Whoo-boy
- A Complete, full high-res Overhaul of Old Azeroth. ( & since we're fantasizing here: make everything 2wice it's size! ) Repair & restore all the zones destroyed in the Cataclysm. No more floating chunks of Westfall, Repair Loch Modan damn & restore the Loch. Deathy's giant dick & balls imprint has been eroded from the Badlands. No more burning chasm dividing the Barrens or broiling lava floes in Stonetalon & Ashenvale. Drain Thousnad Needles & turn it into a lush, vine wrapped & stream filled canyon; & give us a mount racing mini-game in the Salt Flats. The Maelstrom in STV is no longer swirling, but is a deep trench for us to explore & quest in. Darkshore is remade, again... no longer a bonanza zone filled with loot piñatas for max level toons to whack, but has a somber tone, reflecting the trauma of BFA's devastation. Same for Arathi Highlands, It gets the beautiful new zone texture from BFA, but none of the appallingly lazy zone population. The PvP / combat 'Set Pieces' put into place at Cata's launch are removed. They're so uninteresting & were a failure. In theri place are now succinct PvP objectives, with capturable bases & actual conflict. Turn-ins made by players trigger differnt stages of conflict, much like Classic Alterac Valley; & open up zone buffs & perhaps even an insatnce paticular to the conquered protion of the zone. Cata zones are no longer lvl 30+ content, & may be explored at level 10. Cata dungeons remain partially restricted, intoducing Blackrock Caverns, Stonecore, Grim Batol, Vortex Pinnicle to sub lvl 30 players, the rest being heroic level 35+.
- New Homes/ Capitols. The Nelfs take the super-magic World Tree Seed down to the Ruins of Feathermoon. All the beauty, mystery & splendor of Tel'drassil remains unchanged, but it's now off the coast of Feralas. Feathermoon stronghold now becomes the de-facto Auberdine, but with new quests reflecting the new zone. To facilitate this, much of Feralas is remade, reflecting the Kaldorei's repatriation of the zone. As Thousand Needles is drained, the Tauren have abandoned Camp Mojache & it's now a quest objective. The ogres are chased largely from the zone ( forcing them to FINALLY join the Horde! ) through the Questing experience, but the silithid remain & the north west protion of the zone remains 'wild'.
Gilnaes becomes an actual Capitol & the fantastic zones around it remains alive past your Furry leveling intro.
The Darkspear now enjoy an actual city on the Echo isles, instead of a slum in Orgrimmar. Same goes for the Goblins, who haven't done anything with Azshara, other than turn it into Hoboken, NJ. It disgusts me. Give them a Crapitol city off the coast of Tanaris, or an uninstanced version of the MOTHERLOAD, & RE-WILD Azshara in the process.
The Forsaken now dwell IN Lordaeron, not below it. Undercity could become an instance, or a questing zone, full of deadly feral scourge & blight abominations.
Despite the fact that Gnomes make the best kebabs, they remain largely despised & wholly ignored. It's been 18 years & they STILL haven't manged to clean out Gnomregon?! Why not give the Gnomes an un-instanced version of Mechagon as their Capital! Much as the Nightborne enter the game in the Nighthold, the Gnomes could have theri own Capitol be a version of this instance, repleate with all the comforts of any Capitol. Portal ubs, AH, Profession trainers, a Mount foundry... etc.
- MOunt Racing Mini-Game. Think Azeroth's Mario Kart or even a PvP race much like Road Rash! Mount gear could be used to buff them or protect them from hazards. Locations could be all over the world & could be instanced.
- Overall more dangerous world. Mobs just have more HP these days, but they hit like wet noodles & scaling makes everything feel the same. Amend this bu allowing mobs levels to oscillate, perhaps as high as 3-4 levels higher than yours.
- Bring back the Rare Elite challenge. Restore the specific blue gear that drops from the lethal rare mobs that can wipe thier arse with you!
- More interesting & dangerous mobs. A rotating schedule or %chance to spawn for a very dangerous version of normal zone mobs. No real expanded loot, just something to break up the monotony of a scaled world. Something on par with a MoP rare elite's ability to beat you senseless.
- Fix the gear-drop levels. 6 & 3 levels lower for green BoEs, 2 levels lower for Blue BoE armor & trinks, 1-2 levels higher for Epics?! WTF!!!!!! Unfuck this, Blizz!!!! Just make it drop at YOUR level!?!
- A new approach to gearing. Dungeon gear makes you more powerful in Dungeons, Raid Tier gear makes you more powerful in THAT raid tier alone. World Gear ( which there are still sets of around ) has neat bonuses for general play. BUffing the amount of mats you gather for instance, or a re-issue of the beloved
https://www.wowhead.com/item=146669/the-sentinels-eternal-refuge &
https://www.wowhead.com/item=146668/vigilance-perch type gear, really giving you incredible world gear.
LFR gear is on par with base Heroic dungeons. M+ gear scales up to 10 & higher levels grant higher chances at more gear. Heroic raid gear = M+5 & Mythic = M+10.
- Bring back badges for end-game content. Great system for deterministic gearing. Has worked decently enough in SL & it needs to continue into the future.
- Heroic dungeons become 10 man content. Offering fun stuff, pets, cool xMog, unique crafting patterns, mounts & gear that's slightly worse than base Mythic, but has a higher chance to proc terts & gemslots. Encounters introduce M+ mechanics without the immediate brutality or their punishment. Scaling is 65% more hp & 35% more damage, so they fall over quick & hit harder, but won't annihilate uninitiated parties.
- LFR drops base Heroic gear. No more welfare Epics for the plebs.
- NEW Terts. Spell Reflect, Thorns, High Jump, Elemental resistance, Buffed main stats, + gold loot %, ( you tell me what you want to see as a tertiary stat! I'd love to read your ideas )
- Get rid of Heirlooms. They destroyed lowbie/leveling crafting & rendered unique patterns & items useless.
- Remove the 'free LFD loot' bag. yeah, sure it's super convenient. It's lame.
- Remove LFD. the group finder feature remains, but LFD cues from the porch are gone. Dungeon cues are local, say: the nearest town/ hamlet within reach of each dungeon; or perhaps from the Summon Stone itself.
- a rare-drop or expensive-craft widget that allows crafters to make gear specifically for their level
( that one's for US! )
- a 3rd or Neutral faction. Could be complex, considering that most of our major questlines come from Faction leaders; but could also be very freeing & very creative. Possibly, based on rep, you could play through any & all quests in the game on a single character.
- More to do with reps. More quests, dailies, gear/trinks, xMog & unique rewards, additional hearthstones, etc.Get a real feel for being exalted with them
- More Races. OGRES, for starters. Saurok, Kalu'ak, Vrykrul, Tanuka, Jinyu, Wolvar, Furbolg. Forest & Stone Trolls, Skinny 'Asmongold' Humans. Undead versions of each race for the Forsaken.
Hey... why not the SL races?! Tell me there aren't people out ther that wouldn't want to play as Revendreth vampires, Maldraxxi ghouls or Night Fae Fauns?!
- NO FLYING in War Mode. Sorry grief-raids. No more swooping.
- No more FP camps. Have buffed mobs on guard, or make them invisible in some way to the op. Faction.
- Pop-Up instances. These could be mini dungeons that offer simple encoiunters with stronger mobs than a regular quest, or something akin to platforming & exploration adventures; seeing you leap, swim, swing & uncover hidden doors through a fun, largely non-combat oriented experience.
These could ALSO be spawned from rare-drop 'Maps' that you find while adventureing. You get one of these 'Maps' & it leads you to special instance that you or you & a party alone may enter, offering content as basic as a normal quest, all the way up to M+ difficulty.
-Revitalize Abandoned Content. Warfonts are now a PvP instance, Chorghast is just there & drops loot / xMog, Islands aren't about gathering Azerite, but are now about Archeology while still featuring the rare gear drops. PvP Islands are still a resource gathering fiasco with competitive combat.
- Expanded crafting options. Would be monumental, but: If every facet of our gear had an item representative of it out in the world, then we could make gear specifically, just the way we want it; assuming we had a crafter who had the skill to do so. Only a master craftsman has the ability to weave everything into max-potency gear.
We start with
https://www.wowhead.com/item=132520/heavy-scale-shirt As a template. A base [ mail chest ] is the item to be crafted, but as a master crafter you have the ability to make this item with every single crafting mat in the game. If you wanted to make it with something lik 'light scale' to boost the main stat, or 'heavy scale' to buff stamina, then those items are required. If you want to boost it's crit value then you need 'sharp osteoderm'. Vers needs 'smooth turtle shell' Mastery 'opalescent thorax' ( or something? ) get where I'm going.... to add terts, you'll need rare crafting mats like 'wriggling legs' or 'fluffy down' for slow fall, etc. For a very potent crafts, adding unique abilities or properties to gear, you'll need to find very rare world-drop widgets. These could add Stat procs, poisons like a rogues, stuns, freezes, bleeds, etc. For gem slots, a JC would be able to make the additives, allowing for a true master crafter to make... basically, what we farm for out in the world all day, but with rare dungeon blue's & Purp's unique qualities.
Thank you. very much, if you have read this far.