Video summary
World of Warcraft Forever introduces a comprehensive overhaul of its core systems, prioritizing social interaction and streamlined progression through innovative mechanics like basic campfires. These new campsites replace traditional cooking fires, allowing players to rest, access vendors, and receive one-hour buffs while sitting by the fire, which also supports up to three special crafted objects for exclusive stat boosts that function as replacements for class-specific spells. The game significantly expands its economy with over 600 new profession recipes and food items that provide direct stat increases and experience points, while transmogrification remains an optional feature where players can disable it or choose a classic mode to hide others' appearances; notably, uncommon and rare dungeon loot now grants its appearance immediately to all eligible looters to prevent farming for cosmetic drops, whereas epic raid items retain their prestige by binding to the original looter.
To foster better community interaction and reduce server lag, the infrastructure shifts away from traditional realm selection in favor of distinct "Rule Sets" such as Normal/PvE, PvP, Roleplay, and Hardcore, allowing players to transfer between these environments upon character death with the exception of Hardcore restrictions. This new structure is supported by a Legacy System that rewards revisiting content with shared points spendable on trees for adventure experience, profession material yield, and resource economy improvements, alongside unique naming conventions that permit two names per character to ensure uniqueness within regions. Combat philosophy maintains classic pacing with tactical crowd control where tanks threaten only three or four targets, while stat changes unify Hit and Critical Strike ratings and rebalance weapon skills to ensure healers can quest effectively; racial abilities have also been strengthened, giving each race two active and two passive options that balance offense, utility, and survivability.
The Paladin class receives a deep dive into its toolkit with significant updates across all specializations, including Holy Paladins gaining new abilities like Holy Strike and Lights Vigil for area-of-effect healing, Protection Paladins utilizing Seal of Fury as a ranged taunt with cooldown resets on misses, and Retribution Paladins sharing judgment debuffs via Sacred Arbiter. However, the developer's vision faces criticism regarding specific implementations that feel "sloppy" compared to the athletic dopamine of Vanilla or The Burning Crusade, particularly the new Seal Twist talent which removes the precise timing window required to maintain seals, diminishing class identity and feeling more like a participation trophy than a skill-based challenge. While the current design aligns about 75% with the pre-BlizzCon vision by retaining classic mechanics like Judgment not being on a global cooldown, the speaker argues that Blizzard should natively implement a melee cast bar equivalent for auto-attacks to restore emergent builds and creative talent arrangements rather than relying on external add-ons or player memory.
Ultimately, the feedback suggests that while the direction is largely correct at 70-75%, specific rebalancing is needed to fix clunky mechanics and restore the intended gameplay feel, such as moving Holy Shield to level 11, combining Swift Judgment with Seal of Fury, and relocating Templar's Bulwark to level 31. The goal remains to enable underdeveloped playstyles like Shocking while preserving original mechanics that defined the class identity in previous expansions, ensuring that future updates restore the athletic execution and precise timing that players cherished in the past. By addressing these inconsistencies between Vanilla and TBC versions, the developers aim to create a more cohesive experience that honors the game's history while introducing necessary modern conveniences without sacrificing the depth of tactical engagement.
Read the full video transcript
Now
to get us started, please help me
welcome to the stage someone who needs
very little introduction to this show.
Our senior designer and narrative point
of WoW Forever, Josh Greenfield, or as
you know him,
>> woo,
>> a
one of the good ones.
That's one of the good ones right there.
That's one of the good ones.
>> Hello, Blizzcon. Did you guys have a
great day one?
>> We did.
>> I know I did. All right. I don't know
about you guys, but I'm super excited to
get to talk to you about some of the
fine details on how some of the systems
in WoW Forever are going to work. So,
let's jump right into it. Picture this.
You're adventuring in the wilderness and
run into another player in your on your
factions. This is an encounter you
should be happy to have. Sure, sometimes
that other player may beat you to an
herb node or mining node or maybe attack
the same mob you're about to attack. But
a core foundation of WoW Forever is
serendipitous interactions.
Serendipitous interactions are the
foundations of making friends in online
games. So, how do we make meeting
strangers serendipitous?
In WoW Forever, we've reimagined the
simple cooking fire to support these
types of interactions. Your cooking fire
has now become the basic campfire.
Placing a campfire creates a camp site.
>> I don't know who
>> that allows you and other players to
rest and gain benefits such as vendors,
repairs, trade skill workspaces, and
most importantly, buffs that last one
out. Sometimes it's important to just
slow down a bit and just take it easy.
So, in order to gain your buffs, you'll
need to slash sit by the campfire for a
few moments until you're ready for
adventure.
A basic campfire allows up to three
special crafted objects to be placed at
the camp by players. Each player can
place one object, and each trade skill
has different objects they can place for
a unique buff or utility learned at
different skill levels. For example,
blacksmiths can place a sharpening wheel
that increases strength. Tailor can
place a faction banner that increases
spirit. And herbalists can place an
incense candle that increases intellect.
All of these are variants of and
exclusive with buffs provided normally
by classes such as a paladin's blessing
of might or a mage's arcane intellect.
The first objects are learned at only 20
skill points. More advanced objects can
be learned via blueprint recipes you'll
need to find in your adventures. All of
these objects add more depth and purpose
to trade skills in WoW forever.
>> Overall, we've been having a ton of fun
with camping as we've been testing
internally and we can't wait to arrive
in Elwin Forest or Durar and see people
sitting around the fire getting ready
for battle.
So, on the topic of trade, this is an
area that has been given a massive
amount of love in wild forever.
>> Even outside of what I just described
with the camping edition, there are over
600 new recipes across all professions
and level ranges.
>> Wow. Okay.
>> Okay.
In addition, many existing recipes have
been overhauled in some way. Even at low
levels, you will feel the impact of your
profession choice in a meaningful way,
and you'll be excited to continue to
level your professions as you go.
>> As a compliment to camping, cooking and
food have also received a substantial
overhaul. Almost all crafted food will
give some form of a of a stat boost as
well as a small XPa. This means you'll
always want to go into battle
>> well prepared and wellfed.
>> We want trade skills to become an
important part of your progression in
WoW forever. And we are planning to
continually add new recipes, materials,
and crafted items to the game as the
game continues to evolve.
So next let's talk about
transmogrification. As Clay said, not
controversial at all.
>> So not question.
>> Trans hog is an important tool for those
who want to show off their
accomplishments or express their
character in a particular way. However,
we recognize that this system is not for
everyone. Many players appreciate seeing
their gear progression and others
reflected in how they actually appear.
So, we've done a lot of work to allow
you to engage with the system as little
or as much as you'd like. Thus, we're
allowing you to choose to opt out of the
system in a few different ways.
>> The first is simply speaking to an NPC
and disabling transmog.
>> You put it on vendor syndrome. What I
say? Additionally, when you log into the
game for the first time, you'll be left
with a mode selector, and that has a a
preset of a handful of settings, any of
which you can reconfigure later. But if
you select the classic mode, the
visibility of other players transmod
will be disabled as soon as you enter
the game.
The goal here is to allow you to play
the game as if transmod does not exist
at all, and you should be able to do
just that.
YEAH.
>> SO, while giving you the ability to opt
out of the system is a good first step,
>> we do recognize that the collection
aspect of transbond has an impact on the
behavior of clicking what needed.
>> Right? So, one thing we asked ourselves
when designing this system is what
happens if I go to Strathol and the mask
of the unforgiven drops? It's It's a
sweet looking leather helmet. It looks
like a bandit mask. Anybody would be
stoked to have it in their transm
collection, right? Do I have to worry
about someone who doesn't need that as
an upgrade, but just wants it for the
mod to roll against me?
>> The short answer is no. Any bind on
pickup uncommon or rare gear that drops
in dungeons will grant its appearance to
all eligible looters when it's quick.
No, actually that is a good thing. So
don't so don't pull your [ __ ]
>> Actually that is a good thing. That is
good.
>> So this means that I was louder than
mine. That's why
>> never be worried that worried that that
warrior is just going to roll for the
mob.
>> So there's no need to roll against
anybody. Everybody just gets it.
Everybody walks away happy. Um,
>> for epic drops and raids, we do expect
groups to have an organized system, but
that's been the case in WoW for years.
So, the appearance
for epic items will be granted to the
person who looted and binds the item
only to preserve the uniqueness and
prestige of epic appearances.
So, for those who do want to fully
engage with the system, the basic
functionality should look pretty
familiar if you've played WoW Midnight,
uh, but with a few slightly more classic
modifications and restrictions. Firstly,
you may only transmog your gear to an
item of the same type, so plate to plate
or cloth to cloth. If you're a healer
paladin and you're wearing like the
robes of the exalted, you'll need
another trans another cloth chest to
transmog over that. However, to support
this, we're adding the ability to select
different armor appearance types per
slot. So, you can customize a single
saved outfit to have both, say, a pair
of leather and male gloves in that
outfit in case you get an upgrade out in
the field that doesn't match what you're
currently wearing.
You will not be able to transmog highle
items as a low-level player either. We
want your silhouette to be relative to
your level.
Once you hit max level, however, all
level restrictions are removed and any
item in your collection that is valid to
be used on your equipped items will be
transmodled.
The primary exception to this rule is
the case of items like PvP gear that
require certain conditions to be met
such as rank. So you will need to have
the rank required to transmog that item
over your exist your equipped items.
If you have the system itself disabled,
you'll still be able to configure and
display your own transmog just in case
you want to do something like enable or
disable your helm slot or your cloak.
And additionally, if you have the system
disabled, helm andcloak visibility of
other players is not affected. This
preserves the original WOW functionality
of being able to hide your helm and
cloak for yourself and others,
regardless of if either party is opted
out of the system or not.
While we love transmob, it was important
to us to make sure to be respectful to
those who do not enjoy it and make its
inclusion have as minimal impact as
possible on the way they play and see
the game. So, there is actually a lot
more to transmog and this was just part
of an overview of the system. We'll be
talking about this more in the coming
days and weeks and blog posts and other
communications leading up to our launch.
And so with that, I am going to hand it
over to Anna Rosendez to talk about some
of our server infrastructure and how
you'll be playing with your friends in
WoW Forever.
And is great, too. She's one of the good
ones, too. She is. She's one of the good
ones. She's one of the good ones.
>> Hi, everyone. I'm so honored to be here
with you. I I I cannot even describe the
feeling. This is a dream for me come
true.
>> Oh, yeah. Yeah. Yeah.
>> Okay. Let's start with it. I am Anna
Rosendez, lead software engineer for the
W forever team and I'm here to talk to
you about the new legacy system and some
server updates. So, let's start with the
legacy system. When Harker came out, we
love the fact that there were so many
people constantly leveling, going
through the journey over and over again.
The team got inspired by how lively the
world felt and wanted to find new ways
to reward you for going again in the
journey, maybe without them facing the
consequences of the daily like of so
deadly of it. So, the legacy system was
created as a way to make leveling outs
more exciting to emphasize the journey
over the destination. With this new
system, you get to have new challenges
you can complete to earn points for all
of your characters. Each character can
use these points to unlock new rewards
in different and exciting ways, making
each of your characters journeys more
unique. So, let's first talk about the
legacy points. You can earn points by
completing legacy challenges across
several categories that you can see on
the screen back here. So let's look at a
couple examples. For example, leveling a
specific class. You have different
milestones from level 25, 45, and 60.
Another example is reaching a particular
skill set like artisan engineering. So
the goal of the earning these points
isn't to force you to do something out
of the ordinary, you know, like killing
an enemy player while singing happy
birthday or something like this. Yeah.
The idea is that the system complements
your existing journey and rewards the
way that you already enjoy playing the
game while maybe adding new challenges
along the way. Okay, but what do I do
with these points? Okay, let me
introduce you the legacy trees. The
starting trees are three uh professions,
adventures, and resourcefulness.
As you earn points, you'll be able to
shape your journey through these trees
and choose the path that best fits your
play style. Let's look at an example of
each of the different trees so you can
get some idea. So, in the adventure
tree, as you can see, we have
well-rested.
is uh quick increases how quickly you
can rent race experience and increases
the cap of the rested experience bar.
Excellent for leveling all of your outs.
An example in the professions tree you
can see the path to full harvest that
increases how many scarce materials you
get from mining hering or skinning. And
depending on the path you take, you can
unlock some pretty exciting perks such
as this perk. In the resource tree, you
can find reagent economy where your
class abilities no longer require
reagents to make buffing easier.
>> I think I think that's okay.
>> Stay with me. Some of some of the more
powerful perks like these ones are very
deep in the trees. So, you're going to
have to make some very tough choices.
But you you have to have so many.
>> What makes this system truly unique is
that the points you earn are shared
across all of your arts. Each character
you have will be able to spend the same
number of points in their own trees.
Whether if you want to create lots of
arts to earn as many points as possible
or you really want to dive and maximize
that particular character that you love,
the choice is yours. So, at launch, the
number of points are going to be capped,
so you're only going to have 16 points
to spend on your legacy trees. We didn't
want people to feel pressure to have to
do absolutely all of the challenges or
for new players to feel like they have a
very long way to catch up. That said,
the number of points is cap, but to
begin with, you can earn up to 65
points. um um even beyond that limit.
But what do you do with those 65 points?
Well, there's uh introducing now the
legacy reward track um where here after
you continue to create and get all of
these challenges, you will be able to
get some rewards like this one. This
very cute little bear. I really want to
get it. So,
>> we're going to we're going to edit
these. rewards are intended to be
cosmetic or prestigebased and should not
provide a competitive gameplay advantage
at all.
>> I do want to add another note about
mounts in Burning Crusade. The offront
cost of getting your mount shifted to
the trainer cost and in Gu forever we
are also making this change.
>> Yeah.
>> Um
>> I think I think some of the legacy level
stuff is okay. So, in the future, we're
going to continue to add new challenges
and new perks you can spend your points
on, and you can imagine seeing things
like maybe new perks in the existing
trees
>> or maybe completely new trees in the
future.
>> So, we can wait for you to get your
hands on this system and discover all of
the different ways to play with it.
I know I already have some idea cooking
and I will definitely have an army of
als to help me shape my journey. So now
moving up to the next topic something
I'm really really excited about as an
engineer especially uh server
infrastructure.
So I want to start with the story. Yes,
let's go.
you know, you know, passionate. But I
want to start to share uh the first time
that I played World of Warcraft. Uh I
was really excited to start playing. I
got this battle chest. I don't know if
anyone also got that battle chest, but I
was so excited. I come in. Yeah. I come
into my house after a mountain of CDs
and just like waiting for all of the
updates to finish. I was finally in and
ready to play. And the first thing I saw
logging in was this
realm by realm. I spent a good amount of
me time trying to decide which realm to
pick. I didn't want to make the wrong
choice. Back then I was like what's
artist? Who's that? I know better now.
But luckily, I knew I wanted to play
with my friends, and me being from
Mexico, it narrowed our options down
pretty quickly to Draari and Ragnaros.
So, I called my friends and asked them,
"Okay, where are we going?" And we
decided to roll characters in Draari. I
do want to do a quick shout out to all
of my original Draari players.
>> Who in the crowd?
>> I hear you. Yes.
Yeah. So, anyways, I jumped into the
game. Um, I probably spent like 30
minutes perfecting my character's
appearance and it took me less than 5
minutes to die. But you know what?
That's a story for a different time. A
few days later though, I was talking to
another group of friends IRL and I told
them, "Hey, I started playing well.
Let's play together." And they told me
they played in Ragnaros. So that was it.
Infrastructure is a very good thing. It
was not the same. So
>> last feel weird.
>> As we approach the development forever,
we didn't just look at our own
experiences. We look at the experiences
of countless of other players like you.
>> One of the trends we noticed in classic
was that players naturally gravitated
towards the same realms, creating these
massive realms and potentially long
cues. We get it. In big realms, you
always have people to group up with a
healthy economy. Someone that has the
recipe for that item you really want at
any time of the day. The challenge is
that back in 2004, the same the game
simply couldn't handle enormous numbers
of players all logged in into the same
realm at the same time. Since then,
thanks to the incredible work of our
engineering teams, we made huge
improvements to the technology. And
today, we can support far more players
on a single realm than ever before. With
that in mind, and living in a world that
is more connected than ever, we decided
to invest even further into helping
players connect and play with each
other. So, in Gu forever, you won't
select the realm anymore because we're
going round this.
>> Wait, this wasn't announced yet. Oh,
>> technology. We're doing it.
>> This actually a huge change. Okay,
that's
actually super impressive.
>> This is one of the things that this is
one of the things that we're not putting
everyone in one giant world. To start,
instead of choosing a realm, you choose
from one of the following rule sets.
>> You know, it's very similar to the
current classic offerings. You might
want to choose normal or PVE as referred
to in classic or some players.
>> There's also
>> in here you can focus on exploration and
only fight others when you choose to.
So, let's do a live survey. Any takers
for normal?
So, let's do it.
>> Um, if you're the kind of player who
wants every trip into contested
territory to come with a little bit of
danger and a lot of excitement, then
player versus player or PVP is for you.
Do we have any PVP?
>> YEAH.
Or perhaps you really want to dive into
the fantasy of the game and look for
other likeminded players, in which case
role playing might be for you. Any RP
enjoyers in the crowd?
>> Yes.
And finally,
4 is available for launch. If you're
looking for the ultimate challenge,
where every decision matters and death
has real consequences, hardcore is your
choice. So, let me hear it. Who's
excited for hardcore?
>> You're so brave. Like, literally, you're
so brave to go into hardcore. While Gu
forever makes it easier than ever to
play with your friends, there's still
some restrictions. Think about each rule
set like a mega roll. Here's how it
works. Factions are still separate. If
your core, my personal favorites. Yeah.
You won't be able to group up with the
Alliance players.
>> Alliance, too. Okay. Alliance. Okay.
Yeah.
>> So, you will only be able to group up to
dungeons and raids with the people of
your same rule set. And if you choose
hardcore, you will be completely
enclosed ecosystem. However, if your
character dies, you'll be able to
transfer to another game room set
>> and now for the first time be able to
transfer to PvP. YEAH,
>> that's actually I I will literally play
I I that's the biggest reason I would
play.
>> And the system I just talked about
legacy system are still accountwide and
will be across rule sets except parkour.
The things that you earn in parkour will
be available in the other game rule sets
but not the other way around.
>> Yes.
>> Um
>> so I'm like chat one react. I also want
to add uh another note as part of the
server updates. Your characters will now
have two names. So you think about it,
you can think about it like maybe a
first name and a last name and here in
the US we're referring to. And now that
names are going to be unique per region.
We wanted you to be able to create
original names like Anna forever. So now
you have the choice of getting two last
name two names instead of just one. So
Going back to my personal story, I have
very fond memories of my time on Rakari.
Those are some original screenshots, by
the way, of like back 2009.
Um, and we recognize that there are
certain benefits and experiences that
come from being part of our realm. Wow.
Forever is a reflection of seven years
of learning for our WOW team. As I
mentioned before, players gravitates
towards bigger realms. I I still think
it's at the same time they really care
about community and sense of belonging.
>> So we ask ourselves
>> why not both
and the result is something we're
incredibly and creatively excited about.
We have updated the infrastructure to
give you the benefits of large realms
with the goal of capturing the essence
of the realm. So when well you notice
this is when you're out in the world
leveling, questing or exploring, you may
cross path with the same players again
and again. Maybe you help each other
complete a quest
>> race for the same mining node or simply
at each other as you pass by, maybe
throw a buff or something like that and
the next day you might see the same
player again and recognize their name.
Over time, strangers become familiar
faces and familiar faces become part of
your community. Or then think about it
like wanted to group up for an elite. As
you're coordinating with your guild, we
want you to encounter your guild mates
out in the world even before you have
grouped up. So,
one crucial thing for me was joining a
server that spoke Spanish like I do. And
for what? forever you will get that
choice for your language preference too
and you will encounter other players who
share that same preference. I also want
to address faction balance. It is very
important for our PP rule set. So we
will have mechanisms in place to shoot
for a core and alliance faction balance
just as we introduced for season of
discovery.
So with all these changes, we don't want
you to have to make the choice between
potentially longer cues at launch or
what would not be your forever run. So
our goal is to give you the best of both
worlds, the benefits of a large realm
while preserving the sense of community.
We're really excited for new communities
to be born and also for you to bring
your own.
>> Can't wait to see you in Azeroth. And
now to talk about the core of the game,
combat, items, classes, and talents.
I'll have things over the 21 veteran of
World of Warcraft, Chris.
>> Okay, here we go.
This is for me. This is the juice.
>> Yeah, this is for me. This is my
>> lift.
>> Woo. Yeah.
>> So, it's been 2 years since we stopped
work on Season of Discovery. What have
the class and item designers been up to
since then? We're going to need to move
quickly. I'm going to talk about our
combat philosophy, exciting changes to
our itemization, new racial abilities,
and finally,
anybody here playing Paladin?
>> YEAH. a deep dive look at all of our
class and talent changes for the paladin
class to illustrate all the class design
across the game.
>> First,
let's talk about how combat works
>> in World of Warcraft Forever.
Our team loves the feel and pacing of
combat in World of Warcraft Classic.
>> So funny.
>> It's important to us that we do not
change how that combat feels. And that
leads to some very important design
decisions. First, keep our classes
simple but with surprising depth.
Keep our classes distinct with each
having unique strengths and weaknesses.
No homogenization.
>> This ping is a little takes you about 15
seconds to kill a creature on your own.
And dungeon gameplay is tactical.
That means crowd control matters. You
need a polymorph vanish
to keep control your healer from getting
killed and keeps the tank from being
overrun from too much damage.
>> And threat matters.
>> Our tanks can only do threat on three or
four targets at once. You can't pull a
whole dungeon all at once.
>> This is good. This is actually good.
Moving on to stats.
One of the things we wanted to do in
World of Warcraft forever was unsolve
the game.
>> We've all been playing classic 22 years
and we know everything. We know what to
do. We know those perfect paths of what
items to get.
>> Expertise.
>> What if all that changed?
>> What if you got to solve it again?
>> To that end, we made a ton of changes to
itemization throughout the game.
>> Yes. And we love having you different
choices how to cure your character with
different stats and those choices
changing based on which class you're
playing, what combat you're in, where
you go.
>> So, we're keeping all of the stats for
Wild Classic and with a few changes, and
also adding more that came in some of
the future expansions. Although, I'll
say we're not adding resilience.
>> Woo!
>> First, let's talk about myself. In World
of Warcraft Classic, hit it was separate
from melee, ranged, and spells. And that
was kind of awkward
enhancement shaman or a rep paladin or
even a warrior who wants your taunts to
land. So, we've unified hit is for all
types of attacks at once, which doesn't
just benefit their paladins,
>> the red paladin buff,
>> but also nodes landing their poisons,
hunters landing their traps, warriors
landing their taunts.
And we've done the exact same thing with
your chance to critical strike that is
also all merged in the same way.
>> Now, weapon skill was probably the
strongest step, especially for melee in
World of Warcraft Classic, but it was a
little too easy to get and a little too
strong. So, you may recall in Burning
Crusade, we removed it.
>> We want to keep it. So, we've rebalanced
it. You can't get quite as much on a
single item as you used to, but you can
get it. It still works. It's still very
valuable.
For our healing classes, one of their
problems was you go to next round, you
get an amazing set of gear, you go out
questing, and you can't kill anything,
right? So, we've adopted and changed
that all of our healing items also come
with bonus damage, so our healers can
enjoy the whole game as well.
>> There you go.
>> Just like Burning Crusade.
>> Also adding many new stats that didn't
exist. Show them those boots from AQ and
the chance to attack the PC version of
this. It would be amazing.
>> Does double duty.
>> Spellcaster oriented weapons now grant
bonus spell damage and healing all the
way down to level 10.
>> Spell casters will now care about their
weapons as much as warriors and rogues
who. Everyone gets to have a more fun
game the whole way along.
One big area of change was trinkets. We
want trinkets to be a more variety and
more different ways to solve problems.
So they're all much more specialized and
targeted specific situations. You got a
magnet full of tricks you're pulling out
for different encounters in different
situations. The war main talisman here
being a great example.
We also added two whole new classes of
effects on items. Some that only work or
work better in certain areas, mountains
or deserts or cities or caverns, and
others that have bonus effects against
different species like Excalibur here
does bonus damage against undead and
swine, whatever that is.
We've done a massive reemization
across the entire game. Every single
dungeon boss has had their loot
re-examined.
Everything is upgraded to rare quality.
Many new items have been added and old
items that maybe weren't up to snuff are
better, but the old favorites, the
really standout items are also still
there.
>> New quest rewards have been added across
the board. A very famous quest is well
known to alliance players. In Duskwood,
you get a quest to go kill the undead
soldier Moratim. You're super excited
about this. You get a group together.
You kill him and maybe your mage or
shaman or
priest, whatever. At the end of the
quest, you get a two of the sword.
That's great if you're a warrior or a
paladin. What about everybody else? So
now let him also hand you back his
heirloom family ring, which is a
fantastic spell power ring.
Another great example.
and you finish all of Hen Hemmet
Nessing's quests in Stranglethorn, he
would give you a master hunter's bow or
master hunter's crossbow. He now also
has a master hunter's wand and this
master hunter spell sword specifically
designed for red paladins to do has
strength and spell damage on it
together.
>> And there's much more itemization for
all of those hybrid specs across the
game than there ever was before.
We've gone through all of our world drop
epics and they've all been revisited.
>> When you see an epic drop, it's an
exciting moment. Oh my god, I made an
epic. And they're often really
disappointing. They weren't that great,
actually. So, we've gone through them
all and made them all much stronger,
much more useful. So, you may see one of
these drop, you'll know you want to use
it or give it to a friend or maybe sell
it in the auction house. and even added
a few ones like this ranged weapon here,
throw weapon here.
All right, next up, racial abilities.
One of the things that we like about
racial abilities in Wild Classic is they
give you a reason to make a new
character, play a new class, play a new
race, see the game through new eyes.
So, we decided to make our racial
abilities stronger and more different
than they ever were before.
>> They're way too strong.
We also added six new race class
combinations.
Gnome priests, human hunters, dwarf
shaman,
>> warp mages and troll warlocks, and of
course, the undead palad
planned to come in future content.
>> That would be cool.
Each race now has two active abilities
and two passive abilities
and an equal similar amount of offensive
power and signature utility and
survivability. I'm going to share
details of dwarves and undead because of
our new options with shamans and
paladins.
Stone form is mostly unchanged, but you
might recall say you were dwarf priest.
There were a lot of those. It increased
your armor and who cares? You had no
more armor. It wasn't doing anything. So
now it reduces physical damage. It
doesn't care how much armor you have.
>> Flying treasure was a useful racial
ability, but it conflicted with finding
herbs, tracking beasts, finding
minerals.
>> So now flying treasure can be active at
the same time as any other tracking
ability.
>> So you can look for iron nodes and
treasure at the same time.
>> That's cool. That's good. That's good.
Inspired by him at Nestingwary, dwarves
now have big game hunter, giving 5%
increased damage to beasts. We really
like abilities like this because they
give each different character in your
party or raid a chance to shine on a
different encounter. There might be a
fight where you're fighting humanoids
and the and the rogue is the best.
You're fighting undead and paladin the
best and you're fighting a beast. The
dwarfs are going to get a chance to
shine. So, there's a reason to bring
everybody. Everybody gets their moment
in the sun.
Finally, mace specialization is a good
example of how we changed weapon skill.
So, weapon skill used to be only good
for melee and a little too strong, but
now while a dwarf has any kind of mace
equipped, they get 1% increased crit
chance to their spells, melee, and
ranged abilities.
So, those shamans and priests will now
care about having a base crit and
benefits from this ratio.
Let's move on to the undead.
Well, of Forsaken was a little bit too
strong. It gave you immunity to these
effects. Now it simply breaks them, but
we've made up for it by giving them a
lot of new stuff. Cannibalize now
doesn't just give you health back. It
gives you mana back
fantastic for those paladins.
Underwater breathing is as it always
was. But remember in Wild Classic that
that breath bar is really short. So that
increased amount of time underwater, it
makes you able to do a lot more. And
finally, the big one, touch of the
grave. This new ratio for the undead
gives them the increased damage and
survival that they never had before.
Each of your attacks and spells has a
chance to drain health from the target,
doing extra damage and also healing you
and keeping you alive.
That's just a taste of our racial. Don't
play down the wall.
>> They sounded like the most reluctant
clap. All the grumbles, they're like,
"Dude,
>> let's talk about classes."
You turn into talents.
>> The first I want to talk about are
philosophy on talents.
>> Okay. Okay.
>> All classes still have three talent
trees. They still have seven rows. They
still have those onepoint talents at 11,
21, 31. The gold medal talents we call
them. We've even added a fourth gold
medal talent at the 16 mark in every
single one of the talent trees.
Many talents are exactly the same as
they were, unchanged.
from 2006.
>> Look at how similar this shape is.
>> But many have been updated and improved
and new have been added.
>> In particular, there were a lot of
talents that gave you better buffs,
improved battles shout, divine spirit,
busting of kings, improve, they're all
gone.
>> All of those bonuses are now baseline to
the entire class. I
>> agree. This is this challenge. It's
>> a good challenge.
>> And what's great about that is it makes
room for more cool stuff. Our
goal is to make sure that every single
one of our 27 talent trees is a viable
option to bring to your dungeon or raid
group.
>> Every class, every spec is worthy to
come,
>> but no class is so strong or spec is so
strong that you want to stack them. And
they're they're not equal. They all have
different distinct strengths and
weaknesses that they bring to the group.
>> So, we don't have time to look at every
class. So, let's take a deep dive look
at Paladin.
>> Not all.
>> First, what changed for the whole class?
I don't know how many people here played
the 2004 beta. Probably a few. I did.
But, Palad is back then an ability
called Holy Strike that got cut before
the game was shipped. We brought it
back.
All paladins learn holy strike, giving a
little bit more melee damage, doing holy
damage based on their weapon to the
target.
>> The 12c cool down. And every one of the
three paladin trees has ways to improve
>> my crusader strike implementation.
>> Judgment no longer consumes your seal.
>> People don't understand. They don't
play.
>> It's not good.
>> You have better things to do.
We've added a new seal called seal fury
retail players.
>> It is our answer to tanking paladins.
And yes, you can tank as a paladin. Does
three things.
First, every time you swing, just like
with seal of righteousness, it does
damage to the target, but it doesn't
matter how fast your weapon is. So, the
faster your weapon you use, the more
damage it'll do and more effective.
It grants a small absorb shield to the
paladin, helping them stay alive a
little bit. But most importantly,
judgment of fury is your new taunt.
Taunts the target.
And this is particularly interesting
because Growl and Taunt have a 5 yard
range and judgment has a 10 yard range.
So Pal's got a little bit more reach to
reach out and grab something and brace
the fight than the other tanks have.
Finally,
>> we have to make some changes to
consecration.
>> Those of you who play
know that paladin consecration team can
dominate damage tanking runs
>> and we want to maintain that tactical I
was talking about where you can't just
build the whole dungeon at
>> I see it. Even the base damage is not
>> consecration now does light damage to
every target that is the consecration
and heavy damage to the first four. So,
you're going to have enough threat on
those first four targets, but not all
the rest. And everybody has to keep
respecting your threat and your ability
to control and not pull the whole whole
room.
All right, let's move on to talents.
Starting with holy paladin talents. As I
mentioned, everybody has improvements.
The holy strike, the very first row of
holy has improved holy strike, reducing
its cool down. Probably every paladin's
going to take this one.
Voice of Truth is their new 11point gold
medal talent, giving some immunity to
silence and interrupts.
Reverence, however, is a big change for
Paladins. Yes, Paladins will now care
about spirit and get regen from it while
in combat.
>> In fact, all of our classes that do
damage and healing via mana will have
talents or abilities that give them mana
back based on their spirit. So, spirit
is worth having on here.
That includes espresso paladins and
resto.
And finally, divine power used to be a
little deeper in the tree. Used to be at
21. It's moved to 61. 16, sorry, to make
room for more stuff, but basically the
same as it ever was. Moving on. Infusion
of light.
It's a new talent that solves a problem
that holy paladins have across multiple
expansions where either they're casting
flash of light all the time and nothing
else or holy light all the time and
nothing else. It's how encouraging you
to mix those spells together and use
your whole toolkit.
Holy shock used to be the 31 point
talent and is now at 21 points in the
talent tree which makes it in reach of a
lot of hybrid PvP builds in particular
and its cool down has been reduced to 10
seconds. You can use it a lot more
often. is going to be key for some
another ability I'm about to talk about.
Consecrated ground plays into the whole
shocketing fantasy for holy.
>> While targets are standing your
consecration, they take more holy damage
from your attacks. And finally, lights
vigil solves several problems for
paladins. The biggest one is they have
no way to heal a whole party at once.
>> Wait, wait,
the same as priests and church and how
they can do that, but Tom is a change.
>> Just keep it full cam because the
YouTube video puts vigil on the target.
uh just
>> one of your friends and the next time
the entire t party of that tart will be
healed
>> and holy shock's cool down will be reset
>> if you're really smart put visual up on
multiple parties and then it's holy
shock holy shock holy shock holy shock
and your whole raid group is back to a
place where they can survive the big
class
>> similarly you can use it on enemies to
do increased damage and again set the
cool down of holy shock to support that
shock window
>> yeah I like
>> moving On to protection paladin talents.
Their new 11point talent is improved
seal of fury which gives them mana back
when seal of fury blocks damage. And
shield specialization combines with it
to give them enough mana to sustain
combat for the entire boss.
So every time you block, you're getting
mana back. And the more things you're
blocking, the more mana you're getting.
Swift judgment solves a problem that all
our tanks have. It's their new 16point
talent. What do you do when your taunt
misses?
>> If you're a warrior, you hit mocking
blow. You hit challenging shout. If
you're dr, you hit challenging roar.
>> If you're a paladin,
swift judgment resets the cool down of
judgment and lets you use it again to
taunt the target again and get a second
chance.
>> Or maybe use it creatively on the pull
to get more judgment debuffs up on the
target quickly.
Templars's Bullwark is their new 21
point talent that plays with their uh
system for forbearance.
It triggers forbbearance. It's prevented
by forbearance, but it also grants you
an absorb shield equal to 100% of your
health, making you a lot more
survivable, but it's a hard choice up
against things like divine shield.
Brecking is an old favorite. It's not
going anywhere, but it's been improved.
Like tanks are supposed to be
incredible, right?
So reckoning now has a chance to trigger
every time you block. And if you're
tanking more things, you're blocking
more things, getting more extra attacks.
>> Finally, iron grade is a deep talent in
prot when you use your holy strike
reduces your damage you take for a few
seconds by 10%. So a very careful
paladin can help their healers keep them
alive those critical moments by timing
their holy strike.
All right. Finally, retribution.
>> Vindication's an old talent that
everybody skipped.
>> Well, well,
>> what it did was reduce the targets
strength and agility, but in DVDE, it
had basically no effect.
We've reworked it. It now works like
demoralizing shout and demoralizing
roar, reducing the targets attack power.
And by the way, all three of those are
used by the same amount.
Sacred Arbiter is a unique paladin
utility. When paladins judge a target,
the way they have to maintain it is
staying close to judge again or meleeing
that target. But now with Sacred
Arbiter, a red paladin can keep the
judgments up for all of the other
paladins in their party or ring. So you
can benefit from light and wisdom and
crusader at the same time.
Champion of the light is a new ability
deep in the tree that gives increase
spell damage and healing based on your
intellect. So now those items that
increase your mana pool, maybe you don't
want to skip those. Maybe you want those
combined with with strength or attack
power card to do the most damage.
Instrument of the law solves two
problems. One, it makes hammer wrath
instant retribution paladins. And
second, now that their damage is as good
as everyone else, they need a little
threat reduction.
Finally, Twist of Light is our answer to
seal twisting, which you know you love.
>> At least some of you do.
>> So now each time you replace one of your
damaging seals with another seal, you
get an echo to replace
>> be excited about this, but this doesn't
work.
>> And your swing
from both seals at the same time. If you
alternate seal command and seal
righteousness, every swing will benefit
from both seals. But I do know some
people do not like seal twisting.
So using that increased spell card from
champion light, drop this talent, go 21
points down holy and use holy shock for
a shotgun and build on retribution
instead.
>> Yeah man.
>> So he gave paladins some neutrals
care about but the stuff
holes in their toolkit. We don't want to
homogenize our classes. I've had a great
time up here on stage with you today.
Have a great time, everybody.
>> I'm sitting I'm like writing notes on my
phone. Oh, I have a lot to say, Chad. I
have a lot to say. So, here are kind of
like my thoughts on the whole talk as a
whole. First and first, mostly the talk
itself was great. The presentation was
great. I think all the people that you
had up there speaking were like they
presented everything really good. My
interest, you guys know me, I'm like I'm
a gameplay first guy. lore and all that
stuff. I I it's all great, but for me,
it's about the meat is in the gameplay,
the class design, itemization, all the
stuff that I always talk about, right?
And uh that's the thing that I've
probably been the most I'll say vigilant
about like giving feedback on on like
what my opinions are and kind of
relaying what I think the sentiments of
a lot of like the classic WoW community
is and like hey, these are like the OG
classic players. What do people think
about this? Giving some things of like
perspective of a lot of Paladin players
and classic and all this. So, with all
that being said, I feel really, really,
really good about the direction of the
Paladin talent changes. Uh, you can even
go back and look at my own Paladin
talent tree video that I posted right
before BlizzCon. It's it's I would say
75% of what they have here. Now, I
wasn't a Seal of Fury or a Holy Strike
guy. I would have liked to see them
actually put Crusader Strike in the red
tree and uh implement the version of
Crusader Strike from the beginning of
Burning Crusade with some minor change
to it. I think it was a 10-second cool
down at first. Uh maybe reduce the cool
down a little bit and make it holy
damage. And then at that point, you can
modify the numbers and stuff and then
this would have made it something that
is this would have made it something
that if you wanted to do a tri-spec or
anything like that, I think as far as
retribution goes, there's a lot of
gameplay there. Holy Strike right now
does not feel very good. Uh, Holy Strike
just it feels like I have less buttons
to press with Holy Strike. What they're
doing with the direction of the Paladin
class. I think it's conceptually pretty
good. I just think some of the
implementation is a little off. I think
Seal of Fury could be really good. I
wasn't really thinking about Sea of Fury
and like the way they reimplemented
steel fury, but I think that it actually
could be pretty good. My main sticking
points right now are like I have less
buttons to press in classic plus. I have
less buttons to press than I feel like I
have to press in TBC or like when I'm
typically playing in vanilla if that
makes sense. Well, even not having to
recast my seal. A lot of people who like
don't understand like the tactility and
even like the the RP element of the
vanilla paladin. really hard to explain
because I think it even sounds stupid
saying out loud cuz you you seal judge
you take that holy energy and and like
you're imbued with like you know you're
imbued with the the power of the light
and then you expel that energy into your
enemy from a roleplay standpoint it's
really cool it makes sense you know I'm
empowered whenever I have the seal act
from the the way that it's implemented
now it's good that judgment is not on
the global that's nice that judgment is
still not on the global however you end
up having to recast to steal anyway or
you don't. And then there's a lot of
just weird like lag time. I played two
specs of Rhett that I just kind of came
up with and the in the talents for what
was available at level 38 plus five
talent points uh with the legacy system.
Seal twisting sucked.
It did not feel good. Just just brutally
honest outright. Let's say you go all
the way down in red. The 31 point is a
seal twist talent. Like this is what
this is what activates like this is what
unlocks the class in order to be able to
seal twist. I think that's fine. Now,
that's not my preferred, it's really not
my 100% preferred way of doing it, but I
think if they can do it right, that's
fine. The problem, I don't know if it
can be done right after seeing what I
saw in the demo. I saw a lot of people
in like different discords, a lot of
paladins who like, "Bro, this sucks.
This is it feels sloppy. It it takes
away all the dopamine of like hitting a
seal twist the timing and I'm like, man,
if we're talking about gameplay first,
we're talking about all this gameplay
stuff and people that really care about
gameplay and and and this is like the
the identity of their class. They're
absolutely right. When I was playing and
I was seal twisting, it just I I felt
like sloppy. The best analogy I can make
is like, but let's say you're playing
sports. And when you're playing sports,
you're it's very important to be like
boom, like you're running and like you
you need to do certain things a certain
way. like you want to cut, you want to
you want to break down, you want to cut
hard into a route, all this stuff. It's
almost like the new seal twist is like
you're running and it's like a
and it's okay
>> when it's not cuz you're not ever going
to actually run away from anybody. It's
like you got a participation trophy
anyway. And not having that dopamine hit
of like doing a proper seal twist in the
timing window, it changes the way that
you like feel about the game. like just
it was a super sloppy and and I think
the intention is this is the biggest
argument I see in seal twisting I see
two one it's oh well you need an add-on
to seal twist technically you don't but
I agree it's it's like a night and day
difference now the add-on that you need
is simply a weapon swing timer you don't
need a specific add-on you don't need
sledge timer you don't need this you
don't need that that's those are all
conveniences but you need a weapon swing
timer and I I would actually agree with
that now here's my thing I should have
played the game in 2004 I played and
vanilla and burning crusade. I quit
whenever wrath came out and you know I
did the whole like what's going on for
for years and yada yada yada but vanilla
and burning crusade like that's my jam I
played rat I did all this stuff I played
paladin pro rat holy I've done
everything when you start playing the
game I was when I started first playing
the game I was first introduced to add
add-ons I played darker camel we didn't
have add-ons anything you need to
download these mods CT mod you know all
yada yada yada weapon swing timer like
within the first month of me playing it
was almost immediately I've played with
a weapon swing hammer since I started
playing the game. From my understanding,
if you play a melee, especially in
classic WoW, when all classes, a big
portion of your damage is that melee
auto attack damage. It's important to
know when you're going to hit. It's
important to know, you know, if your
swings connect, whatever. This is
something that I think is insane that
Blizzard has not already implemented in
the There's a cast bar. It's the same as
a cast bar. It's the melee version of a
cast bar. Why is that not in the UI
built in anyway? So, while I agree
Blizzard should just dude, you have
somebody that can write up a weapon
swing timer in a week a 5 minutes,
there's no way that they can't implement
it into the settings in I I don't know.
It's got to be like this. It's so easy.
It has to be like I mean I just and I
get like there's a lot of things in
development that the layman, the the
average player, me, whoever, we don't
understand, right? We're not devs. We're
not this, but it can't be that hard to
add a swing timer. It just can't. And
that's like the biggest thing for that.
The other thing is like, dude, just get
an add-on. Now, the next part of it is
people saying, "Oh, well, I don't think
it's good good gameplay to look at your
swing timer uh the whole time." Like,
bro, what? You don't stare at it the
whole time. You pace it out. You know, I
know that I'm swinging every 3.8
seconds. I got a corpse maker, right?
I'm swinging every 3.8 seconds, right?
Okay. Look, I'm not counting 3.8 seconds
in my head, but I'm counting three.
Counting three and a half, you know? And
you can feel it. There's a degree of
that that's like it's you got to
understand it's skill issue. Not
everything is handed to you. So a lot of
the biggest arguments that I see against
seal twisting and and I know that's not
nice and I know that's going to make
trigger people whatever but it's like
it's skill issue and that's exactly what
the concept of the the the twist of
light. The easy I call it the easy twist
is. You get an echo. It's a buff that
stays on you. Conceptually it's good. It
gives you a two-way twist instead of a
one-way twist. But man is it sloppy. And
it it is not even good. Why? Because the
implementation of all the seals is not
the exact same. I don't know if seal of
command is still seven procs per minute.
I I I'm actually need to ask Chris. I
need to ask them and just find out
because the seal of righteousness is not
the same as it is in Burning Crusade. It
might not even be the same as it is in
vanilla cuz I had my combat log up and I
was doing some demo testing the other
day, yesterday, and somebody said, "I
think I just saw your seal of
righteousness crit during the demo and I
was like, wait, what?" So, there's a lot
like I'm still going to be there like
pushing for, hey, like let's get the
best version of the Paladin we can. Uh,
that's that's right. It's balanced. It
feels good. It not only is like, hey, I
I still have like the way that I play
the game as like a classic Paladin
player. I can still play my game and I
can still feel like I'm playing my
class, but also enabling like some new
play styles that that feel like emergent
for people that maybe want to either be
experimental and try something new or
like like supplementing shocket in big.
I'm a big believer in that. I think they
they I think the shocket and stuff is
great, right? I also think holy holy
shock at 21 point all that. I'm all
about all that. I I think there's still
a long ways to go and like I said, it's
what I would think and what they think
is like probably 70 75% or so like the
same. But u after doing the
implementation, I think even for me, I'm
like, man, I think the seal twisting
talent is just not the way to go. And
they just need to make it like Burning
Crusade, the the Burning Crusade seal
mechanics. They they got to figure
something else out and work on the
rebalancing a little bit. These are my
thoughts overall them talking about
horizontal progression, reitemizing the
whole game, uh showing a lot of like
flavor text and some of the stuff. I
think the rest of the stuff was really
good and it's a lot of stuff I'm a very
firm believer in. Uh I think when it
comes to the the class talents and that
that kind of stuff. And by the way, this
isn't just for Paladin. I'm kind of like
digging into Paladin specifically
because of the talk was was Paladin
related and me I'm the Paladin, you
know, I'm the Paladin guy. I I was
taking a look at some of the other stuff
and it's just like it doesn't seem to
hit the mark exactly right in terms of
both like power and play style. These
are like the three main things with
class design that I think is so
important for classic forever, WoW
forever, classic plus, whatever you want
to call it. One,
you have to maintain the original play
styles of how classic players play their
class. The reckoning change, I was like,
"Thank you." I'm telling you, that is
one that I'm like I was so big on. Yes,
they they they basically the original
implementation they were going to kill
reckoning, right? They came out with a
new one that that supports both tanking
and r reckoning, holy reckoning, all
that all the old builds. Amazing. Thank
you. I'm so so thankful for that.
Maintain those different ways to play
the game. Two, take those
underdeveloped, underserved types of
play styles like a shakaden for example,
and let's enable those. Let's give those
some some tools that they can work with.
Let's give them some things that they
can, hey, I want to be a shocket in hey,
let's let's buff this up a little bit
and give you some more opportunity.
Amazing. I think they've also taken that
to heart and they did that. Three, take
like that category of specs that we're
talking about in two and we need to kind
of say, hey, this was an opportunity in
vanilla. This was an opportunity in
Burning Crusade to come up with emergent
new specs that are seemingly,
but they're like almost like happy
accident type of specs that are
experimental and they're they enable the
player to be creative with their builds
and they play the class, not the spec.
Now, I think that they did an okay job
of this. Specifically for Paladin,
there's some things that I would move
around in order to enable this. I think
Holy Shield being the 21 point or sorry,
the 31 point is a big miss. I think this
should be the 11 point. I think the
paladin should get that at 21. I think
swift judgment is a cool concept and and
it's actually it's it's good for tanking
because it's like a backup like oh my
taunt resisted swift judgment go again
for seal of fury but I think that they
should take swift judgment and improve
seal of fury and combine them in some
way cuz that's not something that is I
think they should combine the talent
somehow and take holy shield and and
roll it up to the 11 point and I think
they should take the bubble forbbearance
thing Templar's bull work they should
move it down to the 31 cuz I think to me
that sounds really strong, but I I
haven't like done extensive testing on
it obviously. So I think what needs to
happen is there needs to be some kind of
new implementation. I said just throw
Avenger Shield in there, but I don't
think that's actually like the best
option. That's just kind of like I can't
really come up with anything else. So if
you guys have any ideas about that, uh
let me know. Or if you guys have any
other ideas of like how they could fix
Twist of Light cuz it I'm telling you it
feels bad. Not having the timing
elements even like whenever you don't
miss your even like not losing your seal
feels bad. feels clunky, slow. It feels
unathletic. That's how it feels. And for
me, you know, dude, I'm like freaking
TBC rep paladin, you know,
multi-gladiator, san television,
scareboard, grand marshall in one week,
the grand crusader, you know, very I I'm
sleek, you know, jacked, tan, and etc.
Like, dude, I want to feel athletic when
I'm playing my retribution paladin,
right? Very the the athletic gameplay.
Okay, that's what we are. We got we got
athletic gameplay when I'm playing in
Burning Crusade and and I'm not I'm not
feeling that way whenever I played
Classic Plus whenever I played Wow
Forever. So anyway, that's it. I hope
you guys enjoyed the YouTube video. I
hope you guys enjoy all the Blizzcon
coverage. We do everything here. We do
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You can always find me. All the VODs are
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time. Thank you guys for watching. Thank
you guys for being so supportive during
BlizzCon.