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Post by
admielke
NOTE: THESE ARE JUST IDEAS OF MINE!
I've had too many people asking me if these are coming with next patch...
Vocation Dungeons!
These are long solo dungeons that can be Easy, Normal or Hard modes. Gain access from accepting any of the 5 daily quests.
1)
Easy
mode: All creatures are level 80. No real strategy involved. Can complete 3 out of the 5 quests.
2)
Normal
mode: All creatures are level 82 with interrupts and healing involved with mortal strike-type abilities. Can complete 4 out of the 5 quests completed.
3)
Hard
mode: All creatures at level 80 and elite with all sorts of strategies involved.
At the end of every task dungeon will have a slightly harder boss to deal with. Easy will be level 82, Normal will be elite, and Hard will be level 82 elite with around 150k HP. Also, strategies (if done correctly) will make the fights easy. Damage reduction, healing reduction, stuns, etc. This means healers can run this as well. Can complete all 5 daily quests.
Loot ideas!
Raiding
: every dungeon boss drops a single quest turn in item (or piece). Patchwerk drops (let's call it) Stitches. Grobbulus drops (let's call it) Ooze. Gluth drops Teeth and Thaddius drops Leathery Skin (all 100% made up for now). Stitches can be turned in for Patchwerk credit which buys Patchwerk loot. Same with every boss in any max-level dungeon. Also can turn in 1 credit per boss for last boss for that wing. Meaning: Stitches, Ooze, Teeth can be traded (at NPC) for Leathery Skin credit. Every end-of-wing boss can be turned in for Sapph and KT loot. Meaning if you have a boss piece except for that last wing will give you Sapph and KT loot. For Ulduar it works same way except Algalon is out of the trade-for picture. Levi, Ignis and Razor can be turned in for XT loot. Same with every area. General Vezax and Yogg can be bought from a XT, Thorim and Mimiron piece. No loot will drop off any raid boss. This means you can go through dungeons faster without needing to pass out loot. Loot piece cost is from 3 up to 6.
Quests
: quest turn-ins give you 3 options (1 depends if turn-in gives you an item): more experience, more gold (such like level 80), or better item.
Chat ideas!
1)
Emoticons
in chat when typing smilies.
Class Quest from a specialty level 80 NPC which leads to epic value gear!
NOTE
: The mob I was talking about is a level 80 NPC that must be attacked specifically to reveal a quest.
Death Knight
: Enrages ghoul pets.
Druid
: Weakness to bleeds and increases HoT taken.
Hunter
: Eyes of the Beast increased significantly.
Mage
: Mirror Image creates tons more images.
OLD:
Paladin
: Each attack stuns the target for 1 second.
NEW:
Paladin
: The special NPC has a pure weakness to undead-only attacks by 1000% (or a big number).
Priest
: Mind Control lets you mindlessly take information.
Rogue
: Pickpocket subject to gain weakness which changes every minute from weaknesses to poison, daggers, swords, maces, axes, bleeds, etc.
Shaman
: Random attack rotation. When weakened to fire, use lava burst, etc.
Warlock
: Using an enslaved demon to kill stronger demon.
Warrior
: Spell reflect spells and Hamestring when enraged.
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Post by
admielke
Player versus Player idea!
Rank system
: system gained from kills. Be arena, battlegrounds or world kills. You gain faction points.
Ranks
: Squire, Daughter/Son, Advocate, Defender, Jouster, Militant, Aggressor, Gallant/Chauvinism, Guardian, Champion, Hero/Heroine, Victor, Vindicator and Subjugator.
Each rank will have points to spend on new abilities. Each rank also has sub-ranks.
Sub-ranks: (least to greatest) rank 0 sub-rank 0, R0/SR1, R0/SR2, R0/SR3, R0/SR4.. etc to R14/SR0. Each rank gives you that title. Rank 3 SR 0 gives same title as rank 3 SR 9.
Abilities: Clease (cleases self of all negative effects), Augment Strength, Agility, Stamina, Intellect, Spirit by 1/2/3/4/5%, Refresh (refreshes cooldown of next ability clicked and uses that ability), Rejuvenation (self heal over time), more to come!
Conquered Tol Barad
: in this island there is an over abundance of minerals, resources and landscape perfect for harvesting. There is only one problem. It isn't big enough for two factions.
Zones
: Upper Tol Barad, Lower Tol Barad, Mountains of Tol Barad, Kezan Tol Barad and Central Tol Barad. Mountains on the west and Jungle on the east. From the unexplored lands of Tol Barad the zones are named from what they are.
Upper Tol Barad
: the humans found this part of the island and began to build lumbermills and farms to better suit their ideals.
Lower Tol Barad
: rumors spread of the humans finding a paradise gave Thrall curiosity. He sent tauren constructors due to their love of their land with a few Warsong elites.
Mountains of Tol Barad
: peaks of rock sprout out of the ground into the clouds. Strong and dangerous creatures live among these thick woodlands filled with veins.
Tol Barad Jungle
: said to be thicker than the floliage of Stranglethorn Vale but containing more herbs than Sholazar Basin. Exotic and odd looking creatures live in harmony here.
Central
: fields of long green grass flow like a river inside the most central area of the island. On top of the large earth dome is an extremely large castle.
Castle of Tol Barad
: this is the center of the entire island. Seeing over any land except for the mountains. This castle has many walls and gates. Much like strand of the ancients having 2 gates, 2 gates, 1 gate and another single gate; this has three walls. First wall contains many towers and two gates. The second contains less towers but taller towers and two gates. The last wall (a.k.a the courtyard) contains a very large gate with four strong towers. Each tower has a siege which can be fired to kill players but weak against vehicles. After destorying all three gates (or walls) you will find a single gate leading inside. Inside has an instance (unlimited population) for those attacking the structure - must be in a raid to enter.
Entrance
: inside has many waves of animals attacking who enters. The waves do not stop until you break open the dungeon gate which was holding back a corrupt summoner of the living.
Corruptor: defeat him and gain a bonus (much like tenacity). After winning you gain access to the stairs. This leads to the top of the castle. Obstacles of elemental damage and bombs fall from the steps. After reading the top of the stairs you are immidately encountered with a raid boss. This large creature is half ogre and half animal.
Bear Ogre
: this large raid boss has phases. Each phase he will break that floor dropping every raid member down to the previous floor causing falling damage. That is one thing I would like to see. After defeating the bear ogre your faction has control of the keep. The leader of the raid will choose which guild will be sponsered of their emblem flying high. More than one raid will have more than one emblem with a maximum of three.
Controlled Castle
: after your faction controls the castle (much like wintergrasp) you gain a world wide experience and damage buff. The gates instantly become fully repaired but the walls are left broken (if demolished during siege) but can be repaired from woodworking (new secondary profession). Your faction controls the instance holding a mage (if Alliance) or warlock (if Horde) in the dungeon. They will summon water elementals and demons instead of animals. The bear ogre is replaced with an Alliance Paladin and if Horde it will be a Shaman. This castle will be attacked by the resurrected bear ogre. Armies of beasts and earthen magic will break the castle very slowly. Controling faction can defend against it but the attacking faction is still hated by the beasts.
Keeps and Towers
: Keeps and towers are located inside every zone. Three keeps in each except central. Only four towers are present at each end of the castle. Every keep has two towers. In mountains there will be 1 Alliance keep and 2 Horde keeps (2 Alliance towers and 4 Horde towers). In the Jungle there will be 2 Alliance keeps and 1 Horde keep. Every keep has a Keep Marshal (or Warlord - if Horde) and every tower has a Keep Lieutenant (or Captain - if Horde). The repairs can only be made on the structures with native resources harvested and gathered at each area. Mountains has stone and Jungle has wood. But Lower and Upper areas have a small supply of both. Every keep in each zone gives a bonus. One keep gives 1% damage, the other gives 1% haste and the last one gives 1% healing. Again, three per zone except central. Towers do not give any bonus other than warnings of nearby enemy players (in guild chat of the guild that owns the tower much like sponser in the Bear Ogre section).
Post by
admielke
Expansion ideas after Sargeras is dead!
Civil Warcraft:
After all of the evil is irradicated from the world and universe there is only one issue. Civil War. New dungeons could include not boss fights or trash pulls but encounters against another raid who are just normal NPCs. Each NPC has a talent build that contains all aspects of that tree. Blood, Frost and Unholy Death Knights, Balance, Feral and Restoration Druids, etc. Threat does work but abilities (such as vanish) will lose all threat.
The Scarlet
has been around since the beginning of Azeroth believing in the higher power of light and the righteous. They have finally reached a level beyond compare recruiting all races and beings. Millions of them against a few races of players standing, taking a chance to overthrow the tyranical dicator the Great Scarlet Prophet. None know what they are constructing behind the great barricade of the Plaguelands. Both High Priestess Tyrande Wisperwind and Lady Sylvanas Windrunner have sent their best rogues to investigate the grounds of the Prophet. Neither have returned. The Alliance forces have reinforced Chillwind Point and the Horde have refurbished the Bulwark.
New Current Class Abilities!
Note:
I want to see more attack styles instead of the 2 looks of how each race attacks.
Death Knight
Can't think of any. Really well rounded class.
Druid
Same as DK.
Hunter
Blind Servitude
: transfers 3% of pet's health every second to caster for a maximum of 30%.
Mage
Last Cry
: your next 3 attacks will heal you for the damage done.
Paladin
Probably be still too OP in 3.2.0.
Priest
Shadow Fiend enrage!
Rogue
Grappling Hook
: hooks the target and pulling the rogue to it. Use against higher elevated targets.
Deplete
: cuts into the target ripping flesh giving the rogue a HoT. Used only when target is poisoned.
Shaman
Sovereign Elemental
: Enslaves an elemental target.
Warlock
Summon Shard
: creates 5 soul shards. 5 minute cooldown.
Warrior
Shield Mimic
: mimics shield increasing all stats and armor by same as shield wearing lasting for 6 seconds.
Post by
admielke
Hero Class Ideas!
Keeper or Acolyte
Weapons
: Staves, daggers and maces.
Armor
: Cloth.
Secondary bar
: mana and for scythe they change into blood.
Blood secondary bar
: much like a death knight's runic power it is gained from using abilities but can use 'devour' to use blood increasing damage and haste for 1 second for every 10 blood.
Devour
: a scythe ability which uses the stored blood spilled from using attacks. Use this ability to gain an increased damage and haste for a duration depending on how much blood you have stored.
Quick Cast
: Able to cast next spell while running. Needs 20% of base mana or 10 blood.
Scythe (melee) abilities
Note:
unable to gain any until level 55 (much like death knights but need to level from 1). Locked out until you finish a chain quest.
Scythe of the Reaper
: Summons the blades of Lady Azshara our early Queen. Morphing the staff with deadly blades. Turns you into a feared demigod. Only useable on staves. Can only cast scythe abilities. Bottom bar turns into Blood.
Improved Blood
: Increases the duration by 1/2 seconds and decreases the drive to reach full by 5/10% with your blood.
Improved Quick Cast
: Each melee attack reduces the quick cast cost by 1 blood. Stacks up to 5 times.
Dragonic Spiral
: Spins the Defiler into the sky causing replicas of the blades flying to the ground then plummeting to the ground causing large damage within melee range. Area range: 10 yards increases by 2 every second for 5 seconds. At 20 yards plummets to the ground dealing 500% weapon damage to enemies within melee range. Every second of the 5 seconds will deal 300% weapon damage within the current range of the attack.
Revenge
: Defiler screams out in vengence dealing weapon damage every second for 4 second causing the target to be in terror. Can only be used after being attacked or target heals.
Cuffs of Ancient Evil
: The Defiler cuts into their prey and causes the next attack, spell or ability to cause no damage or effect. 10 minute cooldown.
Pray
: A channeled spell for 5 seconds that increases damage and haste by 20% for 10 seconds after the cast is fully complete. 3 minute cooldown.
Numbing Breath
: Spell that penetrates the targets soul dealing no damage but freeing the soul. Incapacitates the target for 10 seconds. No healing can be taken and will awake if attacked.
Air (magical damage) abilities
Poison Air
: Deals damage every second each yard the target moves a yard or does anything. Lasts 6 seconds.
Transplant
: Changes position with the caster and their target. If immune it pulls the caster to the target.
Mistletoe
: Sets a large area to be grown with mistletoe vines. Whoever stands in it becomes seduced every 2 seconds for 5 seconds. Trap lasts for 20 seconds and lasts for 6 seconds when triggered.
Kiss of the Reaper
: Summon a giant elemental to do your bidding which can summon sprout and shrubs but weaker versions of the Life counter parts.
Improved Quick Cast
: Each spell cast reduces mana cost of your Quick Cast ability by 10% (stacking up to 50%) also when Quick Cast is used your following spell is 50% less mana.
Life (healer) abilities
Seeder
: Spawn a growing plant to heal everyone within 10 yards every 2 seconds for 4 seconds with a "regrowth" type of heal/heal over time. Casting time is 3 seconds with a 10 second cooldown. Healing is increased every second, opposite of Wild Growth.
Sprout
: The Defiler's basic yet complicated heal. Healing the target with each attack taken and given giving the target a HoT. Max of 10 stacks. Each tick heals for 10% of spell power over 8 seconds. Sprout buff lasts for 8 seconds or at fully strength. If it is full (10 stacks) before the 8 seconds are up then it shoots to a nearby friendly target.
Spawn
: (Holly, Tulip and Lily) Holly Spawn is a combination of HoT and a physical damage buff (each tick increases damage by 2%), Tulip Spawn decreases damage taken with the HoT (same bonus as Holly), and Lily Spawn increases spell damage and healing with the HoT (same bonus as Holly). Each has a seperate 30 second cooldown, lasting each for 15 seconds (5 ticks).
Large Transplant
: Release a mushroom with 5000 health and deep roots. Anyone within 40 yards has a buff, when canceled will teleport you to it. 2 minute cooldown, 25 charges and 1 minute teleport cooldown (every player has their own teleport cooldown).
Improved Quick Cast
: Each spell cast reduces mana cost of your Quick Cast ability by 10% (stacking up to 50%) also when Quick Cast is used your following spell is 50% less mana.
Angelic
: Cures interruption and silence effects and giving immunity for 10 seconds. Long reset timer.
Defiler
Weapons
: dual weilding daggers, swords or fist weapons.
Armor
: Leather.
Secondary bar
: Energy.
Violate (physical damage)
Fang Lash
: Using both weapons and bite dealing damage from both weapons. A third strike is added which is 50% of both attacks combined. This third strike heals the full amount of damage.
Brawl
: Kicks the target in the head stunning them for 2 seconds and interrupting spells in that school for 5 seconds. Next physical attack deals 10% more damage.
Anger
: Sends the defiler into a rage increasing damage done by 30% but damage taken by 30%. Does not stack with the berserker found in battlegrounds.
Dying
: When below 30% health you can use your blood for health. Healing for 2% per 5 points. (i.e. 50 blood = 50% heal). Long timer.
Bone Dry
: any damage over time on the caster actually heals instead of damaging locking each effect out letting the enemy to cast it again damaging the defiler over again.
Migrate
: teleports the caster to the target dealing 30% less damage for 5 seconds but each attack interrupts the target for 1 second.
Remigrate
: teleports to the caster dealing 30% more damage for 5 seconds. Must be used after migrate but not for 10 seconds after.
Pollute (magical damage)
(can't think of anymore stuff)
Infamous Dose
: inflicting the target with damage and a curse. Every attack done by any other defiler will dose the target with a damage of time dealing for 20% of the damage done stacking up to 10 times maxing out at 200% over 8 seconds. 20 second reset timer.
Reputiate (physical damage and support)
Armorer
: gives the ability to wear mail armor. When you wear leather armor it turns into mail doubling armor amount.
Birth Rite
: next person who dies within 100 yard radius will instantly be resurrected with 100% health and mana. 30 minute cooldown.
Die Die Die
: any killing blow done within the next 10 seconds increases damage done by 40% to any party or raid member within 100 yards lasts for 10 seconds.
Repel
: immune to knockbacks to caster and any party or raid member within 45 yards.
Propel
: causes any knockback taken to reverse back to the original caster without needing to face him or her. Lasts for 10 seconds.
Confusion
: channeling this spell will increase casting speed by 100% lasting for 6 seconds.
Post by
admielke
Player Housing!
City Hall
: buy for 10,000 gold to begin a guild town.
Upgrades
: (lowest to highest) Borough, Municipality, Conurbation, Capital and Megalopolis. Each upgrade for a City Hall will add a new option. They are Exalted reputation bonuses increased by 50%, free mail box in front of every house and teleport from anywhere except battlegrounds to city hall with a 30 minute cooldown., taxes reduced but gold recieved increased (2% tax on 100g = 2g but guild bank gains 3g) and Auction House, reduced weekly rent fee by 50% and reduced build cost for everyone by 20%.
Building a City Hall
: buy lot, harvest or buy wood and stone, create walls which cost gold each square yard, put in doors and basement.
Borough
: Maximum of 30% of lot used for building. A single basement and single level hall.
Municipality
: Maximum of 60% of lot used for building. A single basement and double level hall.
Conurbation
: 90%. Double level basement and triple level hall.
Capital
: 100%. Double level basement and quad level hall.
Megalopolis
: 100%. Triple level basement and a 5 level hall.
Homes
: buy a home lot. Same size as city halls. Place inside guild city zone to recieve bonus(es).
Upgrades
: (lowest to highest) tiny, small, medium, large, gigantic.
Building a Home
: same as 'Building a City Hall' except homes only have 1 basement at small upgrades and higher.
Tiny
: Maximum of 20% of lot used for building. Pick from an Anvil and Forge, Weaving Station (tailoring and leatherworking quicker crafting), Alchemy Table (quicker crafting), reduced reagent vendor or premium (fee-free) Guild Auction House member.
Small
: 40% of lot used for building and gives you 2 choices with only 1 floor.
Medium
: 60%, 3 and 2 floors with 1 basement level.
Large
: 80%, 4 and 3 floors with 1 basement level.
Gigantic
: 100%, 5 and 4 floors with 2 basement levels.
===========================================================================
Long list, I know. What do you think? And be nice. Yes, they do need editing. Please tell me if there is a typo or bad grammar.
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2259
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Post by
admielke
Booo...
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Post by
s20mike
Obviously, the OP has put masses and masses of time and thought into his ideas, and even in to writing up this series of rather epic posts. So, I really don't think it is fair of every Wowhead user to come in here slagging him off. Again, it shows the lack of intellect in people in general when they can't appreciate another persons efforts, and instead, think they are being really, really clever by being a knob.
Anyway, I skimmed the posts, and yeah, it seems you really do care about the game, and have put a lot of thought into this, so kudos for that. Some of what I read seemed pretty cool, some of it didn't really bother me, some, I don't think would work for a variety of reasons.
I hope the rest of your audience doesn't feel the need to engage it the total ass hattery we usually see.
(
on a side note, you think every time an author or scriptwriter submits their ideas to a publisher, or a game company gives a work-in-progress game to a test crew, they have the immaturity to go "tl;dr, nab", or "wall of text crits blah blah blah", or "I have a *!@#ty attitude, so rather than read this manuscript / test this game I'm gonna be as big a %^&* as possible and just slag off the writer"? No. If you don't want to read it all, don't $%^&ing read it. Don't #$%^ and moan or berate people because you are too lazy to do so though, or it didn't spark your particular interest.
)
This is not a suggestions forum.
A Forum is, to a certain extent, whatever its user want it to be. That is like saying "this is not a discussion forum", or "this is not a questions forum". What the hell is it then you moron?
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Post by
admielke
First off, I didn't mean to confuse you. My idea of PvP ranks isn't what you believe I said. I meant they were terribly hard to get. Maybe make them not just a PvP rank but a Tol Barad Rank. If this helps - like DAoC RvR Rank system. Sorry if I misinformed you.
Post by
admielke
THANK YOU!
THANK YOU!
THANK YOU!
(non-sarcastic)
I never get positive feedback. Really *!@#ed me off. Thanks! I will keep perfecting them.
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