Maybe this is a hot take but if you see a level 39 item and instantly think this is ruining your WoW Forever experience for being too absurd (or fun if you ask me) I highly suggest you go play Retail where everything is normalized, streamlined, perfectly optimized and somewhat balanced. I think leaving stuff like this in the game is exactly why I am excited to play WoWF, I wanna discover stupid shit, I wanna theorycraft quirky offmeta builds and have a blast on the journey instead of rushing to the destination.
Sidenote: classic wow has previously been criticized for having a too stale/boring/egregious leveling process and Blizzard doing a huge item rework pass to make crafting and drops more interesting for leveling is exactly why items like this should be allowed in the game. Imagine being a Enhancement shaman and you get this at 39, bro ur gonna feel power like you've never felt before, and that's great. It also has a very low drop rate btw.
@GenocidalK7r@mikeyshinesTV Rn in the beta most of the greens are listed at vendor selling price. The only ones that are higher are the lvl 25+ ones and those are dropping super fast.
Having put around 20-odd hours into my Hunter in Forever, and as my Classic main of years... some ideas/feedback:
- Hunters are primed for interesting reward space. New stable slots unlocked via hunter questlines, unique ammo types that specialize in certain effects (poison, fire, mana-drain, etc.), and even augments to existing traps.
- There are some pretty janky bugs with pet pathing during a target's movement (pet attack animations don't play)
- Mixed on the aimed shot change, since multi in single target was unique, while this just feels a bit cannibalizing/niche to press at level 20 due to it feeling too similar (with an unwieldy cast time)...but I imagine will feel better at max like the OG Aimed Shot.
- Love the new hunter pet abilities (although I'd likely consider nerfing our version of mortal strike).
- Please make viable guns. Guns are cool, and there was nothing in Classic/Vanilla that was usable at max.
- I think Dwarf hunters need some kind of racial love. Mace spec is literally useless (for hunters). I'd add some kind of Gun specialization(1% increased crit chance, etc.). Maybe something even more creative, like a rapid-reload type proc where you have a 5% chance to fire a second auto 50% faster.
- Regarding existing itemization, I would love to see stats like poison-damage become a thing. It'd be really cool to be able to create hunter builds out of serpent sting. Or trap-related damage. Just more really niche stuff like that. The more unique stats the better, as far as I'm concerned, since players will always find a creative way to use them.
- Quivers/pouches are also prime realestate for itemization. Unique versions that have genuinely exciting, game-changing elements to them. What if you fire two arrows but at 50% damage each? Suddenly bows with damage-on-hit effects would become really viable in tandem with this. What if you need a rogue's poison to tip your arrows with venom?
- I am pro skill expression via melee-weaving, no notes thus far.
- I hope when we eventually figure out emergent mechanics that allow us to solo certain dungeons ala DMT, that Blizzard recognizes the intrinsic value of said discoveries and leans into them, rather than patches them out.
Overall:
Very positive about the hunter changes. This is my favorite class in the history of Warcraft, and Forever has so far stayed very true to all the elements that I enjoy.
I wish this kind of effort would be put into banning bots, gold sellers and gold buyers.
There has been thousands of them on every single classic / anniversary server since the launch of them. They are even infesting the freaking forever beta.
One single person on the job could literally get them all banned in less than a few days and not make it profitable for them to make new accounts.
I tried reporting a bot this morning and the function for it wasn't even available in the beta.
How on earth is my name in any way offensive? I used this name for almost 10 years on Retail. Mondblüte translates in Moonflower?! This is ridiculous 🫠
I'm seeing a lot of discourse about who WoW Forever is being made for and while I cannot speak for anyone else on the team I can speak for myself. I am making WoW forever for the classic gamer and for the millions of people who have had their accounts lapse over the years because they were not satisfied with changes that were made to the game. Whether those changes were to the art style, the story, social aspects, game design, or changes to their favorite class.
I did not spend the last year of my life relearning and mastering how to do things like we did it 20+ years ago for retail players. I could have taken it easy and just kept doing things like I had done for the past 8 years on retail...because I was much more familiar with it and it actually takes a lot less time to do (height maps on textures do a ton of heavy lifting). Because the reality is that the majority of retail players wouldn't care and would probably actually prefer it. But I felt I had a duty to uphold an artistic vision and integrity that millions of people expect from us. But not just for our players, but for my co-workers past and present who worked on it over 20 years ago. If I could not create something that resembled their work then I failed not only them...but myself.
Please do not take this as me throwing any shade at retail players or the retail team because I am one myself...but I wanted to make Forever as authentic of a Vanilla experience as possible. This involves making decisions wildly different than retail. It means holding the line against changes that create a domino affect down the road. It means keeping friction and inconveniences in the game. It means finding friends and forming groups with strangers and being social!! Because WoWs social aspects have always been the pillar of the game and over the years it has slowly been chiseled away at with changes that allow you play alone.
Since the day I started working on the Riverglades I have lived by three sayings.
"Convenience is the death of the journey."
"If you're making a game for everyone then you're making it for no one."
"Every change we make incurs a debt to the authenticity of the game and sooner or later that debt will be paid."
These are my core beliefs and I had a specific group of people I was targeting with my work. These beliefs cannot be shaken and I will try to hold the line against anything that goes against them and will continue to pester the team about things that feel out of place.
That being said, my hope is that Forever will pull in as many people as possible, whether you are a retail gamer, a classic gamer, someone who hasn't played in years, or even a new player. I hope you can all remember what made this game so special in the first place and that starts with understanding why we are so passionate about keeping it authentic.