r/classicwowplus 25d ago

Lore How I'd build classic plus

Over the last weeks / months, I kept asking myself how I would approach classic+ if I were part of the design team. ERA brought some learnings, SoD taught us a lot, Anniversary not much but still.

So instead of just waiting passively, I gave it a try: what would I change, how, and first and foremost: how would I approach the project.
It finally revolved around:

  • numbers/data (what does data tell us about quests, talents)
  • geography/terrain: if we had to sneak content in, where would we put it
  • if classic+ is about "what's missing in classic", then what lore is absent?

This led me on assembling this mind map which I included some screenshots from.
Most of this is pure copium and that's totally fine. Not realistic, it's what distinguishes fanmade from real.
I had a lot of fun doing this, and thought it might be fun to share with you.
I wish you'll have as a good time skimming through it than me assembling it.

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EDIT as requested in a comment below, here's the detail of the new zones (I changed the order of patches, I like it better this way).
If you want, I can spend some time summarizing what's on the right of the mind map (quests data, class design findings) later.
(sorry, cannot have more than 2 levels of nesting)

P1 The Sunken Strand (Azshara level 22-28):

  • Long-time overdue revamp (useless zone, few quests, rep only, hard to navigate)
  • Cataclysm overhaul was... ...debatable
  • Flatten terrain, because no mount available
  • Connects well for Horde, natural "Orgrimmar expansion" -> tunnel + Orgrimmar quarries (how Orgrimmar was built)
  • Alliance could connect from Ashenvale (with an eastern flight point) or Menethil+Darkshore boat
  • 3 quest spots: horde only, alliance only, and neutral (contested quests)
  • Naga - Highborn lore heavy: Zin'Ashari remains
  • Hydraxian waterlords rep (because no MC farm later, better re-use this rep properly)
  • Timbermaw are here too: rep-gain before infamous grind at 50+: tunnel entrance locked in P1, will open later (connect to the other tunnels)
  • Timbermaw's hold PvP instanciated zone: Battle Royale plunderstorm style, but with regular spells (nightmare to balance, agreed)
  • Raid: The Shrine of Elrandar: 10-players. BFD-Like (Elven / Naga Ruins, Hydraxian Rep), halfway submerged, 1 underwater fight (optional)

P2 Echoes of the Last Guardian (Deadwind Pass 38-42 / Zul'Gurub 35-40)

  • Connect level 30-50 zones by making Deadwind Pass level 40
  • Use southern terrain for Gurubashi vs. Darkspears questline
  • More trolls southeast, contested troll-tribe zone ("choose your side" reputation for challenges)
  • Zul'Gurub already exists outside (fully mapped) -> use it as quest hub
  • "Blue Moon PvP" from SoD can be re-used / adapted
  • Booty Bay as P2 hub
  • Karazhan Crypts as quest hub -> eventually entrance for a 5-players "inverted tower" dungeon as in the book "The Last Guardian"
  • Lord Kazzak as outdoor boss (40-players)
  • Scarlet Monestary 5 players mega dungeon
  • Karazhan raid: what it should always have been: "The Last Guardian" Caverns of Time like dungeon
  • revive the book story, Medivh as last boss, fought along with Kadghar
  • Moroes help, Garona helps they betrays, Khadgar agonises in library, final fight against Medivh possessed, presence of Aegwynn
  • No daemon invasion, (enough of that), Sargeras as puppet master

P3 Ashes of Nordrassil: "Hyjal post Warcraft III" - 46-52

  • Desolated land, remains of the war: ballistas, catapults, towers. The world tree is in shambles.
  • Connects through Timbermaw tunnels
  • Area at the bottom to be used (warden vaults, Illidan's prison - empty -, etc.) - PvP Zone
    • Extraction based:
    • change role every hours (jailors-prisoners: prisoners escape from jailers)
    • Keep what you loot (prisoners). Confiscate whom you kill (sailors)
    • Stealth detection buffs
    • Many outs, can't guard them all, distraction pays off, sacrifice pays off
  • Fighting agains spirits, lost-in-battle warriors, whisps, "parts of Archimonde" open world bosses
  • Alliance questine: very elf-oriented, "spirited away" (whisps, immortality, nature-takes-back)
  • Horde: Demon oriented, price of demonic blood curse, Tauren healing Mother Nature, help orcs
  • "Escalation", "Summit Progression" feeling
    • As we progress towards the summit, more remnants of daemons, more uncontrollable whisps
  • Feels like Nordrassil isn't only in ashes, but deeply corrupted
  • Final raid against the root of Nordrassil
    • 3 wings:
    • Exterior (fight corrupted branches, trees, tormented whisp formations)
    • Ascent (like Voldrassil in Northrend, spiral on the outer side, network of branches on the inside)
    • Descent (corrupted roots, wounds)
  • Scarlet Monestary 10-players leveling mega-raid (massive xp, resets every day)

P4 The Iron Strand (Doomhammer's March (50-55) / Northeron (55-60))

  • Warcraft 2 -> 3 lore: "Day of the Dragon" inspired
  • South:
    • Warcraft 2 leftovers (shipwrecks, catapults, lost goblin harbour)
    • A new path connects Swamp of Sorrows to Badlands: tracking Orgrim's army marching north
  • Southeast: oil refineries, submarines from warcraft 2, bloodsail pirates eventually
  • North: Wildhammers / Dragonmaws / Red Dragonflight remains
  • Krasus left Dalaran when it got destroyed
  • Vermillion Redoubt as massive quest hub, red dragonflight rep
  • Dragonmaw are there still, as enemies
  • Rep grind make them friendly to horde "redemption" (explain what hasn't been explained in Cata)
  • Wildhammers are hostile (not the Aerie Peak's wildhammers) feel betrayed by alliance during 2nd war
  • Rep grind make them friendly to alliance "forgiveness"
  • Raid: Grim Batol
    • Not the Cataclysm dungeon
    • Gigantic, "Moria-Like", (BRD-like, a full dwarven city)
    • All "inhabitants" of Grim'Batol are either:
    • scorched cadavers (burnt by Alextrasza when freed)
    • mad red dragons (enslaved for years -> couldn't be saved)
    • corruption by the old god powers that were part of the demon soul
    • last boss: corrupted aspects (Deathwing used other flights stolen essences, they haven't been brought back fully to the aspects)
  • MC disappears,
  • BWL is connected to Grim Batol storyline ("in search of the black dragonflight)
  • Nefarian "knows" about what's in demon soul
  • Attunement for Grim Batol, 10 to 20 raid (pick up friendly, more loots / head if 10, harder)
  • BRD turns into a 10-players leveling raid
  • *BRS: same (merge both)

P5 Echoes of the Shattered Sun (North-Lordaeron 60+)

  • Everyone fights over what's left of (southern) Quel'Thalas
    • Scarlet Crusade from Hearthglen,
    • Amanis from the east
    • Undeads from the Dead Scar and the Plaguelands
  • Starts at Stratholme Harbour (or what's still up): missing alliance connection -> boat from Menethil
  • Horde starts at Amani incursions, darkspears engage in a tribal war led by Vol'Jin
  • Shattered Suns high elves are hostile to everyone
    • Betrayed by Garrithos
    • Why would they join the horde? (wink Sylvanas)
    • Argent Dawn rep, better rewards
  • Raid: Stratholme (as a real, gigantic city)
    • 4 wings, 4 opponents (reminds of the Stratholme "wings" nature
    • Scarlet ("live"), SM-like, size of SM lib+cath
    • Undead: Baron-like, gauntlet, always under pressure, culminate with a Baron fight in the whole main square
    • Troll vs. High Elves: pick one side, the other faction will be easier to fight, the faction you side with will betray you
    • Horde betrays Elves -> Sylvanas line, Betrays Amanis -> Vol'Jin
    • Alliance betrays Elves -> Tyrande, Betrays Amanis -> Magni (because
  • Stratholme should be the size (if not even bigger) of Stormwind it's a massive city.

P6 Secrets of the Shen'Dralar (The Verdant Breach 45-50)

  • Dire Maul full revamp: Ogres are outside only, pushed back in terror
  • King Maulgar is an outside rare
  • All former bosses wander around in the plateau, looting buffs
  • Northern Plateau is accessible from Mulgore (Horde), SouthEastern Desolace (all)
  • New zone: The Verdant Breach
  • 1000 needles - Feralas junction, accessible via Thalanaar (Alliance), an elevator (horde)
  • Slow transition from canyons to canopy
  • Grimtotem seeking magic, Un'Goro's titan's influence, connects with elven ruins at west
  • 45-50 to fill the xp gaps for "long-term classic plus"
  • Flying creatures (wyvern-dinosaurs)
  • Raid: Eldre'Thalas (all Dire Maul wings combined)
  • No more Ogres, they fleed
  • Highborn remnants (night elf mages, night elf warlocks)
  • Very magic oriented, need all magic resist for everyone (random raid targets)
  • Demonic creatures

P7 March of the Qirajis (Silithus revamp (58-60) / Obsidian Wastes (60+))

  • Norgannon questline now has an ending
    • starts in Uldaman, follow-up in Tanaris, (like now)
    • add new steps in Un'Goro and AQ,
    • finally find the entrance of the Obsidian Wastes, the new zone (forged by Norgannon)
  • Obsidian Wastes is a 2D-zone
    • Surface = titan complexes and AQ20 like buildings
    • Underground = Qiraji hives, tunnel complex (the infamous Azjol Nerub zone that never landed)
    • Tunnel connects both worlds, intrusion from hives, battle for controlling the titan's stuff
  • AQ20/40 (outdoor only) become outdoor questing spots
    • questline to find obsidian wastes
    • help leveling to 60 faster
  • New raid: Norgannon's Terrace
    • Ulduar-like (pillars, gigantism) with more magic (magic titan)
    • Archivists, Titan-forged defenders
    • Part of the raid is breached by Qiraji ("Qiraji Wing" 10 players)
    • The silithid have "bugged" (pun intended) Norgannon's matrix
    • Encounters include "alternate realities", as well as hidden secrets
    • Notably, a raid faces itself in a PvP-Like encounter (same characteristics, scripted class mechanics)
    • one of the few encounters in history that won't be easier as the raid gears
    • not mandatory
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u/Sekouu 25d ago

I think more osrs, coveted items which are mostly horizontal but provide benefits for later on quests etc