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I suppose, unless there's an old Warcraft thread lurking around.
Personally I'd have no problem with talking about WC 3 here.
Shorter version of my post from the last page.
What does everyone think of giving a sort of Allied Race treatment to classes? These "Class Variants" would be a package of cosmetic featuresnote change to spell visuals/names/icons, extra transmog options, etc. that lets you play a Priest as a Priestess of the Moon or a Shaman as a Tidesage.
These would not require rerolling and could be activated/deactivated at minimal cost on existing characters. In some cases they would be activated by default, so if you have a Kul Tiran Shaman they are a Tidesage from character creation, but I think it would be best for them to be available at least faction-wide in most cases if you wish to complete some fairly lengthy unlock requirements.
That's actually not a bad idea. They came pretty close to doing that with the Death Knight and Demon Hunter introductory quests.
What they could do is put in a class quest that you do to unlock special abilities - but there's no going back. Once in, you're committed. Changing should be impossibly hard.
That way, those who want to play old style can play that way, and those who want a change can switch over.
The main reason why I want it to remain hard is so that people don't keep switching classes over every time the Flavour of the Month changes due to the inevitable buffs and nerfs that accompany the "rebalancing".
That would be an pretty cool idea yeah. You could give Trolls Shadowhunters (repackaged hunter? warlock? rogue?), Human's Necromancers (repackaged Warlocks), and such.
I remember how much other hero classes like Necromancer, Blademaster, Shadowhunter, and a few other were begged for constantly. Repackaged classes could probably satisfy that want and introduce something new without creating more balance problems.
It could also be a way to introduce a few new race/class combos:
The reason I think switching back and forth should be relatively easy (maybe not as simple as pushing a button, but not something that would take multiple hours of gametime to accomplish) is because this concept functions as a cosmetic skin that is layered on top of existing class mechanics.
Think less new classes and more Green Fire Warlocks.
There can't be any FotM class variants anymore then green fire Warlocks can be the FotM over regular Warlocks.
Due note that this actually existed back in vanilla/TBC with priests, each race of priests had a unique skill. Trolls had a shadow version of Lightning Shield, Dwarves had Fear Ward, Blood Elves had Consume Magic, undead had Devouring Plague and so on.
Yeah, and I get why they went away from that since it wasn't practical to balance. Which wouldn't be an issue if the class mechanics are the same. The one potential compromise is spell damage type, but nowadays spell damage type is almost never important even when it has any impact at all.
A couple more class varient ideas:
Spiritwalkers - Shaman who have many (but perhaps not all) of their elemental abilities swapped out for attacks empowered by ancestral spirits.
Loa Priests - Priests with Loa-themed abilities replacing many light and shadow attacks/abilities. These can be seen as the Horde counterpart to the Priest/Priestess of the Moon varient.
Lightsworn Priest - Priest whose shadow abilities are replaced with damaging Holy attacks.
Voidcaller Priest - Inverse of Lightsworn Priest, all holy abilities are cpmverted into healimg shadow spells.
Edited by Falrinn on Jun 3rd 2019 at 4:35:12 AM
Also can we have shadow priests that aren't crazy Old God worshippers back? Something like Draenei Soulpriests, maybe?
Plz k thnx
NO! You'll have your Old God Hentacles and you'll LIKE THEM!
(but seriously, I'm still bitter about that)
Edited by Reflextion on Jun 3rd 2019 at 4:32:06 AM
To be fair no playable character really worships the Old Gods or the Void, they just use the powers of the void as a tool.
Of the ideas I'm throwing around, the closest would probably be Loa Priests, since their Shadow spec could emphasize the darker powers of the Loa.
Edited by Falrinn on Jun 3rd 2019 at 4:34:45 AM
And their method of using the void as a tool is to go crazy with its power. Very brilliant.
Eh, Shadow Priests don't all go crazy with its power, just most of them. Game mechanics aside of course: the literal mechanism for Insanity involves letting the Void make you all crazy and tentacley for a bit.
Edited by Fighteer on Jun 3rd 2019 at 4:39:54 AM
The old racial priest abilities had balance problems and is pretty much why they removed them. I remember people on the Alliance tended to go for dwarf priests as the dwarf racial was really good. So good infact that Blizzard made that racial a baseline priest ability for all priests regardless of race.
You also had atleast a couple other racials that were borderline useless or only saw situational use. The night elf priest racial for example was only for flavor really, although I think some shadow priests used it.
Priests are definitely a class that plays really well with class variants, arguably too well since it's likely that some obvious choices will get left out.
To cover all the major bases, we'd need at least Priestess of the Moon, Loa Priests, Lightsworn Priests, and Voidcaller Priests. That's 4 variants, two of which would be available cross-faction, and most classes have maybe one or two and sometimes with some real stretching.
Take Warriors for example, the only option I can think of is to use Spellblades (ie like Spellblade Aluriel from the Nighthold), but I kind of feel like a merged arcane magic melee class could actually be it's own proper class, plus while I do think it's not a big deal for spells to change between different magic damage types for class variants, abilities switching from physical damage to magic damage is a whole different matter.
I always liked the ideas of a spellblade, battlemage (melee spell casters), or spellbreaker class.
I am not sure if changing the damage type is really that big of a deal nowadays. In the past it was due to resist gear and certain enemies having certain resistances but they removed the resistances back in late Cata I think.
I guess maybe in PvP it might cause issues....
Edited by Wispy on Jun 3rd 2019 at 8:16:21 AM
Hell, they made fun of the resistances in Cata in a Mt. Hyjal quest.
I don't remember that one. ^_^;;
I mean, Priests have always been about the balance between Light and Shadow. Discipline Priests are kind of the poster boys of that line of thought.
Same goes even for Void Elves that way - they are afflicted by the Void, but they've learned to corral the whispers and use it for a good purpose. Noble, even.
There is a quote somewhere in the game that goes something like "Only the Brightest Lights can cast the Deepest Shadows." One leads to the other.
There could also be several variants for warriors. Blood elf spellbreakers and orc blademasters come to mind.
To be clear, I'm talking specifically about changing between magic damage and physical damage.
Changing between different magic damage types isn't that big of a deal, but because physical damage is mitigated by armor and magic damage is not, it causes problems if we have a Class Variant that uses more magic then it's base class.
I'd personally be fine with class variants being primarily a flavor thing. No real mechanical difference with the base class, just aesthetically different. Like green fire for warlocks or the various glyph effects.
Edited by sgamer82 on Jun 4th 2019 at 7:28:30 AM
What is it with the Horde and Hawthorne's Plot? There's just something about that place that makes Horde players want to charge in and kill everything in sight, especially me.
Probably because it shares the same name as the man who led the attack on Camp Taraujo.
I mean, yes I'm partial to the Alliance these days, and yes he did try to let the noncombatants go free, but at the very least, he was incredibly naive regarding that.
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