r/wowforever • • 3d ago

Feedback Blizzard, please give us a rotating day/night. OCE player who is stuck in eternal night, here. if shortening the 24hr cycle is out of the question, can we at least get a system that simulates the globe?

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9.9k Upvotes

I still think it's easiest to shorten the day to 20hrs so everyone gets to experience various times of day regardless of their IRL schedule but I can also understand the argument of the 24hrs being maximum immersion for some so if we're going for immersion, can we have azeroth have a global day/night cycle? When its night in Kalimdor, it's day in the Eastern Kingdoms. This will make the world feel massive too.

I also know the video has things wrong with it, speed, direction and shadow width but its to get the point across, not look exactly like this.

Edit: after A LOT of discussion, I think a 21 hour rotation works best. Its still a nice long time to give that slow movement of the sun and moon but it does, over the course of 7 IRL days give Azeroth 8 in game days, enabling players to experience all different lighting states.

r/wowforever • • 5d ago

Feedback As an Aussie, because of Realmless servers, I've not seen the sun at all during the Beta.

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2.8k Upvotes

Trying this topic again because I feel the title of the last post triggered people and the point didn't get across.

As an OCE player, during the beta I haven't seen the full sun once, at all. The screenshot is the sun coming up, when its nearly midnight here and i'm looking to go to bed. When i get up tomorrow the sun will be already setting in the game. This sucks. I wont ever get to see the amazing visuals unless i play overnight.

Yes i'm aware it's based on US time, but now that we have "realmless" that means the whole world goes off that time. The Stress test this morning confirmed this, we had OCE ping so we were connected to the server in Sydney but the time of day in game still reflected that of the US server time.

My idea of a slightly altered time cycle was so players from the whole globe got to actually experience the different times of day that the dev team has worked so hard on, not being perpetually stuck in day or night.

Perhaps my post wasn't the best idea but something HAS to change for players that aren't based on the coast of the US where the server time is set. Because people say the 1:1 is super immersive, well, not for most of the world with realmess megaservers anymore.

Edit: woah over a thousand upvotes, thanks champions. I do hope this helps blizzard see that people all over the world want to see all times of day.

r/wowforever • • 3d ago

Feedback Once again asking Blizzard to add the open map animation

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2.8k Upvotes

r/wowforever • • 4d ago

Feedback [Request] Add a two person canoe mount that works on water and moves slowly, but allows fishing while mounted and maybe buffs fishing skill

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1.2k Upvotes

See title. Gib comfy fishing mount please.

r/wowforever • • 3d ago

Feedback Daily day/night cycle change request thread

427 Upvotes

The usual.
Australians stuck in the darkest of nights.
East Coast NA players apparently ain't none too pleased either.
Change it. Somehow.
At least acknowledge us.
That's all.

Apart from that, really keen. But afraid the pitch black areas will dishearten me (I've avoided looking at a lot of beta footage, but damn I saw some dark shit during the Blizzcon talks...)

r/wowforever • • 7d ago

Feedback We beg you Blizzard - Allow hunters to use quivers and bows/guns on their back

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974 Upvotes

It would make hunters so happy, the immersion would be top notch. Please please! Look how awesome it looks.

Realistically guys, we have seen blizzard actually listening to this kind of posts on reddit, do you think they would address this issue?

r/wowforever • • 22h ago

Feedback Please fix the day/night cycle!!

249 Upvotes

Apologies for those who have seen multiple threads discussing the same thing, but that's kind of the point right? More visibility makes it more likely to at least get the developers to comment on it...

But for the love of Elune can the developers please tell us whether or not anything will happen to the day/night cycle? For a game that apparently looks so gorgeous during the day, and clearly was a major focus for the release of Forever, I literally would not know and if nothing changes, neither will a significant amount of players.

As an OCE player I saw the sun maybe twice throughout the entire beta, and if nothing changes then that will be the norm for all OCE players. We are on the NA local server time, but with OCE shards, which means that our peak playing times will be in perpetual darkness, unless we play after midnight or before 3pm. The one weekend I was able to play the beta, my jaw hit the floor with how beautiful the game is and I just did not know due to the day/night cycle as is. This is a problem for all of OCE as well as anyone that is on a fixed schedule, as they may have a few hours to spare nightly and won't know just how good things can look, or anyone connecting to a megaserver but not in the same timezone as the server location.

Personally, I've seen the ideas of a 20 or 17 hour day/night cycle which would be great as it keeps players in the same time of day adding to the immersion, yet slowly shifts the cycle in-game, giving everyone a chance at experiencing day or night (if they usually play during the day)... I've also seen a local-time toggle being thrown around as an idea, which seems like a great solution also.

Anything is better than the current day/night cycle especially for a game marketing itself as the world being the main character. I really don't want a perpetually dark world knowing how stunning it looks during the day. Blizz pls fix.

r/wowforever • • 4d ago

Feedback One-handed spears?

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637 Upvotes

Hey Blizz! Can we have one-handed spears/polearms in WoW : Forever? Perhaps through transmog, or as a weapon type. Would be really cool! Especially for tanks who utilize this. Doesn't even need a new attack animation, it can simply use the Attack1HPierce animation that's already in the game, I think! And there's plenty of weapon-appearances in the game, most don't even need a significant re-sizing. Would probably have to be main-hand only to keep from dual-wielding, but it would be super cool.

r/wowforever • • 5d ago

Feedback This sharding is dogshit.

237 Upvotes

That's it that's the post.

r/wowforever • • 4h ago

Feedback Blizzard, please ignore your player base.

362 Upvotes

After seeing the god awful names people are posting like a badge of honour, it's clear that people are incapable of having a single original idea, have no imagination, and are in no position whatsoever to give feedback about anything.

Please, kindly ignore us and do your own thing, it will be fine.

Thank you sincerely.

r/wowforever • • 5d ago

Feedback Request: clean all the Inn windows and pull out more chairs so we can enjoy the scenery while having a drink and a chat with other adventurers

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549 Upvotes

r/wowforever • • 4d ago

Feedback Class Immersion & Utility Ideas for WoW Forever

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346 Upvotes

I thought about each class having a dedicated bar (or almost a full bar) for utility and world immersion abilities—things that make you want to explore, experience the game's open world more deeply, and truly live your class fantasy.

After all, your class isn't just about how you fight.

SHAMAN

  • Spiritual Sight: Sees the spirits of nearby dead players.
  • Elemental Sensing: Detects elementals on the minimap.
  • Elemental Pacification: Calms an elemental, making it passive for 30 seconds.

- Disembody: Leaves their body in spirit form to explore the surroundings unnoticed. Only another Shaman can see the disembodied spirit. Your physical body remains immobile, meditating among your totems, until your spirit returns.

WARRIOR

  • Faction Standard: Wields a battle standard of their faction, allowing nearby allies to withstand fatal attacks and stay standing for 5 seconds. The Warrior cannot attack while holding the standard high.
  • Field Maintenance: Stops to sharpen weapons and reinforce armor, slightly increasing equipment durability. (Consumes resources like a whetstone, bought from vendors).
  • War Horn: Blows a war horn, increasing party movement speed for 10 seconds.
  • Trophy Banner: Carries a back-banner featuring their faction flag that accumulates the skulls of defeated enemy players from honorable kills (where 80%+ of the damage was dealt by the bearer). Holds up to X skulls, resetting upon death or entering a new battleground. Inside battlegrounds, the visual count persists until the match ends.

- Heroic Leap (Out-of-combat or traversal utility).

HUNTER

  • Camouflage: Blends into the environment, becoming invisible to enemies. Moving or attacking breaks the effect. Does not extend to the active pet.

- Big Game Trophies: Hunts specific elite enemies that, after being defeated 1v1, drop unique crafting materials for hunting trophies. Only the hunter who defeated the prey can harvest the item. (Rewards cosmetic gear such as leather gloves, fur boots, animal-head shoulders, or housing decorations for the future).

MAGE

  • Ley Line Detection: Detects nearby Ley Lines on the world map.
  • Ley Attunement: Interacts with a Ley Line to absorb power, amplifying the power or efficiency of their next cast spell within 10 seconds. Only in open world.

- Flamehand: Creates a small flame in their hands, illuminating dark areas as they walk.

ROGUE

  • Disguise: Takes on the appearance and name of a defeated humanoid, causing enemy players and NPCs to see them as an ally (green name). Bumping into NPCs or taking damage breaks the illusion. Enemy players can still manually attack if they suspect you.

- Sabotage: Poisons a vendor's or player's supplies for X seconds. Players who consume food from that source suffer severe food poisoning/debuffs unless cured with an antidote or dispel.

PRIEST

  • Shadow Whispers: Enters the mind of an enemy player, allowing cross-faction telepathic communication for X seconds. All chat becomes private telepathic messages between both players.
  • Illusion: Replaces the caster with an illusion that continues attacking the enemy (dealing no damage) and takes your place as the target until destroyed. You become invisible to the affected target until you attack.
  • Conversion: Converts a Shadow-using enemy to abandon darkness and leave; or a Light-using enemy to fight alongside you (leaving after combat ends). Only 1 enemy can be converted at a time.
  • Guiding Prayer: Kneels to pray for fallen allies, increasing the movement speed of dead party members and creating a pillar of light guiding them back to their bodies. Standing up cancels the effect.
  • Purifying Prayer: Performs a 10-second prayer that halves the remaining duration and penalty of Resurrection Sickness.

- Curse Detection: Tracks curses on the minimap (useful for tracking afflicted targets or allies).

WARLOCK

  • Demonic Tongue: Speaks the ancient language of demons, allowing communication with other warlocks (even cross-faction).
  • Slave Imp: Summons a utility Imp that can illuminate dark places, loot enemies from a distance, carry a small inventory, or be consumed to generate a Soulstone (consuming increases the spell's cooldown).

- Sense Fel & Souls: Senses demons and weakened souls. Nearby demons and low-health players appear on the minimap.

PALADIN

  • Guiding Prayer: Kneels to pray for fallen allies, increasing the movement speed of dead party members and creating a light guiding them back to their bodies. Standing up cancels the effect.
  • Purifying Prayer: Performs a 10-second prayer that halves the remaining duration and penalty of Resurrection Sickness. "Paladin, give Kings and pray to the Light for me!" --- ## DRUID
  • Hibernation: Hibernates in Bear Form, greatly increasing health and mana regeneration. Has a long cooldown. Players who use /sleep within 5 meters of the Druid also regenerate health and mana while sleeping.
  • Quench Thirst: While in Bear, Cat, or Travel Form, drinks from a natural water source, restoring 15% mana over 10 seconds. Only works at natural rivers, lakes, or ponds.
  • Quench Hungry: Feeds on a slain animal, restoring health. Requires Bear or Cat form.
  • Blessing of [Racial Deity]: Receives the protection of your deity, cleansing 1 stack of Poison, Disease, or Bleed effects from the target every 1.5 seconds. Only works out of combat and under the following conditions per deity:
  • Elune: Nighttime (Night Elf)
  • An'she: Daytime (Tauren)
  • Aether Winds: Open Sky (Skyborne)
  • Goldrinn: Moon or Forests (Worgen)
  • Drust Spirits / Tides: Forests or Natural Water Sources (Kul Tiran)
  • Loas: Natural Environments / Jungles (Trolls) (Visual effects and animations adapt based on the Druid's race. Cooldown: 5 minutes). --- Developed with dedication to the classic/Forever community by Rayako#1770

r/wowforever • • 6d ago

Feedback Seal Twisting was a Workaround for Ret's Poor Design, Not Something That Should Define the Spec

119 Upvotes

EDIT: Thoughts and opinion are mine, AI was just used for better formatting, wording and grammar so it's easier to read and understand, not everyone is a native English speaker with C1 level writing skills.

TLDR: Twisting is annoying, requires too much attention and you can't focus on your other utility and hybrid spec duties.

For now, Divine Storm is a stable capstone which will allow us to focus more on the other parts of Forever gameplay and we can innovate and build further on the spec design in the future.

Schockadin should be a holy spec doing dmg and not a ret spec.


I really don't understand why Blizzard is trying to make Seal Twisting the main gameplay of Ret again.

I played TBC and get that many dedicated TBC players enjoyed it. It rewarded good timing, gave the spec skill expression and helped an underperforming Ret become viable. But it originated from an unintended interaction, not from some carefully designed rotation.

Just because players found a way to make a weak spec work doesn't mean we should now build the entire spec around it.

What WotLK and Cataclysm got right

WotLK Ret had a simple priority system with Crusader Strike, Judgement, Divine Storm, Exorcism and Consecration. It wasn't complicated, but the abilities felt impactful and you actually had time to pay attention to other things happening around you, especially your utility as a hybrid class.

Cataclysm expanded on that with Holy Power and Templar's Verdict, giving you something to build towards. It wasn't perfect either, especially with Inquisition, but both versions showed how Ret could evolve without depending on Seal Twisting.

And why is having a simpler rotation necessarily bad? Good players can still distinguish themselves through better cooldown management, positioning, uptime and utility usage. Not every spec needs some additional mechanic to constantly track just to have skill expression.

I also think we're giving too much importance to the preferences of the most dedicated players. Of course the people who stuck with Ret in TBC and spent hours mastering twisting are more likely to want it back. Their feedback is valuable, but what about everyone who didn't enjoy that playstyle and simply played something else? Those players probably aren't spending their time on forums and Discord arguing about Ret's design.

Being extremely good at optimizing a spec doesn't automatically mean you know what kind of gameplay the broader player base would enjoy.

What I'd rather see

I genuinely don't understand why Divine Storm wasn't chosen as Ret's capstone. It's iconic, has an amazing visual and gives us another much-needed AoE ability instead of relying mainly on Consecration.

I'd much rather play around Holy Strike, Judgement, Divine Storm, Exorcism and Hammer of Wrath in a straightforward priority system. Some will argue that pressing Divine Storm on cooldown is repetitive, but almost every rotation becomes repetitive eventually.

There are also plenty of abilities from modern expansions that could fit Ret, like Execution Sentence, Final Reckoning or Divine Toll. All have great visuals and could be adjusted for Forever's slower Classic gameplay. For example like shaman's Lava Burst and Affli lock's Wrack (inspired from Haunt).

And I don't really like the idea of keeping twisting as an alternative build either. If it's the optimal way to deal damage, people will still feel pressured to use it, and Blizzard will have to balance two completely different playstyles competing for the same spec identity.

Shockadin just feels wrong, Holy Shock is a Holy spell and it should always be, Retribution paladin should be a melee warrior with a fat Two-Hander, not a robe melee caster. Not to even mention that the whole Holy tree is in ruins in expense to make this build work for DPS.

Final thoughts

Seal Twisting had its place in TBC, but I don't see why an unintended mechanic that helped players compensate for Ret's weaknesses should now define its future.

I'm not asking for Retail Ret or even a complete copy of WotLK. I just want Blizzard to build on what made the spec enjoyable throughout the years, with active Holy attacks, meaningful Seal interactions and a straightforward rotation that still rewards good play.

Retribution Paladin is supposed to be a holy warrior wielding the Light, not an auto-attack buffer.

What if we want to innovate? - inspired from WoD seals

This is just a quick suggestion thought on the spot, if we want to be innovative and don’t want to keep an already existing, overplayed style of gameplay.

1 minute CD for all seals or if you consume the seal it has a 1 minute CD, we don't have wings anyway so a combination of a few mini CDs to manage.

Seal of Righteousness - Fills the Paladin with holy spirit for 30 sec, granting each melee attack an additional X Holy damage **also if you manage to land 5 auto-attacks before the buff ends, you consume the seal and get a similar buff to the seal for the next 20 seconds. (**the seal can be shorter in duration to be more punishing to miss/dodge/parry like 20-25 seconds).

Than you are free to use a different seal, allowing you to have both effects active. For example consuming Seal of Righteousness gives you more spell power, since it scales with SP anyway:

Righteousness - Spell Power - can be timed for an upcoming AOE with consecration and HW

Command - Attack power / Strength

Crusader – Holy dmg and Agility (holy dmg scaled with SP so can me some combos)

Fury – more max health? with taunt from Judge only working for tanks or just giving them a normal taunt and make this seal consuming work for other specs too

Justice – Some slow or a root on auto attacks

Wisdom – party wide mana on every auto

Light – party wide healing on every auto or Healing Power so Holy can still have the melee healer fantasy if they have access to this seal consuming buffs

This leaves seals as a large part of the rotation of the paladin and not just some permanent buff you can switch anytime like the Auras. It will just be a buff that stays on you and you can forget for the next 20-30 sec to focus on other things for the rest of the time.

There is also the element of auto-attacks still being relevant without you looking at your swing timer every single auto but forcing you to stay in range of the boss, stay behind him to lower the chance of a parry, stay as long as possible without having to leave for some mechanic in order to consume your Seal effect for the big effect.

If we keep it like WoD, where Judgement consumes the seal and gives you the buff, it will be very revolving around Judgement instead of auto-attacks, which lose their importance in later expansions, I think they should feel noticeable and exciting.

There can also be that people will swap seals after the 4th auto to not consume the seal and not get the 1min CD but with proper tuning, it should be resolved.

r/wowforever • • 4d ago

Feedback Dungeon Lovers, hit Blizzard where it hurts !

0 Upvotes

Dungeon lovers, if Blizzard’s determined to kill our playstyle, stop paying them. Cancel your sub and jump to SW:TOR.
That’s the plan for me and a few friends. Let’s pump up their population instead of lining Blizzard’s pockets.

r/wowforever • • 5d ago

Feedback Name reserve requiring pc access is false advertising

0 Upvotes

This blocks out anyone who is traveling during the time that we're supposed to be lying in wait.

I think this is a really crappy lazy thing to do. They should have a way to reserve on browser. My wife and I are both traveling internationally during that time. Security makes it extremely difficult to get a friend to do it for us. We got screwed on this last minute.

Anyone else feeling the same about the creation concept?

Edit: Name changing used to be done in browser - as did all account services. Many still can be like subscription.Name reserve should be in browser. Not everyone will have access to their pc's. Some of us took work travel or pto leading up to account for launch. Now there's no way for us to access the game until we are back from said travel.

Edit 2: clearly I am outdated as the name change I remembered was in the browser. Sounds like that changed so my statement is unreasonable. Thanks for the feedback.

r/wowforever • • 2d ago

Feedback Request: One Apostrophe in Names

215 Upvotes

Would it be impossible to get one apostrophe in character names? I tried adding one during the stress test, and it did not seem to allow this character.

r/wowforever • • 3d ago

Feedback Blizzard, please do not amend how time works and preserve the sync of time as it currently is, with potential options for those out of sync.

0 Upvotes

I know it's an unpopular opinion but,

Final Fantasy already do this and for me personally I've always had so much better and fond immersion in WoW as the game seeps into night in sync with the real world, the immersion has always felt significantly better in WoW because of it and other factors.

As things settle and calm within the real world, the game atmosphere changes and the calm night syncs, sometimes you'll get a gentle rain - it's really amazing. And I understand that this comes at the cost of the immersion of those who do not sync with the time-zone, though I would argue that the suggestion to change it comes at the cost of the immersion of those who do.

Most suggestions that are 'Great for everyone' in my opinion are great for nobody and okay for some, as they involve everybody experiencing mismatching times at some point. Day during night and night during day.

My Suggestion: Have a universal, true clock per region and allow players to offset their clock by x amount of hours. Thus, allowing them to sync themselves.

It's not an ideal solution as now certain people will experience different times but it's still a solution I prefer more than the compromise of everyone experiencing incorrect times.

r/wowforever • • 2d ago

Feedback Rogues need a gap Closer in Forever

0 Upvotes

Basically, the title says it all.

I've played Rogue and Warrior for as long as I can remember, and throughout most of WoW's history, I've always played Dagger Subtlety. Beta too.

It's so frustrating when an expansion forces you to play a pseudo-Warrior with two swords, relying on having all your cooldowns available just to be competitive in a straight-up 1v1 or a battleground.

In a situation where you can't wait for someone on a road and catch them by surprise, Rogues just aren't fun to play. You can't exactly ask your opponent to let you open from stealth, as many Rogues would prefer. Having to rely on that is pathetic. (As seen on the 100k tourney)

Everyone complains about Rogues killing low-level players out of stealth, calling us dishonorable and accusing us of ruining everyone's experience. But honestly, we're almost forced into that playstyle because we have no gap closer.

Sprint is on a 5-minute cooldown.

And guess when Rogues weren't considered toxic as hell and everyone was happy with them?

YES, WHEN WE HAD SHADOWSTEP.

In battlegrounds, I feel like I'm spending half the game walking around invisible, hoping people will stand still while fighting so I can actually do something. The alternative is playing swords, which completely defeats the purpose of playing the class the way I've always enjoyed it.

We can't fight Hunters, Warlocks, Mages, Shamans, Priests, and plenty of other classes in a straight-up fight if we don't get the jump on them from stealth. Once they create some distance, we're pretty much done.

And that's the frustrating part: Rogues are supposed to be masters of mobility and positioning, yet without Shadowstep, we're often completely dependent on catching people off guard.

I genuinely believe that bringing Shadowstep back would make the game more enjoyable for Rogues and for everyone playing alongside them. It would give us more options in open combat instead of forcing us to rely on stealth ambushes or switch to a playstyle we don't enjoy.

Anyway, I just wanted to get this off my chest.

Thanks for reading!

r/wowforever • • 5d ago

Feedback Podcast today confirmed there are still physical servers behind the scenes. Allocate a portion and let me CHOOSE to roll on one without sharting or being a megaserver.

0 Upvotes

Let me choose, that's all I ask. Let me choose to wait in the long queues, to fight for mob tags, to risk faction imbalances and the server dying after a few months.

I understand many people are fine with the megaservers, the layering, the blizzard algorithm deciding who you see and who you don't, but I'm not, and I know I'm not alone.

Give everyone the "public server", make it the default, whatever, but give me the CHOICE. I'm so sick of everyone else making decisions for me because they once had to sit in a queue for a few minutes or had to fight for mob tags or chose to roll on a dying server.

Treat me with respect as a consumer, because the price we are paying to avoid these very minor issues, the complete loss of server communities, of open world rp events, of guild presence, of being able to walk beside someone and not have them be thanos snapped, to not have 5 mobs suddenly appear and kill me after I cleared a path deep into a cave. Not to mention all of the pvp shenanigans, people killing you from a different shard, people taking one step into another zone and disappearing, etc.

Just let me choose the "worse version" that you all think I don't want. I want that version.

Just let me choose.

r/wowforever • • 2d ago

Feedback Can horde skyborne please get leyline?

34 Upvotes

Why does horde get such a useless racial? when it dosnt scale with other movement stuff it is useless for so many classes... like druid can never use it?

Please just give them leyline too so we dont have to all go alliance just for racial :(

It feels like blizzard is not playing the horde version at all :(

r/wowforever • • 3d ago

Feedback Please dont change day night cycle

0 Upvotes

Posting in worry the the few yellibg loudly on here will make blizzard do something stupid.

I agree I think there should be a better solution for aussies, but the 24hour cycle is spectqcular. Makes the world incredibly alive. Pls keep like that. It works. Its amazing.

r/wowforever • • 5d ago

Feedback Prot paladin is just not fun atm and won't be taken into raids [Long]

18 Upvotes

There are several glaring issues with the current iteration of prot paladins, despite them beeing fine / working well at level 30

  • Crush - For those who never played tanks - Crushes (basically "light" crits) are an important tanking mechanic in wow classic. I won't go into details, but the short version is: In order to avoid a crushing blow you need your miss + dodge + parry + block value to go to ~103+%.
    • The issue: Warriors reach this automatically with shieldblock (+75% block). Druids mitigate curshing blows with their extremly large health pool and the big reduction from armor (usually reaching the cap of 75% reduced physical damage taken). So warriors and druids don't need to gear for crushes. Meanwhile a paladin have holy shield - 10 second cooldown, 4 charges, 20% block. Thing is: Bosses hit more than 4 times in 10 seconds. And that means paladins are not uncrushable and paladin tanks will occasionally just fall over and die. And thats not who you want to have maintanking
    • Proposed solution: 8-16 Charges (keeping charges to prevent it beeing used for aoe) + 40% block instead of 20%.
  • Offtanking
    • The issue: While warriors and druids generate their resources even when not taking damage (rage / energy) and can deal damage to the boss, the paladins resource(mana) regeneration is dependant on taking damage. So, while another tank is tanking the paladin can't deal meaningfull damage to the boss, without going out of mana, forcing the paladin to stay autohit afk and watch
    • Proposed solution: Give the reckoning talent an additional text to let seal of wisdom regenerate enough mana to keep the rotation going.
  • Utility
  • The issue:
    • Warrior tanks bring sunder armor, thunder clap and demo shout. All 3 things that a dps warrior COULD bring but really doesn't want to due to dps loss
    • Druid tanks bring feary fire (which can be brought by other ferals without dps loss), and innervate and battlerez both of which you can't have often enough in a raid. In addition to that the druid has niché cc (sleep) and the ability to heal, if really necessary
    • Paladin brings blessings... but due to sanctuary not beeing a blessing anymore only 2-3 are needed in total, and both can be brought by ret / heal palas without any dps loss (no need to do that in combat), and once you got those any further paladins don't increase utility (unlike combat). There is also the bubble, which is the only ability that could be usefull. Lay on hands is another tool, but that ooms the paladin and is a 20 min cd.
  • Proposed solution: No idea. Make judgement effects on the boss better / give seal of fury a better effect on the boss that the tank can refresh?
  • Range pull
    • The issue: Warriors and druids can range pull with gun / feary fire. Paladin needs someone else to pull
    • Proposed solution: Probably none, unless avengers shield gets added (probably without the silence and other additional effects)
  • Gearing#1
  • The issue:
    • Warriors don't compete with anyone else for the equipment (anymore. Furyprots were a different thing) - maybe some hit rings, but thats it. Gearing a warrior tank is basically free
    • Druids compete with rogues and maaaybe hunters and thats pretty much it, but they also have their own tanking gear. Both druids and warriors don't take any weapons from other classes (except other ferals, maybe, if druid tank and feral weapons overlap)
    • Ideally a raid can have a druid and warrior tank and they don't compete on much loot with the rest of the raid while getting geared fast
    • Paladins will be the new hunter meme and heavily takes from the loot of the raid. Caster rings / Trinkets will be coveted by paladins for aggro and most of all: Weapons. Paladins can use few caster weapon. In addition to that they will compete with the warrior for all the avoidance gear.
  • Proposed solution:
    • None, taking a paladin will hinder the raids gear-progress. Ideally the combo would be paladin-druid or warrior-druid, but basically every caster in the raid will be against pala tanks. Maybe give paladins judgement of fury an effect that increases spelldamage taken by the mob, to solve the utility and "casters won't bring me" issue at the same time.
  • Gearing #2
  • The issue:
    • Warriors will gear for avoidance, stam and maybe hit.
    • Druids will gear for armor armor and health and maybe hit.
    • Paladins will have to gear far more heavily into avoidance compared to a warrior to have a chance to become crush imune. In addition to that they need the same stam a warrior has to match surviveability. IN ADDITION to that they need int to not go omm IN ADDITION to that they also need the hit (Maybe more than warriors for their spells). IN ADDITION TO THAT they also need spellpower for their threat. Those are just so much more stats that paladins need on their gear compared to warriors / druids
  • Proposed solution:
    • Basically not much to do here. Bumb paladins base avoidance and make them scale with strength so they can share gear with warriors better? Idk.
  • Consecration
    • The issue: This spell was the bread and butter tanking kit for paladins in classic. They couldn't tank raids without taunt, but dungeons were great. Now with the "anti-aoe" meta consecration was heavily nerfed (scaling and most damage only against 4 targets 20% base damage nerf, 80% spelldmg coefficient nerf) they lost that. They got some basic tanking tools to catch up, but they are half baked warriors with all the issues above at best. At the same time the aoe tanking abilities of warriors and druids were heavily buffed, leaving the paladin out of that field
    • Proposed solution: Paladins need a new identity. Currently they are just worse warriors with blue bar that hog all the loot other classes covet, while sometimes just randomly dieing to crushs, wiping the raid. I get that aoe tanking is something the Forever dev's want to kill (despite it beeing one of the most fun things to do and one of the favorite things of the community. Idk whats the correct solution here, maybe make them a shield tank, like the new abilities already suggest (active mitigation with self shielding), basically increasing the healthpool to druid-health and get the rest of mitigation with some buffed block. Maybe just accept that people want an aoe tank. But paladin needs an identity, as currently it has none.

r/wowforever • • 5d ago

Feedback Paladins' design issues in Forever being addressed (especially Protection and Holy)

53 Upvotes

Several Paladins from one of the largest Paladins discord come together once again to talk about what's the issue with the class at hand.

https://www.youtube.com/watch?v=RSKFUEq3ddc

r/wowforever • • 7d ago

Feedback Please add lore-friendly options for original races from retail to keep their HD models as customizable as the Skyborne.

Post image
161 Upvotes

For example, the human model would look far better if these HD hair options were available. If the technology is available, please decouple the HD and classic models so we can have options like this, or Wildhammer tattoos for dwarves etc. Even an announcement of the intention to do something like this would do wonders, as it stands it feels unfair on the other races just how much customization Skyborne receive by comparison.

r/wowforever • • 5d ago

Feedback Alliance racials are needing a balance pass.

0 Upvotes

Human having a stun removal and permanent 2 percent crit with any weapon AND 5 percent spirit needs to be looked at. Spirit and 2 percent crit is two damage racials and a stun removal, it's more than any other race in the game.

Also, please look at the mana racial for skyborne, these two races shouldn't be as far ahead as they are. Devs please look at tuning these two back.