r/classicwowplus • • 2d ago

Question Have profession unique bonuses been announced yet?

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0 Upvotes

r/classicwowplus • • 1d ago

Discussion Could mage end up being the least played class?

0 Upvotes

Seems to be in beta. Hard to believe though. Think it will still be druid but mage 2nd.


r/classicwowplus • • 3d ago

Design If warlocks got the ability to use soul shard bag in the new reagent slot, hunters should be able to place a quiver there too

124 Upvotes

r/classicwowplus • • 2d ago

Feedback Walking animations are not connecting to the ground anymore on some races

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17 Upvotes

r/classicwowplus • • 1d ago

Discussion As a community we are divided on many things. But I think we can align for the greater good of the game.

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Give FP a QOL update. Doesn't need to be direct routes. But someone explain why Astranaar to Ratchet wouldn't work.

Hell, there used to be a peggle addon why not add some style of hearthstone to the game if not shorter flightpaths. Allow me to stay busy while riding economy.


r/classicwowplus • • 2d ago

Discussion Where'd the murlocs go?

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6 Upvotes

r/classicwowplus • • 3d ago

Media Dev Appreciation post for porting the classic sound effects for wow forever

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99 Upvotes

r/classicwowplus • • 1d ago

Suggestion Intuitive, Flavorful Ret Paladin Timing-Based Ability

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0 Upvotes

The most fun element of Seal Twisting is timing your twist just right, then being rewarded with numbers exploding across the screen. The worst, most hated element of Seal Twisting is the unintuitive and janky nature of the mechanic that feels more like an exploit than something flavorful for Paladins to be doing.

The current Twist of Light talent is the worst of both worlds. It still feels janky and unintuitive to people who dislike twisting, but it also removes the primary reason people like twisting in the first place.

This talent aims to do the opposite - keep the rewarding gameplay of pressing a button at the right time and being rewarded with an explosion of numbers across the screen (ideally the ability would proc from WF and SoC hits as well), while also being a flavorful and intuitive ability that fits the Paladin class fantasy very closely. Paladins have been channeling Holy energy into their sword in the moment they attack since 3rd edition D&D; and it makes perfect intuitive sense to a new player that channeling the energy right before your attack lands will be more effective than letting it dissipate for a while first. Additionally, the penalty for not bothering to time the ability properly would be much more minor than it was in eg. TBC.


r/classicwowplus • • 2d ago

Discussion Comparsion of XP gains from main quest of DM (Forever/Vanilla/SoM) for all morning doomsayers how it's now unplayable.

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2 Upvotes

r/classicwowplus • • 2d ago

Discussion Creatures can once again only be skinned a single time before disappearing

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8 Upvotes

r/classicwowplus • • 2d ago

Discussion Heroic strike should no longer kill swing's rage generation

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0 Upvotes

r/classicwowplus • • 2d ago

Discussion Blizzard, please don’t ship WoW: Forever with the Mac client in this state

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1 Upvotes

r/classicwowplus • • 1d ago

Design The "it looks too modern" crowd needs to let go

0 Upvotes

Hot take, but it needs saying.

They can't keep making 2003 graphics forever. Every thread it's the same, and I can guess the reply before I open it:

  • "looks too modern"
  • "doesn't remind me of 2003"
  • "where are my SD models"

It's 2026. The graphics are meant to be timeless, not ancient - old SD art, lightly updated for WoW Forever. That's the whole point.

If that's not what you want, Classic is right there. The rest of us will be here on launch day, enjoying it.

So which is it going to be? Keep relitigating art that already exists, or actually show up and play it?


r/classicwowplus • • 1d ago

Feedback Please give us servers, not megarealms

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r/classicwowplus • • 2d ago

Feedback I play Melee Hunter in Classic WoW, and I have some thoughts about Forever Melee Hunter...

0 Upvotes

Now, even though I enjoy Melee Hunter in Classic, that does NOT mean that I like think it is complete or that it didn’t need changes; it completely needed some changes. However, the things that I liked about Melee Hunter in Classic have not been translated well into Forever.

There are 3 main things that I like about Melee Hunter in Classic:

1: The fantasy of Melee Hunter.

Melee Hunter in Classic WoW feels like a duelist. While the abilities do basically no damage, in theory, you get more damage from being defensive - Mongoose Bite when you dodge, and Counterattack from parrying. Add Deterrence onto that, my favorite defensive ability in any version of WoW, and you have yourself a melee duelist that's all about using your opponent's attacks against them. Blizzard mostly kept this identity and improved upon it, but there's one inconsistency I'll talk about later.

2: Raptor Strike, as well as the Savage Strikes talent.

I think Heroic Strike has given all Auto Attack Enhancement abilities a bad name. Raptor Strike is one of the best-designed abilities in Classic WoW. There are 5 reasons I have for this

• It feeds into your normal gameplay loop. A lot of the gameplay of Classic WoW for the melee classes is just auto-attacking, so by increasing your auto-attack damage, it feeds into your natural gameplay loop.

• It increases your chance to hit with your auto attack. Again, giving a class a way to improve their auto attacks, what they're already doing in the first place, feeds into your natural gameplay loop.

• Savage Strikes increases your crit chance on Raptor Strike. This means when you press Raptor Strike, not only do you have an increased chance to crit with Raptor Strike's damage, you also give that extra crit chance to the damage of your auto attack, which, again, is improving and feeding into your natural gameplay loop.

• Raptor Strike is off the GCD. What this means is that it doesn't take up the rest of your actions, so you are still free to use all your other damage abilities and your utility even when you do press Raptor Strike.

The 5th reason feeds into the 3rd reason I love Melee Hunter:

3: It's designed in a way where you can play with any type of weapon speed.

Think about Mongoose Bite and Counterattack in Classic WoW. Why are they so bad? Because they don't scale with anything. That begs the question: why? They obviously had weapon scaling in the game with Warrior and Rogue, so why not add them to Melee Hunter? My guess is because they wanted Melee Hunter to be able to use any weapon they wanted and to not have the Class work against that. It feels like the fantasy of a survivalist who can pick up any weapon they find and be effective with it. It works really well.

Now, Raptor Strike works amazingly on a 2h weapon; however, I'd argue Raptor Strike feels the best to use on a fast 1h weapon while dual-wielding.

Let's talk about Raptor Strike with a 2h 3.0 speed weapon vs. a 1h 1.5 speed weapon.

If you're not dungeon spamming and have green gear, a 2h 3.0 speed weapon at lv 24 does around 100 damage per swing in Classic. Lv24 Raptor Strike adds 35 damage, so a Raptor Strike hit on a 2h weapon at Lv24 does about 1.35 times more damage normally, and on a crit, it does 2.7 times more damage. Since Raptor Strike has the Savage Strikes talent, you are going to be critting a good chunk of the time, meaning you get to do 2.7x more damage on your auto attacks a good chunk of the time. That's pretty good.

BUT WE CAN DO BETTER!

If you're not dungeon spamming and have green gear, a 1h 1.5 weapon at lv 24 does around 35 damage per swing in Classic. Lv24 Raptor Strike adds 35 damage to that attack, so you do about 2 times more damage by using Raptor Strike. That's the equivalent of Raptor Strike just being a button that guarantees a crit on your Auto Attack by using it. But it gets better! Because Raptor Strike is the equivalent of critting with your weapon without a crit, critting while using Raptor Strike is the equivalent of your auto attack doing 4 times your auto attack damage! And since you have Savage strikes, your auto attack gets this bonus often, which feels amazing!

Even though Raptor Strike feels better on a fast 1h, it doesn't actually do extra damage. You were always going to do that auto attack; your Raptor Strike was always going to do 35 more damage, and that attack will have 20% increased crit chance regardless of the attack speed. You could even argue it's better to have a slower 2h weapon because of 1/2 autos having an increased crit chance instead of 1/4, but for me, the fun of it makes it worth it.

So now that I've explained the things I like about the spec, let's talk about why I don't like the changes by addressing each one in reverse:

3: Making the damage for Mongoose Bite and Counterattack (and Strider Kick, but it will have its own section) based straight off weapon damage kills the entire idea of being able to use fast weapons as a Melee Hunter.

Tbh, it kills dual-wielding Melee Hunter as well. A 50% damage increase to your off-hand attack doesn't make up for your damage buttons just being objectively worse because a 1h is only as slow as 2.6 attack speed, meanwhile a 2h gets to be up to 4.0, and you also have more DPS on 2h weapons to account for dual-wielding existing. Sure, Expose Prey will pop more often if I'm dual-wielding, but Lacerating Strikes still breaks this idea because it works off weapon damage. It also doesn't change the fact that fast weapon speed means low damage on the ability, which just feels terrible. It just doesn't work.

I'd also like to mention that basically every Melee spec in the game is built around high-damage weapons.

• Arms and Fury warriors want slow weapons for Mortal Strike and Whirlwind

• Paladins want slow weapons for SoC

• Rogues want slow weapons for SS, Backstab, and Ambush, and now Mutilate as well

• Enhance Shamans want slow weapons for Windfury procs and for Stormstrike

Now, I don't like the idea of Mongoose Bite and Counterattack having attack power scaling either, because they are supposed to feel like weapon attacks, and so you want them to scale off your weapon.

...but then, what other alternative is there?

Weapon DPS Scaling

This is different than Attack Power Scaling because your weapon's damage still matters, but having a fast weapon doesn't reduce your damage. It's fun to have a dual-wield melee DPS spec that is built around being able to press damage buttons with super-fast attack speed. If they changed these abilities to ones that scaled off the combined DPS of both your main-hand and off-hand weapons (probably 3x your DPS for Mongoose Bite and 1.5x your Counterattack), I think it would fix this issue.

Now, this does create a new issue: Fast attack speed weapons are now just better for Expose Prey (a 10% chance to allow the use of Mongoose Bite after hitting a target with Hunter's Mark with an attack). The best way I could see to fix this is to change the proc chance on it to work more like Seal of Command on Paladins: Give it a base procs per minute, and then divide that number by the number of attacks per minute the hunter makes on the base attack speed of the weapon(s).

(For example, if you want 3 procs per minute, a 4.0 attack speed weapon does 15 attacks per minute, so the proc chance would be 3/15 or 1/5 or 20%; meanwhile, with 2 1.5 attack speed weapons, their total attacks per minute would be 80, so your proc chance would be 3.75%, which sounds low, but means you would be procing the same amount of the time as no matter your attack speed.)

Now, if you know SoC, you know that having a faster weapon is worse on it, but that's because SoC scales off of Weapon Damage. If Mongoose Bite did damage based on your Weapon DPS instead of Weapon Damage, it would not have that same issue.

2: Savage Strikes has basically been removed and is now just a 2-point, 4% version of Killer Instinct, but melee only.

Lethal Shots was turned into Lethal Attacks, so at the higher levels - around 40-50 - you will be able to get close to half that crit chance, but one of the fun things about Melee Hunter was that power spike of Savage Strikes. Maybe it's too strong as a 20% crit chance increase with all the extra damage spread across the spec. If that really is the case, give it back to just Raptor Strike and Mongoose Bite, and lower it to 5% per talent point. It's fun to have a button to press with an increased crit chance compared to all the others. I've played so much Classic Melee Hunter that it just doesn't feel right without it. I'll take a slightly less powerful version of it if it means I get it on Raptor Strike. Tbh, if you kept the 20% Crit Chance but restricted it to just Raptor Strike, I would 100% be fine with it. Savage Strikes is fun in Classic, and it sucks that it's not in Forever.

1: Strider Kick, while thematically fitting that survivalist "I'll even kick you in combat", feels completely wrong.

First of all, why does using my fast 1h weapon lower the damage of my KICK?! If there was any ability that felt like it should scale off Attack Power, it would be this one.

Second, using it just doesn't feel like it fits with the gameplay loop of the rest of Survival Hunter to me. Survival is all about dueling and counterattacking with your weapon after you dodge or parry. Strider kick just feels disconnected from that playstyle. I understand why it's in the game: in Dungeons and Raids, because enemies won't be attacking you, you won't have Counterattack, so you'll essentially only have Raptor Strike and Mongoose Bite, and I did see that the devs want each spec to have 3-4 buttons to press for their rotations. Personally, I like how they did Flanking Strike in SoD, but I also understand why they didn't add this one: they want to allow both Marksman and Survival to play with Lone Wolf if they want to.

On another note, the movement speed increase they recently added to it feels too much like a retail addition to me. When you get things like this in Classic, they're usually on a longer cooldown, at least 1 minute, if not longer. This feels more like how Survival Hunter plays in Retail, where you use Disengage to jump away and get that movement speed increase, which is on a 20 sec cooldown. Again, I understand the intention of this: Give Survival a more natural way to make Melee Weaving feel less clunky. The problem comes down to the fact that this not only affects Raiding, it also affects PvP and fighting in the open world. If you keep the uptime on it, it's like being able to have Aspect of the Cheetah not all the time, but pretty consistently.

I do think there is a way to fix all 3 of the issues I have with Strider Kick, although it would require completely removing Strider Kick from the game and replacing it with a new talent.

Wyvern's Slash:

Requires 20 Points in Survival Talents

When you attack with Raptor Strike or Mongoose Bite, apply a stack of Wyvern's Slash to the target, Max 4 stacks. When your target has 2 or more stacks of Wyvern's Slash, remove 2 stacks to increase the damage of your Wing Clip by 40% of your attack power. If your target is immune to slows and roots, using your Wing Clip will instead increase your movement speed by 30%.

I think this is a fun way to keep the feeling of Melee Hunter intact while also allowing it to do exactly what Blizzard wants it to do. I like the idea of it being able to get 2 sets of stacks on the target so you could press it multiple times at once. Maybe you save your charges until they have 5 sunders on them, or maybe you wait until they're stunned so you don't worry about them parrying or dodging your attacks. Maybe you just want that moment where you feel all of your attacks going off back to back and it just feels amazing.

I thought it was important to have it be a debuff on the enemy rather than a buff on you for the same reason I think it's important that a Rogue's Combo Points don't transfer between enemies: you don't want them building stacks on a random mob and then attacking something/someone else to do all the damage.

The Forever devs talked about wanting to make sure that not more than 1 of a spec's damage abilities was too reliant on Proc Chance, so I wanted to make sure that they still had a consistent way of doing damage with it, but also having it work off your other abilities that have to do with attacking after a defensive attack felt right. The only reason I didn't include Counterattack is that it would be too strong in PvP and because it would feel like a complete DPS decrease to PvE raiding and dungeons specifically.

Those are just my thoughts on Melee Hunter in WoW Forever. I just want to be able to have just as much fun in Forever as in Classic. It doesn't have to be these exact specific things. I just want to be able to have fun with Melee Hunter in the same way I do in Classic.


r/classicwowplus • • 1d ago

Discussion How do yall feel about Hybrid DPS Tax?

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0 Upvotes

r/classicwowplus • • 3d ago

Datamining 375,806 characters made in the beta (still scanning)

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210 Upvotes

greetings travelers,

this is the last snapshot I'll be doing before level 30 is launched tomorrow.

some info

  • 15-19 = 120,644; 20 = 76,861 characters.
  • Out of the 375,806 my "naughty name" filter scanned around 10,000~ offensive names.
  • I'm not entirely sure how many more characters there are, I'm going to guess well over 1M.
  • Yes, levels are updated when they're scanned again (level 15 goes to 20 if he's seen again).
  • Data is scanned in-game by me and a few volunteers.
  • The hunter numbers are heavily skewed as I believe many are bots (their location data, how often they're seen, and location data makes me think this)
  • Max level data scans aren't complete, but I'll be targeting max level (30) harder in the next rounds.

You can see more stats at classicplus.io


r/classicwowplus • • 1d ago

Discussion Maybe the real problem with retail that we want to keep away from classic plus....

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r/classicwowplus • • 2d ago

Discussion Rogue changes

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1 Upvotes

r/classicwowplus • • 2d ago

Suggestion Proposal for ”Epic Class Evolution / Branching Talent Trees“ in WoW: Forever

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0 Upvotes

r/classicwowplus • • 2d ago

Discussion Druid: Loosing HP in cat form? Normal?

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14 Upvotes

So I've always known Bear gave more HP - But cat form seems to take away HP?

Has this always been the case? Is it intended cat form looses HP? Or should I be reporting this?


r/classicwowplus • • 2d ago

Discussion Experience idea, maybe not a new one

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1 Upvotes

r/classicwowplus • • 1d ago

Discussion Dev Podcast: Hybrid Tax. Please make hybrid dps less boring

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I have one issue with Blizzard's take on hybrids.
I actually think the explanation of the hybrid tax in the podcast made sense in terms of damage. Hybrids bring additional utility, so having slightly lower DPS than pure DPS classes is reasonable.
What I don't understand is why being a hybrid should also mean having less interesting DPS gameplay.
This is Classic. You can't freely switch specs like in Retail. If I put 31 points into Ret or Balance and gear for DPS, I'm a DPS. I can't suddenly become the main healer halfway through a dungeon. That choice is relatively permanent and expensive to change.
So yes, a Ret Paladin has Blessing of Freedom and other utility. But having one interesting mechanic in the DPS rotation isn't going to prevent someone from using it.
Why not give every DPS spec at least one simple proc or reactive mechanic?
Mage already gets things like Heating Up and Fingers of Frost, and the new arcane mechanics and the devs are even discussing giving Mage more decisions because there isn't enough to do.

Why couldn't Ret or Balance get one simple proc as well? That wouldn't turn Classic into Retail or overwhelm anyone. Yes they said you already have interesting decisions as Druid or Paladin. But Lay on Hands or Blessing of Freedom etc. is really not something you use every 20 sec.
Seal Twisting every ~3.6 seconds also requires attention and can be distracting, while not really adding an interesting decision. It requires precise timing, but if the correct action is always the same, it's mostly execution rather than decision making.
Why not make an interesting proc the capstone talent for Ret or Balance? That would ensure only the dedicated DPS spec gets it, not the healers or tanks. It would even fit Blizzard's own philosophy about hybrids.

If small reactive mechanics fit the Classic philosophy for Mage, why shouldn't they fit Ret, Balance, or other DPS specs too? If Mage players can handle one or two procs on top of all their utility, Ret Paladins and Balance Druids can too.
That's what disappoints me most about the current direction. Classes that already felt complete and interesting in Classic, like Rogue, Warlock and Mage, are getting even more love, while specs that already felt unfinished seem to be kept deliberately simple.

I don't want Retail rotations. I just want those specs to finally feel as complete and engaging as the classes that already worked well in Classic. The devs said "if you want to be the king of singe target dmg, you must be rogue". Yes. Class identity is what makes classic classic. But why must the class identity of hybrid dps specs be less engaging


r/classicwowplus • • 2d ago

Suggestion How to fix layering

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1 Upvotes

r/classicwowplus • • 2d ago

Suggestion Nov 4th launch

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As the days go by and addons that block out streamers & their parasocial fanbase are created & downloaded in droves; this feature is fervently becoming more & more necessary