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On 10/10/2023 at 10:35 PM, Wolfenstein said:

We came up with additional, potential perks:

- Making class abilities not consume reagents (e.g. Soul Shards) - you would still need at least one in your inventory due to client limitations but it would never be consumed.

- Making class buffs (e.g. Blessing of Kings) persist through death

- Making class buffs (e.g. Blessing of Kings) have a longer duration. Please note that this isn't related to the death persistence perk listed above - could do both at the same time or just either of them. 

 

Let us know what you think about those.

Does that include hunter arrows?

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On 10/10/2023 at 10:35 PM, Wolfenstein said:

We came up with additional, potential perks:

- Making class abilities not consume reagents (e.g. Soul Shards) - you would still need at least one in your inventory due to client limitations but it would never be consumed.

- Making class buffs (e.g. Blessing of Kings) persist through death

- Making class buffs (e.g. Blessing of Kings) have a longer duration. Please note that this isn't related to the death persistence perk listed above - could do both at the same time or just either of them. 

 

Let us know what you think about those.

I am starting Human/Gnome Lock immediately if infinite Soul Shards are implemented, Soul Shards grind is very annoying process for me, i am playing warlock main everywhere since release of wow, great suggestion! I believe this is a thing not only for me and will help Drakedog fans to leave Undead for a while 😄.

I also like very much already suggested perks and especially for honor, rep rate increase and flight masters discover, i think this will for sure make most of the people reconsider Alliance, as it is affecting much end-game grinding time.

If you implement some kind of notification in game client like in the Breaking News field on login screen, where it is stating that Alliance has all these perks will help. I believe not many people search news history of this web page or forums/discord to see this info in advance right before character creation. Or maybe a button on the web page main menu with all the server information and custom changes with one click. Fastest but not best way will be to update FAQ with this info. For me as a newcomer was hard to find this info in one place, i had to dig a bit in the news and social media to find all custom changes before starting, i believe not everyone have my patience to search.

 

 

 

 

Edited by Setris
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On 10/10/2023 at 10:35 PM, Wolfenstein said:

We came up with additional, potential perks:

- Making class abilities not consume reagents (e.g. Soul Shards) - you would still need at least one in your inventory due to client limitations but it would never be consumed.

- Making class buffs (e.g. Blessing of Kings) persist through death

- Making class buffs (e.g. Blessing of Kings) have a longer duration. Please note that this isn't related to the death persistence perk listed above - could do both at the same time or just either of them. 

 

Let us know what you think about those.

Opinion:

Buffs persisting through death could be viable outside raid environments. Dungeons would be less taxing with lengthened durations and this going along with it. 
When entering raid instances if have buff with more than regular time, reduce it to regular time.

I'm neutral about reagents. Something of a mandatory consumable, but they are dirt cheap. 

I'm trying to fixate the idea on keeping raids clean from QoL features, since we all want fair game during raids 🙂
Don't want to imagine ZA with these features.

Edited by BroBeard
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On 10/10/2023 at 4:35 PM, Wolfenstein said:

- Making class abilities not consume reagents (e.g. Soul Shards) - you would still need at least one in your inventory due to client limitations but it would never be consumed.

- Making class buffs (e.g. Blessing of Kings) persist through death

- Making class buffs (e.g. Blessing of Kings) have a longer duration. Please note that this isn't related to the death persistence perk listed above - could do both at the same time or just either of them.

Oh god please don't. Unless somehow it doesn't affect BGs.

Horde already has a terrible time dealing with Alliance and now it's gonna be harder with full buffs all the time on their side. As horde you get some buffs like 1/4 BG, and only at the start.

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am totaly new here actually to wow i only played wow vanilla classic and tpc ( horde )

but when is started looking at the numbers me and my friend said yes horde it is but when saw the perks 

we were considering alliance 

i mean no need to run ur ass to each flight path

no durability loss and no sickness  ( that's hell of a mobilty + encourge to new ppl raiding for new players ) 

shorder cd on hearth

free respec all the time and free dual spec  ( SO MUCJ FLEXABILTY on rolls ammazing )

but when logged in the there were no flight paths unlock we played horde  ( that flight path is a must it is sexy to new pleayers not the ones already in

untill now looking forward the perks to play alliance 

 

 

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I disagree with most measures that make games easier to play, such as reducing reputation requirements for dungeons, adding teleportation, and introducing flying. The decline of the official Battle.net servers began with making the game simpler. Games are about the process, not quickly achieving results. Making a game enjoyable doesn't necessarily mean making it easier.我不同意大多数让游戏变得更容易玩的措施,如降低地下城的声望要求,添加传送和引入飞行。战网官方服务器的衰落始于游戏的简单化。游戏是关于过程,而不是快速获得结果。创造一款有趣的游戏并不意味着让它变得更简单。

I suggest adding some features:

One-life mode for dungeons, where if anyone dies, the dungeon ends, but you can earn additional rewards. However, it's best to limit this to larger dungeons, as 5-player dungeons can become easier with gear improvements. Additionally, determining if a character has died in a dungeon on the server side should not be too complex.一个生命模式的地下城,如果有人死亡,地下城结束,但你可以获得额外的奖励。然而,最好将其限制在较大的地下城中,因为5人地下城可以随着装备的改进而变得更容易。此外,在服务器端确定角色是否在地下城中死亡不应该太复杂。

Adjust balance in the current version, such as strengthening some less popular classes. Currently, the primary damage-dealing classes are hunters, mages, and warlocks. Can you improve the damage output of classes like shamans, paladins, druids, and rogues? In the current version, there are very few choices if you want to play a damage-dealing class.调整当前版本的平衡,比如加强一些不太受欢迎的职业。目前,主要的伤害处理职业是猎人,法师和术士。你能提高萨满、圣骑士、德鲁伊和盗贼等职业的伤害输出吗?在当前版本中,如果你想玩伤害处理职业,选择很少。

Increase game difficulty and extend the version's lifecycle. Many people are willing to play this server because it offers enough hardcore gameplay and enjoyment. If the official game lowers difficulty to push the game forward, it may actually make the game less enjoyable. Playing the game is about overcoming challenges to achieve goals, isn't it?增加游戏难度,延长版本的生命周期。许多人愿意玩这个服务器,因为它提供了足够的硬核游戏玩法和乐趣。如果官方游戏通过降低难度来推动游戏向前发展,那么这可能会让游戏变得不那么有趣。玩游戏就是为了克服挑战实现目标,不是吗?

Increase commercial activities on the official website by adding more sellable items, such as mounts, different-sized backpacks, and even collaborations with peripheral manufacturers, like acceleration server providers, to expand revenue. Sustainable benefits are crucial to ensure a high-quality, sustainable service.增加官方网站的商业活动,增加更多可出售的物品,如坐骑,不同大小的背包,甚至与周边制造商合作,如加速服务器提供商,以扩大收入。可持续效益是确保高质量、可持续服务的关键。

Edited by 9136347
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13 hours ago, Arnamik said:

Honestly at this point.. just throw out faction balance at all and go full cross faction. there is zero benefit to non-cross faction at point.

They trying to balance factions. Not "make horde BG que faster".
Cross-faction will only break balance even more than it already is
_________________________________________________________________
Soul shards/reagents  - very nice bonus..
And buffs through death too - but need some limitation like "not in boss fight"
 

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I just added some further ideas (as a horde player) to maybe make alliance more attractive. 

 

  • Shorter Hearthstone Cooldown 
  • Shorter Racial Swap Cooldown  
  • No Durability Loss 
  • No Resurrection Sickness 
  • Caverns of Time teleport option before 2.4  [should apply to both. The value of this now as a faction balance tool is too low]
  • Increased Reputation Gain 
  • Increased Honor Gain 
  • Unlocked all flight paths 

My further Ideas incl. those above (green check)

  • Free 72(h) Starter-Pack incl. 36 Slot Bag - (this will maybe lead people to consider Twinking/rerolling on alliance)
  • Remove free Fraction-Change - (this will remove any Exploid possability)
  • Remove Attunements for further (A) Chars/Twinks (only need to do it once with an alliance character) - (QoL Update)

Feel free to leave Feedback.

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i reckon making it crossfaction might just fix all the issues. Problem with adding faction balance perks appears to be that even tho horde has higher population, alliance has equal amount of active western guilds. Giving alliance additional game benefits might only further reduce the amount of potential raiders to recruit on horde not including the Chinese population. 

It seems impossible to make a fair balance by adding the benefits to either faction since majority of disparity appears to be within Chinese community that has very little interaction with rest of the server out side of PVP, other than making crossfaction and removing the root issue altogether. Im mainly pointing out my observations based on T6 logs and guild finder channel on discord. 

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It all sounds cool but keep in mind that if you make enough of "QoL" changes it won't be "true" TBC anymore. If you have the drive and want to make TBC great expansion for everyone then more power to you and I hope you succeed but at a certain point you'll have to call it TBC+. I myself would rather play TBC+ with a lot of modifications over original archaic thing so at this point I'm for going all the way with the changes as long as they're good ones.

Maybe addressing horrible TBC arena system would be a good idea. Paying 80 gold every time you make a team and having to start from 1500 rating every time you change partner(s) is such an outdated and pointless system. In WotLK Classic they changed it to resemble more modern thing - https://www.warcrafttavern.com/wotlk/news/blizzard-explains-how-arena-will-work-in-wotlk-classic/ and from what I hear most people are happy with it. I would also remove 10 games per week to get the arena points nonsense because I don't think anything good comes out of it. It promotes really casual gameplay and punishes those who enjoy playing as many arenas as possible. Top players hit certain sweet point of rating at the beggining of every season and even if they need arena points this system encourages them to just snipe 10 arenas and stop queuing after that so they don't risk losing any rating. As a result you who may be lower rated but you'd want to check yourself vs higher/top rated players won't be able to do so because all of them snipe/dodge and hoard their rating. You should get small amount of AP per arena game played or maybe something else that would promote activity in arenas over rating hoarding.

Edited by Someone
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On 10/10/2023 at 3:35 PM, Wolfenstein said:

We came up with additional, potential perks:

- Making class abilities not consume reagents (e.g. Soul Shards) - you would still need at least one in your inventory due to client limitations but it would never be consumed.

- Making class buffs (e.g. Blessing of Kings) persist through death

- Making class buffs (e.g. Blessing of Kings) have a longer duration. Please note that this isn't related to the death persistence perk listed above - could do both at the same time or just either of them. 

 

Let us know what you think about those.

I perceive these to be bigger benefits to me than the previously mentioned perks. Please implement these, or at the very least the one reagent grants infinite use one as it the most harmless one, thank you! 

Edited by suade2
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4 minutes ago, Feto said:

So you guys asked for suggestions/opinions just to ignored all of them...

Pretty sure no one is ignoring anything. Suggestions need to be evaluated and thought upon. Also they need time to implement the actual code.

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  • 2 weeks later...

Update from 11/06/2023 Introduce the following, additional faction balancing perks for Alliance:

  • Unlocked all Flight Paths
  • No durability loss
  • Permanent Rested
  • Class reagents aren't consumed after casting a spell (you need at least 1 in your bag for the spell to work but it will not be consumed)
  • Resurrection Sickness reduced to 1 min
  • Racial Swap Cooldown reduced to 5d
  • Increased Reputation Gain by 10%
  • 100% Profession Skill Gain increase at < 300 skill
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  • 2 weeks later...
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