Hi,
first and foremost, I am not expecting a (complete) feedback to this post but I assume the community would like to understand how certain things will be approached for TBC and would hope that some aspects are considered and taken into account ahead of time:
the majority of points focuses on differences between vanilla tbc and classic tbc - and the reduced length of phases on onyxia.
TBC brought many catch-up features and thus they are likely not supposed to be available straight away. yet, at the same time we have had QOL features enabled on Onyxia and lastly, Blizzard also approached some topics differently between vanilla TBC and classic TBC. Given multiple occurrences of "blizzlike", "not blizzlike", "fixed" and "not fixed yet", which led to some frustation, it would help to give some orientation (aka: vanilla tbc or classic tbc approach). The following points are an incomplete list of topics that may or may not arise and me but likely also the community would appreciate to get informed about
:
- Both vanilla TBC and classic tbc had a pre-patch before being able to access outland. In vanilla, access to paladins and shamans was restricted, in classic, people could level before leveling got actually enabled. Both ways have their advantage, but clarity would be great.
- Vanilla TBC and Classic TBC used and changed the way arena points are calculated and at which rating arena teams start when created, multiple times. Given that the content phases are shorter on Onyxia, a moderate increase in arena point rates (maybe also honor rates if necessary) would be suitable. Further, to be taken into account: in vanilla tbc, pvp gear was considered more difficult to obtain because the amount of arena points earned was relatively low. in wotlk and classic Blizzard changed the approach to promote more participation and giving players the advantage to gear chars quicker - promoting equal competition.
- Given the shorter periods of content, it may also make sense to reduce profession cooldowns (e.g. tailor cloths) by a reasonable amount
- Primal Nethers and Primal Vortex started out on retail as bound on pickup and only got changed to not being soulbound any longer at a later part of the content. I guess its safe to assume we will have the same thing apply.
- Raid bosses only started dropping Badges of Justice very late into the expansion. Prior to (I think ZA release) they are only dropping in 5 player heroics.
- in a similar manner, initially, heroics required revered reputation keys and additionally, sometimes at least 1 person having the key specific for that dungeon (arca, shattered halls, shadow labs) - will the last point also apply to rdf?
- also caverns of time 1, which often does not require an pre-quest to queue via rdf, but should require the first quest to be completed (RP walk) afaik.
- Karazhan in a similar way had different stages, requiring everyone having the key, to 1 person only required and later to non required. Same way to be expected? (and Nightbane requiring 1 person having done the quest to summon him - compared to non required at a later point)
- Heroic dungeons give a lockout. on retail you could do heroics therefore only once a day. How will this work with the random dungeon queue from rdf after you have been locked to all dungeons. will it block you from running a random heroic or will you get into a new one besides already having an id?
- There are a few profession catchup crafts introduced that werent available on the early patches, e.g. the level 62 (but item level equivilent to t5) engineering goggles were introduced with BT patch 2.1 in vanilla - but were available from the start in classic (https://www.wowhead.com/tbc/skill=20...#recipes;q=350)
- in the same manner, the blue ilvl 115 pvp set available for reputation was introduced only later while there was still the honor version available straight away in vanilla. in classic both were available on release
- very early on in vanilla tbc, bosses dropped 1 token only, briefly after increased to 2 tokens. very late into the expansion, this was increased to 3. Given the shorter phases, directly starting with 2 tokens - or potentially 3 - may be reasonable
- classic tbc introduced some hyperspawns with mobs practically respawning every few seconds on highly contested places. will this be backported?
- similar to vanilla content, tbc will feature a few limited stock recipes. on classic, this was usually not too much of an concern because of phasing. on Onyxia, we already saw that this promoted bots and campers during the vanilla content contesting the limited stock recipes. Any plans to alter limited stock recipes?
- on the note of progression: there is e.g. also a set of things that was bound to patches on the initial release and to content instead during classic - would be good to know the general approach
- will we see the level 70 versions of eventbosses like Summerfest, Halloween and Brewfest including their level 70 loot?
- there are more points like timing of honor / arena point resets - MMR or teamrating only - that surely come up during the PTR phase, too
additional points for tbc can still be thrown into the room already but focus should be on the first part of tbc obviously