



We are on our way to fix, change and better up the server and its content, based on the community feedback. The server will go through many changes and updates in the following months.







Below we are presenting a partial plan of changes and additions for the first part of what we would like to call a “revamp”. After most of these changes are done, we will present our next bigger part of the “revamp”.







Please be aware that the below list is only a suggestion, coming from the staff towards the players, and not a set in stone plan that we will obey unless the majority of the players accept them.







In a few days, we will also present a survey about this list, for a proper understanding of what the players have to think about it.



We accept any kind of suggestion or opinion regarding the below, be it bad or good. We want to create a strong bond between the Staff members and the players.









Instances and Leveling









Leveling

Discussion

We believe that the leveling, how it is presented right now, is monotonous and bland, and maybe outdated. It does not provide much in terms of learning, and is mostly a time consuming activity to run in a straight line, battling easy to kill mobs for a few hours.

What is our plan

We have two solutions for this: instanced leveling zones or instant level 255.



The third option is to keep the leveling system as it is.







The instanced leveling zones will work like this:



There will be three separate instances

Mana-Tombs - for levels between level 1 and 80

Auchenai Crypts - for levels between level 80 and 170

Sethekk Halls - for levels between level 170 and 255





The dungeons will be soloable, and up to three players can enter in a party



The difficulty of the dungeons will be like of normal dungeons, bringing easy challenges along the way



There will also be a leveling item set for each spec that will scale with the player’s level, removing the need of buying or upgrading your items while leveling



Each dungeon will contain four bosses, along with the usual trash mobs



The players will gain levels only by killing the bosses, which will raise the players to a set level. For example, killing the first boss in the first leveling dungeon, Mana-Tombs, will raise the player to level 20, killing the second boss will raise the player to level 40 and so on



At the end of the dungeon, after killing the fourth boss, a portal will open, leading the players to the next leveling instance







Developer’s note: From our perspective, both options are great. The Instant Level 255 option will make for easier and faster alts, and you can familiarize with the class while gearing up in the starting dungeon. And the Instanced Leveling Zone option will bring a fun way to level up for those who like leveling, and will help into familiarizing with the class faster.













Instances





Discussion

The way the progression is right now seems fine, but doesn’t work for all kinds of players. The raids can either be too long, too short, too grindy, too easy… anything, and don’t follow a set template, where players know what to expect. It also doesn’t really help players who want to log in for one-two hours and waste time in a fun and fast way, or new players who want to start gearing up.

What is our plan

To make the progression fun, and to not steamroll through the tiers in a few weeks from start to finish, we have come to a solution for all of this.







Have the starting tiers be dungeons only, for faster and easier group up. And for the main following tiers, add inbetween dungeons for all the players to have a way to progress, even if they don’t find enough players for a full raid group.





The main progression through the tiers will be done by doing dungeons, and not raids, meaning that to progress, you don’t need to do the raids, but the difficulty of progression will require raid gear. This means that, if you’re at Tier 6 dungeons, and have the full dungeon gear, you will be able to enter in the Tier 7 dungeons, but the difficulty will actually require Tier 6.5 gear. This means that you will always be able to do several activities at around your progression level, instead of farming the same old raid until you get enough gear to go to the next raid.







All the instances will also require only item level, and will no longer require keys.





The dungeons drop Rare Dungeon Gear while the raids drop Epic Raid Gear.





The dungeons will also have a heroic difficulty, which will be harder than the normal difficulty ones, drop the exact gear as the normal difficulty ones, but will have an additional drops of Gems, Enchants, and others. The heroic difficulty dungeons will be as hard as the same tier raid.





All the instances presented below, and all the future instances will be fully custom.





Below we are presenting the tier progression instances:





Tier 1

Scarlet Monastery - Cathedral (3 man Dungeon)

Is the lvl 255 starter dungeon Doesn’t require a tank or a healer. For the usual lvl 255 starter gear Requires lvl 255









Tier 2

Ragefire Chasm (5 man Dungeon)





Tier 3

Shadowfang Keep (5 man Dungeon)





Tier 4

Vault of Archavon (10 man Raid)





Tier 5

Hellfire Ramparts (5 man Dungeon)

The Shattered Halls (5 man Dungeon)





Tier 5.5

The Blood Furnace (10 man Raid)





Tier 6



The Botanica (5 man Dungeon)

The Mechanar (5 man Dungeon)





Tier 6.5



The Eye (10 man Raid)





Tier 7

The Arcatraz (5 man Dungeon)

Magisters' Terrace (5 man Dungeon)





Tier 7.5



Sunwell Plateau (10 man Raid)





Tier 8

Halls of Lightning (5 man Dungeon)

Halls of Stone (5 man Dungeon)





Tier 8.5

Ulduar (15 man Raid)



If you have any suggestions about changing the instances from above, you are free to do so. The Tier 1, 2, 3 and 4 can be changed any time, while the rest will be hard to change unless the suggestions are good enough to make the dungeons and raid be tied together.







Developer’s note:

As mentioned above, all the instances will be fully custom, as with every other PvE encounter will be in the future.The progression presented provides an easier way for us to dictate the flow of the progression’s duration and direction. It also allows us to add intermediate content in an easier way.



World Bosses







Discussion

There are already a few bosses, and it’s fine, we don’t want to change that. But it feels like they’re not really that challenging and don’t have any mechanics or things you should actively do besides the normal healing and doing damage. You also have to be in a group to receive loot, and the more players there are, the easier the bosses are.

What is our plan

We want to revamp the current bosses and script them better, and add more type of bosses, which are easier and don’t require a big group. The bosses will also not require any groups, and any player can tag them. For each player attacking it above a certain number, the boss will scale up.







There are three type of bosses that we would like to add, Static Bosses, Weekly Bosses, and Daily Elites.

Daily Elites



There will be 20+ Elites



There will be one available, at random, each day



They will be aimed at the difficulty of three man, scaling up for each player tagging it above 3 players







Static Bosses



There will be a boss for each Tier above Tier 4, meaning four bosses up to Ulduar



Each boss will be tied to its Tier instance lore

They will be aimed at the difficulty of 20 man, scaling up for each player tagging it above 20 players

They will use the Personal Loot system (like on retail), meaning that each player will have a chance of getting loot based on their class (and maybe the chosen specialization)





Weekly Bosses

There will be multiple bosses

There will be one available, at random, each week

They will be aimed at the difficulty of 20 man, scaling up for each player tagging it above 20 players

They will use the Personal Loot system (like on retail), meaning that each player will have a chance of getting loot based on their class (and maybe the chosen specialization)







Developer’s note: The world bosses should be something everyone should be able to tag along, even if they’re not in a group, and the solution is multi tagging, meaning simply getting in combat with the boss will allow you to get loot from it, which is a way better system than being in a group. Also, the personal loot system will make it easier for the players to receive loot, without having to worry about ninjas or item reserves, because they will get loot directly based on the drop chance.







PvP







3v3 Rated Solo Queue

Discussion

It would be a great addition for the PvP community, as it would make arenas more enjoyable. Easy and fast queues without hassle.

What is our plan





How it will work is we will replace the 5v5 bracket with the new 3v3 Rated Solo Queue bracket.



Players will queue as usual, without being in a group and be put in random teams based on rating.

The bracket will be counting towards rated ranks and rewards.





Developer’s note: Having this system will remove the worry of finding an arena partner for a few fast games.









Arena Spectator

Discussion

As with the 3v3 Rated Solo Queue, it is another nice addition for the PvP community who want to learn more about arenas from fellow players, or want to see how their friends are doing.

What is our plan

The players will be able to go to an NPC to use the Arena Spectator feature.



You will be able to spectate a specific match from a list of active arena games, or a specific player’s active arena game.







Battlegrounds/Arenas

Discussion

The Battleground/Arena system needs an upgrade to fix all the issues that it can bring.

What is our plan

We will enable cross-faction arenas, and add an option to disable cross-faction for yourself when you queue for a battleground.







We will also boost up the battleground system to fix the queue script to no longer allow imbalanced teams, not allow groups bigger than three man to queue, and add an anti camping system in the graveyard.







Developer’s note: This is a must have for a healthy and active PvP community. Are you a horde player and your arena partner wants to be a Night Elf, but that means you won’t be able to continue doing arenas with him because you both are not part of the same faction any more ? Cross-faction arenas will fix that issue ! You always get in unfair 3v6 Battlegrounds or getting graveyard camped ? The new and improved Battleground system will fix that issue !









Weekly/Daily PvP Quests

Discussion

To encourage more players to do PvP, we have thought of adding rewarding weekly/daily changing quests.

What is our plan

The players will be able to do three random quests per day for BGs/Arenas for PvP rewards.



The quests will be like: Kill X amount of players, Capture x flags/bases, Play X arenas/BGs, Win X arenas/BGs and so on.







There will also be an weekly Call to Arms with special rewards.





Developer’s note: The PvP quests are a good way to encourage the players to engage in PvP activities .











World PvP Zone

Discussion

The World PvP Zone is for the players who are bored of the same old Battlegrounds and Arenas, or want to experience something different.

What is our plan

There will be one big World PvP Zone similar to Wintergrasp, Tol Barad and Ashran filled with side objectives that will change every few hours, and main objectives that will change daily.







Developer’s note: Some players don’t do PvP because they have done so many arenas and battlegrounds that they got bored of it. World PvP Zones are a great way to continuing doing PvP in a different way.







Classes



Spell Reagents

Discussion

Spell reagents seem useless, and wastes the players’ bag space with useless stuff.

What is our plan

We will remove all the reagents from spells like Symbol of Kings, Soul Shards and such, and make the spells and attacks that require ammunition to no longer consume it.







Developer’s note: Spell reagents do have a meaning if you are a roleplayer, but they seem redundant on a lvl 255 custom server.











Threat

Discussion

The threat doesn’t seem fine for all tanking classes, as some might struggle to keep their threat up if at all.

What is our plan

We will change the current threat system, improving it in a manner to no longer cause any issues for tanking classes. The new threat system will still require proper tanking activity.







Developer’s note: The threat is a touchy subject for some players. Some like tanking to be a challenge and to plan ahead their actions and be aware of their environment and group’s overall threat, and some like it to be easy and simple, and both at all tiers of progression. The new threat system will fix all of that.







Class Buffs

Discussion

Most of the buffs are either useless, or give an increased flat amount in stats which is not scaled with our current cap level.

What is our plan

We will update the buffs to give a percentage increase, the final result being a scaled stats increase with the cap level.



For example, we will update Devotion Aura to give a +10% Armor instead of flat armor increase, or update Hunter’s Mark to give an +5% increased ranged attack damage instead of flat damage increase.







Developer’s note: We are doing this so no matter at what item level you are, the buffs to show a difference.











Revive Spells

Discussion

Some classes have their revive spells benefit from haste while some don’t.

What is our plan

We will balance all revive spells to no longer benefit from haste and have their original cast time unchanged.







Developer’s note: We understand that the revive spells are supposed to benefit from haste, but with how high haste is, the revive spells can bring more issues than benefits if they can be cast almost instantly.







Others







Questing Hubs

Discussion

There are a few questing hubs to help the players catch up to the higher tiers, but we want the questing hubs to be something significant and provide great rewards.

What is our plan

There will be a few questing hubs for the players who want to do more than instances. The questing hubs will have a few normal and daily quests, and you will be able to grind reputation for rewards such as mounts, pets, transmog items and significant gear like trinkets with special effects.







Developer’s note: The Questing Hubs are the PvE equivalent of the World PvP Zones. A way for the players to do solo player activities and a good environment.









Brawler’s Guild

Discussion

The server lacks fun activities such as Brawler’s Guild.

What is our plan

We will use the same system as Blizzard’s Brawler’s Guild, but with different encounters, rewards and leaderboards.











Item Teleporter

Discussion

Only the donors have access to such items. It would be nice for the non donor players to have one too for convenience.

What is our plan

The non donor players will have access to an item teleporter similar to what the donors have, but only with the basic locations. The donor item teleporter will be unchanged.







Developer’s note: As mentioned above, the donor item teleporter will not be changed and never be useless. The non donor item teleporter will only have teleport locations such as the mall.









Dungeon Finder





Discussion

With the new instances coming through, there has to be an easy and fast way for the players to do the dungeons without the hassle of creating a group.

What is our plan

We will use the normal Dungeon Finder, and add the new dungeons inside it for the players to use.











Raid Finder

Discussion

Same as with the Dungeon Finder, the groups that want to look for more players to join their group, can use the Raid Finder to set up different requirements and speed up the raiding process.

What is our plan