Blizzard talks about changes to come with Wrath of the Lich King Classic – World of Warcraft Classic

In an article published today, Blizzard talks about the changes to come Anger at the Lich King Classic compare to the original version of the extension. Among the key points, maintaining social interactions, accessibility, and immersion, all of which lead to some changes, especially with regard to raids, dungeons and objects. Find all the details below.

Anger at the Lich King Classic presents new opportunities to change and enhance the playing experience in the next chapter of Classic WoW. In this message from the developers, the World of Warcraft Classic team will guide you through some of these changes and how they will impact the expansion.

Some Changes (#SomeChanges)

To launch the world of warcraft classic, our golden rule is not to make changes, a rule better known by the hashtag: #NoChanges. Thus we recreate World of Warcraft as it existed in 2006, changed a few things as much as possible, and made sure it was in line with the 2019 environment. but World of Warcraft did not stop in 2006. It has continued to evolve and change over the years. So, we released the extension Flaming Crusade last year, in 2021, and we plan to do the same with Anger at the Lich King.

However, when we released these extensions, we realized that the #NoChanges principle was no longer appropriate. Each extension of World of Warcraft brought its share of changes, and some of these changes were inconsistent with the experience offered by world of warcraft classic. It cannot be denied that the last expansion released in 2021, shadow land, Is very different from the original game from 2004. So the question arises as to where the evolution of the game should stop if we want to preserve the experience of the original game while offering new content. Many players now choose Classic WoW because they love the gaming experience it provides and they don’t want to lose it. The group of Classic WoW Thinking a lot about this topic, and now want to present you the changes it wants, and whose hashtag is #SomeChanges.

Promote and sustain social interactions

Our first and most important guide is to promote and sustain social interactions. For this aspect is valued by most of us World of Warcraft. To continue this experience, we want to help our players build friendships and bond with their groups, raid, guild, and server community. The online social experience is a complex event that can be easily damaged. Strengthening relationships can strengthen community bonds, reduce toxicity, and foster friendships, and these are the relationships that have kept many people loyal to the game over the years. We need to promote and maintain these relationships. For this, it is important to allow a “social closeness” to World of Warcraft, or what psychologists call “random repeated interactions.” More simply, the goal is to have a lot of interaction with the same people in a positive and rewarding way. Classic WoW offers that kind of interaction, as you’ll always encounter the same people every day while wandering the Stranglethorn woods, heading to the Scarlet Monastery, or attacking Blackrock Mountain. As we launch new extensions for Classic WoW, with this social aspect in mind we make decisions for dungeons, raids, quests, phases, and group or raid search tools. When we make changes Anger at the Lich Kingwe do this in a way that preserves social camaraderie and, in doing so, nurtures and preserves social experiences.

An accessible and familiar game

Another important value for us and that game is both approachable and familiar. We want you to feel like you’re back in the place you know so well. The rhythm of the war Classic WoW more pose. The classes are more familiar, with little change from update to update. Stories are simpler, centered on a specific place and time. We love seeing players continue to explore, experiment, and marvel, in addition to finding powerful objects and epic stories. Classic WoW offers them a sense of acting on the fate of their character, and allows them to tell their own story based on their discoveries and their interactions with the world. Dungeons and attacks require careful preparation: collecting resources, optimizing equipment, mastering class skills, and memorizing different types of encounters. We want to keep this look.

We keep this in mind to limit the changes we make to the game and not make it familiar. But it also encourages us to make changes when a more complex system can be transformed into something much quicker and easier to understand. For example, the emblem system in Anger at the Lich King became unnecessarily complicated and confusing from the moment Arthas was defeated. We plan to make the emblems at each attack level follow the same pattern: one emblem collected from the last attacks can be used to purchase equipment at the same level, and one second to can buy less powerful items. We hope that these few changes will make the game more accessible to everyone, without taking away the much-appreciated aspect of the players playing the original version of it.

Azeroth is the main character

The third and final axis of development for the team Classic WoW is the fact thatAzeroth is the main character. We want you to keep feeling immersed in a living world. We love seeing you explore and create stories, and it’s important to us that you always have a reason to visit different parts of the world over and over again. Gathering and creating professions is important in recognizing the world and its economy, as you interact with thousands of other people in a vibrant community. Under this principle, we try to preserve the world we create from inappropriate change. We want you to collect the lost pages of the green hills of Stranglethorn, save Darkshire from Scarred, or return to Tempest Keep and face Prince Kael’thas again (hopefully this time get a mountain unique). And we want your exploits to be told in a personal and unique way, even if you follow the epic stories of Azeroth’s most famous characters.

Wrath of the Lich King Item System Changes

These three courses of action seem less understood. So we want to give you a concrete example of how we use it. Wrath of the Lich King Classic (WotLK). We took a closer look at the expansion stuff and decided to make some changes that should improve the game experience. Applying these three watchwords to the object system, we set four goals for the changes:

  • Promoting a living ecosystem of players engaging in all the instant content of WotLK.
    • In the service of the principle: Promote and sustain social interactions
  • Maintain a strong density of players enjoying Heroic Dungeons throughout the expansion.
    • In service to the principles: Promote and sustain social interactions and An accessible and familiar game
  • Preserve the nostalgic elements of the object system.
    • In service to the principles: An accessible and familiar game and Azeroth is the main character
  • Create a consistent object system for all stages of expansion.
    • In the service of the principle: An accessible and familiar game

This primary goal is to improve our communities World of Warcraft. We know that the players Flaming Crusade Classic enjoyed the raid environment. Players are active in multiple attacks of all levels, whether 10 or 25 people attack, in groups with their secondary characters or by group quests. We want to maintain this atmosphere WotLK. Continuing, we discussed a number of ideas that we ultimately chose not to implement, such as seeing the same things after 10 or 25 attacks, improved theft for dungeon heroes, or more difficulty for dungeon heroes. However, we decided to increase the hit points and damage to the monsters in Naxxramas. In 2008, we intended to do it much faster than the original 2006, but we failed and it turned out much faster than expected. Raising the difficulty a bit will make the challenge more fun and interesting while waiting for Ulduar to open.

The second purpose is to ensure that the dungeon heroes remain attractive throughout the expansion. The emblems and objects found there will be valuable, even at the end of the expansion. These dungeons will also remain an interesting challenge with updates, instead of becoming faster as your equipment progresses. We explored the possibility of adding dungeon heroes challenges during the expansion, which will also bring even better rewards.

We also want to continue the nostalgia of the object system. Whatever changes are made, we will make sure that all attacks and things in prison are WotLK originals can be retrieved, and that they remain the same visually.

The raid lock and object systems Anger at the Lich King developed many times in expansion. Instead of changing it every phase, we want to ensure consistency. This means that in each level, the emblems will fall and work the same way, the pieces of equipment will fall the same way, and preferably the raid lockout system will be the same. For this, the 10 and 25 man attacks will drop Emblems of Valor on launch, while Dungeons will drop Emblems of Heroism, according to the emblem scheme used in Trial of the Crusader and Crown Citadel of ice.

Some Changes (#SomeChanges)

We hope that this overview of the object system we are working on will help you better understand how we plan to follow these key principles in the future. Each time we consider changing an element of Anger at the Lich Kinglet us keep these watchful words in mind: Promote and sustain social interactions, An accessible and familiar game and Azeroth is the main character. If change doesn’t make it possible to go in this direction, we can’t use it. But if, on the contrary, it makes it possible to reinforce these values, let us consider it. As always, our goal is to make the most of the experience Classic WoW possible for you, our dedicated community.

We look forward to your comments, see you at Northrend!

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