BookNQuill
Member
LEVEL 4
140 XP
I swear I have no Idea how I got roped into doing this .-., never owe favor to your friends guys, never owe a favor to em.
I didn't see it was against the rule even though I know this site is generally meant for advertising but I also saw old posts that talked about concepts. So If I did break a rule which again I read those pretty well and hopefully not, that the moderators would just simply delete the post and maybe redirect me elsewhere?
I couldn't find a better subreddit but I'm also not much of a redditor so I wouldn't know how to use it. Anyways without further ado I wanted to create this concept about a WotLK Custom Server, and I wanted to it to go above and beyond then what most are doing when it comes to "Plus!" Servers.
I actually have my own dedicated trello board which I use in my free/spare time, feel free to take a look at it here. You might notice a lot of features weren't originally my own concept, but merely my own take on it. Some are just ideas and most likely in a hypothetical situation where this server comes to light, will never happen.
A lot of it is me throwing out ideas, a lot which may not even be refined. Anyways enough about that, let's get to main talking points.
A 3.3.5a WoTLK+ server which I've decided to temporarily call WoWER WotLK as a silly choice, will feature the following. (Note: Or we might call it Passion, as in a Project of Passion, cause that's what this is. Who knows)
To be continued below....
I didn't see it was against the rule even though I know this site is generally meant for advertising but I also saw old posts that talked about concepts. So If I did break a rule which again I read those pretty well and hopefully not, that the moderators would just simply delete the post and maybe redirect me elsewhere?
I couldn't find a better subreddit but I'm also not much of a redditor so I wouldn't know how to use it. Anyways without further ado I wanted to create this concept about a WotLK Custom Server, and I wanted to it to go above and beyond then what most are doing when it comes to "Plus!" Servers.
I actually have my own dedicated trello board which I use in my free/spare time, feel free to take a look at it here. You might notice a lot of features weren't originally my own concept, but merely my own take on it. Some are just ideas and most likely in a hypothetical situation where this server comes to light, will never happen.
A lot of it is me throwing out ideas, a lot which may not even be refined. Anyways enough about that, let's get to main talking points.
A 3.3.5a WoTLK+ server which I've decided to temporarily call WoWER WotLK as a silly choice, will feature the following. (Note: Or we might call it Passion, as in a Project of Passion, cause that's what this is. Who knows)
- Specialization Kits: Inspired from later expansions, all classes will now have Specialization Kits to choose at level 10. The most notable difference is you are NOT locked to any role, and these specialization kits are chosen and designed carefully so that things can still be somewhat "universal" without over-homogenizing it.
- In the situation of Retribution Paladin, you'll change very few talents to go from PVE to PVP, as well as well as situational talents that need to be changed during raid time. So the Spec Kit will take the mostly ret-only talents such as, Crusader's Strike, Divine Storm, Sheath of Light, Judgements of the Wise, Righteous Vengeance, Art of War, Sanctity of Battle, etc.
- Note: You may see Seal of Command in there and yes while Prot Paladin has a build that uses this, I've reorganized it to where Prot will have its own possible substitute that works similarly but better for Prot.
- The Goal here is to think about what should and shouldn't be in a Spec Kit, to kind of balance the Core Class, The Core Specialization (Or in other words, devotions/subclass), and what should be readily available to all specs.
- For classes like Death Knight, you'll notice that's a little more complex because in Wrath, both Frost & Blood could be tanks, and Unholy could off-tank. Meaning we have to balance what we believe is more all death knight but what is also more in tune with that Spec's Identity.
- We've taken the liberty in this case to pull new abilities from later expacs to help fulfill that Class's Identity. The reasoning behind this is I believe Blood is more of a vampiric fighter, meaning relying on leeching health from enemies whether to defend themselves as a Tank or take down others as a DPS.
- I haven't officially lined out how exactly this would play but a mere base concept is available. As for Frost, when I think Frost and Shadow, I think something heavier, slower, tankier, so it keeps its original variant of Frost Presence for Tank in heavy armor. It still plays on the Classical Frost Tank DK with some modifications to make it feel more tune.
- This brings me to another point, with DK I want essentially for you to have the ability to change your Presence to help encourage a certain playstyle, but I also still want it so you don't feel forced, so you can take Frost Presence as an Unholy or Blood Tank as it was originally intended in Wrath. This means we have to be careful and balance what should be Universal or not universal between all specs.
- In the situation of Retribution Paladin, you'll change very few talents to go from PVE to PVP, as well as well as situational talents that need to be changed during raid time. So the Spec Kit will take the mostly ret-only talents such as, Crusader's Strike, Divine Storm, Sheath of Light, Judgements of the Wise, Righteous Vengeance, Art of War, Sanctity of Battle, etc.
- Universal Talent System: This is another feature. Each Talent Tree will be based heavily for that Class, there is a possibility of some talents that may end up in the end Spec-specific, but generally it's to help improve and build playstyles for each Spec.
- Death Knight again is a great example of how this can allow each spec play in various ways, from an Unholy Tank who takes command of his minions, uses his "Boneweaving" to protect himself (hence the addition of Marrowrend which I believe is more Unholy then Blood), and to take damage away from allies.
- Or you can just go for a classic Unholy DPS with possible fun new mechanics such as a speedy shadow knight who dual-wields his weapons to flurry the enemies with rapid diseases.
- Whereas classes like Paladin is a more solidified in its own core class/spec. Retribution Paladin becoming more of a dervish like fighter or a heretic dual-wielder (with some Scarlet Crusade inspiration). A Holy Paladin that can sacrifice itself in order to protect others (inspired by Retail's martyr builds), or even a holy paladin that's more of a damage/healing hybrid, using auras and temporary auras to empower itself and other allies.
- This is where things become the most trickiest, "What should stay as talents, what is obsolete, what should be part of the Spec's core kit, what should be baseline?" These are questions that need to be answered. "Will Universal Talents have a single talent that can completely change the way you play your class?" Potentially, but possibly not a single talent alone. "What about Glyphs?" No comment.
- PVE FOCUSED! Yes I think you might've noticed now, we are purely PvE focused! PvP is of no concern to us...I mean me, who am I kidding, I don't got friends otherwise I wouldn't be here. I believe PvP and PvE should have separate balances instead. However, I will not elaborate further cause that is not the topic of the post.
- Raids & Dungeons: In this project we want to change Raids & Dungeons in a way that would be as if it were originally intended. Blizzard's reasoning for the Subscription model was originally because they were going to simply "release mass patches of content over time.", meaning there wasn't even an indication of Expansions at that time so Level Caps wouldn't have been a thought
- In this project we change to what we believe would be what WoW could've been had it done something like that. Old Raids & Dungeons have been brought back into life and been given a place for those at the Endgame.
- Dungeons: For Dungeons, we didn't want to bring ALL of the lowlevel dungeons to 80, otherwise we'd have too many. So did what we thought was fit, adjusted lower level dungeons to be better, including taking examples from other private servers where the dungeons had better scaling as well as splitting certain LARGE dungeons into smaller parts for efficiency.
- Raids:As for Raids, we've even brought Blackrock Spire, both upper and lower, into a raid of its own. Each Raid has its own intended Player Amount, as in Molten Core being a 40 man, will naturally be a 40 man raid. There is a flex difficulty but Flex Difficulty is what we consider our version of "LFR", the learning ropes, so you can flexibility from 10 - 25, and also earn gear that's still considerable upgrade.
- Normal Raids will be as the original raid intended with small altercations, meaning you will have a 40 man Molten Core that's adjusted to be level 80.
- Heroic Raids will be the same as the original raid but merely harder.
- Mythic Raids will be where it brings in new mechanics to make the Dungeon with more Pizzaz, while also gaining better gear.
- Challenging Raids. So there's a bit of confusion between this and Challenge Mode. You can select Challenge Mode on any raid/dungeon for increased rewards, but the Challenging Difficulty itself is an INTENSIFICATION of the Raid. It has the new mechanics of Mythic Raids and heavily increased difficulty.
- The only exception is you'll notice a 40 man Icecrown Citadel is planned. The reason behind is this, is seeing as Icecrown Citadel is the last raid in this Era of WoW, we want it to be the special one without giving the raid too much flavor that none of the others get.
- New Raid: Scarlet Citadel
- Yes, you heard right, you think because you heard this from a certain Vanilla server that they were the first to think of this? Nah who HASN'T thought of making a raid of Scarlet Monastery. More Information on the Trello Board.
To be continued below....