiS full itemization without the need for the store, maybe with bound to account emblems or tweaking the loot tables son items that are not worth the hassle are removed. (Maybe even 1.5x or 2x the loot drops just in Frostmourne). This would also include buffing Val`Anyr fragments drop rate (I only saw 2 completed Val`Anyrs during Ulduar patch)

  6. The timewalking from FM S2 was very nice. Maybe add some timewalking with loot from malygos/OS. ZA timewalking was awesome.... please lets continue with timewalking.

    Tha worst problem of this server is Faction balance - there are 10xtimes active ppl on horde then ally. During Icc season play only three alliance guild wich can defeat full of icc and all of this guild going to Horde on next season so who will stay at alliance ? Nobody.

    Also there is big difference prices in AH. On the horde AH all items are cheaper - also becouse on horde are 10x more active and raiding ppl then alliance. I dont know how to solve it. But we can try someting Cross faction Guild/raid.

    Add possibility to buy third talent tree for coins. To consider add profession lvl up for coins.

    Please start the new season a little earlier. FM2 is almost dead. All players start to sell their golds, characters and population still falling. I prefer to start at 1st April 2022. (I think the most people don't want to start on the new server during Easter weekend).
    Edited: March 15, 2022 Reason: Add new recommendation

  7. Please, take ZA as case success for Timewalking raids.

    Also Timewalking dungeons would be awesome!

    AND PLEASE: CONSIDER CROSSFACTION for Dungeons and RAIDS!! I can only dream.

  8. Aside from almost all other suggestions about raids, I'd like to recommend a few that generally improve QoL leveling-wise and from the perspective of someone who favors PvE over PvP unless it's on BG.

    - Make dual spec cost beginner friendly, and lower its level requirement to something like 15 to reduce queue times, can be adjusted differently or might just follow Blizzard's changes on patch 4.0.3, in which they reduced cost to 10g and lvl req to 30.

    - Disable PvP flag when flightmaster is taken, to ensure players don't die in friendly zones (e.g. any contested zone > Crossroads/Westfall leaves players vulnerable to getting camped due to the nature of low level NPC guards and how exposed zones are, happens repeatedly)

    - Cross factions RDF/LFD, as suggested before

    - More punishments to camping? I know it is possible to detect when a player kills another more than once consecutively so maybe something can be implemented to prevent such thing without ruining regular PvP, like let's say a debuff to the killer (that persists through logouts) on the 3rd kill which exposes him on the map for 30mins or makes him receive x4 damage and deal -20% damage (stacking on each kill afterwards, up to 5) or simply reduces honor (with some sort of warning upon getting close to 0)? Just a few ideas but there might be a better one to fix the issue

    - Find a way to make major city raids less disruptive? Getting city-raided twice or more a day becomes frustrating for everyone, maybe make major city guards see through stealth, and make it overall harder for players to raid a city than it is now, where every NPC becomes a critter and dies to 1 hit by some gigabuffed lvl 80 DK/pala

  9. Suggestions for Frostmourne 3.

    Problem:
    Pugs struggle to form and consistently do raid content due to lack of players, and raiders from high end PvE guilds quit the game during the eventual downfall of raid rosters. - Guilds usually have a good roster going for a while but they fall apart either when content goes on farm and people get tired, or in the case of guilds that have a majority of mediocre players with a small clique of good players, throw their heads against content, get frustrated, and leave due to guild management not being able to recruit better players to replace the mediocre players because of, again, lack of players on a low pop server.
    It was immediately evident that Frostmourne 2 was lacking success in maintaining players compared to Frostmourne 1. The first telltale sign for me was that Wintergrasp was never filled and you could queue into a Wintergrasp battle pretty much at any time and get in, even right before it was about to end (on Frostmourne 1, Wintergrasp was almost always full and you would often be denied entry even if you queued within 2-3 seconds at the Wintergrasp Battlemaster and you were forced to queue in Wintergrasp to avoid the NPC delay if you wanted a chance to get in).

    Solution:
    Enable cross faction. Plenty of fresh servers have cross faction PvE on by default because they know there won't be longevity with an already low and unstable population being divided into two factions.
    -
    -
    Problem:
    Another issue with population and the playerbase, even with Blackrock Seasonal in place, there have been no shortage of times when you could struggle the entire day to get a daily Random Battleground win for the bonus Honor and Arena Points. An already low population and a niche PvP playerbase within that population results in few Battlegrounds, and the ones that do happen are easily skewed by faction imbalance. Hence Mercenary Mode. The problem with that, though, is that a lot of people on the dominant PvP faction (Alliance, mainly thanks to Blackrock) just continue to queue with Mercenary Mode turned off which effectively gimps the Horde and makes getting that daily win extremely hard.

    Solution:
    Remove Mercenary Mode and make Battlegrounds cross faction by default. You would still be able to queue as premades, which encourages social interaction, but you won't be able to gatekeep Battleground queues while systematically gimping the weaker faction by purposely queueing without Mercenary Mode.
    -
    Problem:
    (Assuming Frostmourne 3 will have timewalking content like Frostmourne 2)
    Very, very few people outside of scuffed pugs did Karazhan Timewalking for Naxxramas 10 gear after the content had been out for a while. The gear is just not worth the time spent, regardless of how cool Karazhan is.

    Solution:
    Instead of Karazhan 10 with Naxxramas 10 loot, award players with 25 man ilvl 213 loot from Magtheridon's and Gruul's lairs. There are literally none if not only two or three items (wand, trinket, ring) out of Naxxramas 10 which are best in slot for phase 1. On the other hand, there are plenty of ilvl 213 BiS items out of the Obsidian Sanctum and Eye of Eternity. These are raids people would do even long after Ulduar release because of how good the items are.

  10. Hey,

    another suggestion to help groups form:
    WotLK loot/lockout rules make it very hard to join grps you dont know, since you risk loosing your lockout if the grp disolves without killing all the bosses. This forces players to skip alot of grps even if the grp might be good. Same for the raidgrp, that is halfway done and needs to replace one dc and disolves because they cant find the replacement.

    Make Loot/Lockouts behave like they do in retail. Player would be able to loot each boss once per lockout but could kill bosses multiple times. This would require personal loot or a system that reduces items dropped based on the amount of player who have yet to loot the boss. A personal loot system would also fix alot of ninja issues and help new players progress without having to join raids that reserve half the items.

    This change would result in less players starting/leading grps, since they cant reserve intems anymore and would not be rewarded for the extra work they do. Maybe add some incentive for them to do so (extra chance to loot orbs/gold or whatever)

    maybe an option for grps/guilds to stay on the old lootrools if noone has an id yet, so dkp systems would still be possible

  11. IMO you should consider launching a little bit earlier this year. Last year a lot of people could play only a couple of hours since the launch was late in the evening.

  12. Since there's already a lot of good suggestions covering other things I wanted to mention, I'll simply mention something I haven't seen.

    Holiday events and loot tables.
    One idea is to use current raid tier level items as replacements for the holiday event loot tables for the case where the Holiday Events table is of an ilvl that is too high. A perfect example of this was the summer event. ilvl232 cloaks could be swapped out for cloaks from whatever raid tier is going on at the time.

    As for wither or not it would be 10man or 25man cloak replacements, you would have to compare the original ilvl 232 to toc gear?

  13. The biggest problem with both Frostmourne seasons has been the lack of transparency and information provided to the players, but a lot of small improvements could be made that would vastly improve the player experience.

    Announce release date of the new season and subsequent patches well ahead of time. Announce the date that items will be added to the shop for each raid tier. The players clamor for this information constantly and it is usually only relayed via an unofficial Discord - this information could be provided months in advance and made easily available on the website.

    Be transparent about by how much the bosses are buffed, as well as clearly announce any further buffs/nerfs that are implemented mid-tier (e.g. Kologarn/Freya in Season 2).

    The PvE ladder was non-functional or functioned incorrectly for much of Frostmourne season 2. It would be good if it worked as expected, so it could be easily determined which guilds had downed which bosses.

    Custom features such as Timewalking, Quel'danas or AQ Questline were admirable projects that were largely let down by the information made available to the players. Announce which raids will be released for Timewalking well in advance, along with loot tables of Timewalking bosses - let players know exactly what they can hope to gain by doing the content. Desirable items such as Karazhan's Horseman mount, Illidan lv70 Warglaives, Amani War Bear etc., these items should be added to these loot tables to give players incentive to do the content that isn't tied to their character's power.

    The Transmog system as it currently works doesn't really suit the fast-paced progression of Frostmourne. The average character is likely to get less than 10 Scroll of Deception during the entire season. With how fast players replace their gear, most players never have a fully completed transmog set on their gear. It would be good to see scrolls be more abundant. Perhaps the Essence item created by scrolls (Essence of Gorehowl etc.) could even be dropped by relevant bosses.

    Other private servers go a long way towards adding custom QoL features, some of which may go a bit far. However, Frostmourne's playerbase is largely comprised of players who have played WOTLK before and would likely enjoy the following changes:

    - Auto-learned spells and riding skill.
    - Lower cost for Dual Spec.
    - Lower gear requirement to queue for random Heroic dungeon.
    - All flight paths unlocked (after Realm Firsts are achieved)
    - Shared quest loot for all players in group

    I don't think any of these changes stray too far from the Blizzlike experience that Frostmourne tries to provide, while still eliminating a lot of the grievances that players don't want to have to go through season after season.

    Lastly, to echo what other people have already said in this thread, it would be a good idea to either trim some of the undesirable gear from loot tables, or increase the loot that raid bosses drop by a small amount.

  14. Just want to echo support for what others have said wrt cross faction dungeons and/or account bound badges. This would certainly help reduce queue times for both sides and encourage players to play tanks/healers to funnel badges to other chars.

    My bold suggestion is consider making this season a PVE server, as everyone knows exciting and epic wPVP is a relic of old days. Now it's simply relegated to ganking lowbies in high traffic areas and corpse camping - it only benefits toxic losers and no-lifes. There's hardly ever any memorable wpvp moments, only inconvenient one shots over a herb. Wrath comes with WG, arena, and additional BGs to cater to pvp focused individuals. Or they can play on an entirely pvp focused server, Blackrock...

  15. It's this simple - PvE FACTION BALANCE

    One should never be restricted from experiencing content because of faction choice because they have ONLY two options and ONLY one viable option - Horde.

    Class roles are versatile enough to ensure content can still be experienced. Sadly factions simply are not versatile enough with a 'comparatively' small player base.

    People value identity and that fundamentally is not something that can be overcome.


    Lastly, vast majority if player base is very experienced with WotLK so the added effort presently required for the following adds no value to the game, especially as the leveling process is not why people play this server:
    - Auto-learned spells and riding skill.
    - Lower cost for Dual Spec.
    - Lower gear requirement to queue for random Heroic dungeon.
    - All flight paths unlocked (after Realm Firsts are achieved).
    - Shared quest loot for all players in group.


    Love your work, keep it up!
    Edited: March 10, 2022

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