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📺 Watch Original Video by XaryuDiscussed as an obvious first feature, already in anniversary version. Considered a simple, straightforward addition that most people want.
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The host and chat agreed that two professions makes sense in WoW, forcing players to interact with others for different professions. More than two professions would only make sense for solo self-found gameplay, which is controversial.
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Discussion centered on world buffs being mandatory for raids, which prevents people from just playing the game. Season of Discovery did cloth turn-ins, Turtle WoW disabled them in raids. The consensus was that some change is needed, whether removal from raids or easier acquisition methods.
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This specific solution would make world buffs not work inside raids, similar to Turtle WoW. Would mean showing up with just consumables instead of spending hours getting world buffs.
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This would involve reworking world buffs through methods like cloth turn-ins (Season of Discovery style) or quest/dungeon boss kills to simplify the process, rather than complete removal. Some type of system where you're not sitting AFK in cities for hours.
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Strongly rejected by the community as it would fundamentally change the classic experience and reduce player interaction.
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Host and community agreed against it, as transmog ruins the 'wearable achievements' aspect of the game. Seeing someone with cool shoulders, tabard, or weapons is exciting, and transmog removes that visual accomplishment.
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Would allow normal battleground queues to remain, but add a rated option for competitive play. Discussion noted it stays true to the existing system, DRs work in rated battlegrounds, and it's balanced and fair.
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Host actually supported 1v1 arenas more than 2v2/3v3, arguing they're more balanced in classic WoW. Suggested they could be in physical world locations with betting, rather than instanced, to feel more classic.
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Host disagreed with this, arguing that 2v2 and 3v3 would be awful with 20-second polymorphs, saps, and fears. Would require rebalancing everything, which would impact world PvP, battlegrounds, and raids. Believed the system changes needed would be too fundamental.
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Similar concerns as 2v2 arenas - would require massive rebalancing of CC duration and diminishing returns to work properly. Host felt this would mess up too many other fundamental systems.
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Would make existing flight paths more efficient by not requiring flights to go around the world as much. Not making them faster in speed, just more direct routes. Host agreed this made sense.
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Would add new flight path points in areas that might need them. Host was more cautious, saying maybe one or two additional paths could make sense to alleviate unnecessary running, but not too many as that would be excessive.
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Would allow stones outside dungeons to summon party members, instead of just being meeting stones. Host was neutral on this, noting it reduces warlock utility. Later discussion with Ampy suggested warlock summon closets might be better to preserve class identity.
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Works like Season of Discovery where warlocks can place a closet anyone can use. Seen as a better alternative to summoning stones as someone still needs to get there first, and it gives warlocks unique utility and excitement.
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Host agreed, noting that while druid buffs aren't too mana intensive, mage and priest buffs take your whole mana bar and are really annoying. Brings class utility to raids/dungeons/battlegrounds but shouldn't be so costly.
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Specifically mentioned paladin buffs being extended to 30 minutes 'where it makes sense.' Host agreed that paladin buffs should be at least 30 minutes like they were in Season of Discovery.
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Host agreed, noting guilds already use alt characters as banks anyway. Adding a proper guild bank just makes more sense and doesn't modernize the game in a bad way.
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Very controversial and complex topic. Pros: gives players things to do, reasons to grind, provides content. Cons: creates toxicity with 'link your AOTC' culture, makes gatekeeping more accessible. Counter-argument is people already do this with Warcraft logs. Host was uncertain and could see it going either way.
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This would involve queuing for a dungeon, being paired automatically with others, and being teleported in and out. Seen as too convenient and reducing social interaction. Some suggested dungeon finder without the teleport might work, but concerns about reduced social interaction and people rage-quitting more easily (compared to Tinder vs old-school dating) remained.
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Clarified as NOT what Season of Discovery did - rather adding one button to classes that need it, like Crusader Strike to ret paladin, taunt to prot warrior, Mangle to feral druids, Arcane Blast to arcane mages. Not six new buttons or crazy mobility, just minor additions where needed.
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Refers to improving quest rewards where it makes sense - like killing elite monsters for long quest chains should give better rewards than greens you vendor. For drawn-out quest chains and elite quests, rewards should be really good greens or decent blues.
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Essential for Classic Plus content.
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Would involve updating existing raids like Molten Core or Naxxramas by adding extra bosses or new mechanics. Host agreed but with the caveat that it has to be done well - don't ruin the whole experience. It's nuanced and needs to be solid.
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Would work like Runescape's system with poll booths in-game. Requirements: active subscription, max level, certain amount of playtime (3+ months), one vote per account. Cannot be botted with level 1 characters. Host strongly supported this, wanting the community to have control over what gets added.
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Would involve adding classes like demon hunter, death knight, monk, bard, or necromancer. Host agreed with rejection, stating that adding new classes to WoW usually ruins the feel and vibe. Better to keep the original nine classes and build from there.
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Discussion focused on races that make sense in classic lore like blood elf, high elf, and goblin - not pandas or dracthyr. Host agreed but wanted to keep it reasonable and not go too far. Blood elf paladins make sense, for example.
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Examples include human hunters, night elf mages, gnome priests - where it makes sense, similar to how Cataclysm did it (not every combo available). Host agreed as long as they don't go too far with it.
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Would change party-wide AoE buffs (like Arcane Brilliance, Fortitude) to raid-wide, so you only buff once for the whole raid. Host agreed, noting it makes sense with lower mana cost buffs and reagent requirements.
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Host agreed that racials add to the feel of the game. Some discussion about rebalancing them where it makes sense, particularly orc stun resist (20-25% of stuns just missing) which bothers PvPers more than anything else.
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Would change from 20-10-5 seconds to TBC's 8-4-2 system for CC in PvP only. PvE would keep normal durations (60 seconds for polymorph on mobs). This is a massive change that would fundamentally alter classic WoW PvP - affecting duels, rogues (who rely on blind-bandage-sap-eat), warlocks (spam fear), and overall ecosystem. Would help arenas and be more fair, but changes everything about classic PvP that people love.
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Weapon skill is the blue bar that starts at 1 when you get a new weapon type. Host agreed with keeping it, stating it makes the game feel like an OG MMO, isn't overly annoying, levels up quickly, and has that 'Oh I got to level that up' classic MMO feel.
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Specific new spec question - shaman tank makes the most sense if adding new specs. They have shields, totems, earth shock for threat. Host believes the original design intended them to tank. Would help with tank queue times and be an overall win for the game without going overboard like Season of Discovery did with rogue/warlock tanks.
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Would give Alliance shamans (likely dwarf shaman) and Horde paladins (undead or tauren). Host stated he would like dwarf shamans. Acknowledges it's cool to have faction-exclusive classes but thinks both factions having access would be better.
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Anniversary already has instant mail to yourself on same account. This would be instant mail to other players as well. Short discussion without deep analysis.
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Cataclysm version allowed changing hair and earrings only, not full character customization like retail. Host pushed back somewhat, noting that when you see 'the gnome with green hair' jumping around Ironforge, you know them by their appearance. There's an identity around character looks. Ampy had a hard disagree, saying you should commit to your character on the character screen, though admitted it wouldn't make him quit.
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Currently mounts are at level 40. Host agreed this is iconic to classic - mounts at 40 is a defining feature that shouldn't change. Private servers sometimes do it sooner but classic players don't want this.
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Host strongly disagreed (first major disagreement). Would remove damage meters, Deadly Boss Mods, BigWigs, following the Midnight treatment. Blizzard would build in their own alerts and damage meter. Host argued this makes sense for retail due to an 'arms race' where weak auras became required for content, but classic content isn't that complex. Classic is meant to be casual - get friends together and raid. If classic becomes so sweaty you need weak auras, that's the real problem to fix, not a band-aid of removing addons. Keep classic enjoyable and casual for classic players.
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Obviously wanted. Host emphasized that zones that make sense are best - like developing existing lore locations (Hyjal, old raid mounts) rather than making random stuff up.
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Traditional flex means scaling for 10-40 players. Season of Discovery did it differently - scaled for 20 but you could bring up to 40 to make it easier (distributing loot among more people). Host liked the SoD approach where you have a 20-man core but could go up to 40. The accessibility is good but begs the question of optimal raid size. Very nuanced topic requiring more discussion on specifics.
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Would provide better loot to bridge the gap between raids and normal dungeons, and allow players who only want five-man content to challenge themselves more. Introduced in TBC.
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Added in Mists of Pandaria. Host was neutral - wouldn't mind either way. Not something he particularly needs, unlike dual talents, new zones, new raids, and minor class changes which are essential. Ampy had strong opposition, arguing it diminishes the RPG element of killing 50 mobs and having to loot each one individually - rightclicking once and walking away breaks immersion. Ampy literally scrollwheel-loots everything super fast, but still thinks individual looting is important for the classic MMO feel.
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Host strongly disagreed. Would prevent Warcraft Logs from existing. Host argued that a large percentage of weekly raiders are completely motivated by logs - it's what keeps people going and is the endgame of classic. Removing the endgame would be a major mistake.
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Proximity voice chat in the game world. People want the game as is, not people running around saying random stuff.
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Would reduce run-back distance after death in some cases. Straightforward quality of life feature.
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Would add the shaman ability heroism/bloodlust, and possibly mage time warp (added in Cataclysm to mages, Wrath it was shamans only). Community didn't want this retail feature.
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Host agreed strongly - level 60 is iconic, classic. Classic Plus should stay 60 forever. It just feels like WoW at level 60.
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Introduced in Legion. Would provide alternative endgame to raiding and infinite dungeon grinding. Downside: creates toxic gatekeeping culture. Community clearly doesn't want this retail system.
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Host agreed but with caveat - adding new battlegrounds risks making old ones stop popping. New BGs should be rare, very well thought out, balanced, and updated if they suck. Can't just add a new BG every year until none of the queues pop. Must be intelligently done.
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Would allow leveling in any zone at any level like retail. Host strongly agreed with rejection, calling it one of the worst retail changes. One of the best RPG elements is getting stronger gear and going back to own things that killed you. Mob scaling completely undermines the RPG element for a bit of accessibility - not worth the trade-off.
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Heartbeat is when CC can break randomly after half its duration. First half of CC is guaranteed, second half can break early on server ticks. It's fundamental to the game, adds slight RNG but you can play around it if you understand it. Host was impressed chat wanted to keep this annoying but classic feature.
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Currently 3 seconds in classic, reduced to 1.5 in Wrath. Host understood both sides - quality of life is nice, but 3-second mount time prevents easy escapes in world PvP. The no vote is intelligent because it helps world PvP, though host personally would prefer shorter mounting.
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Would give personal loot bags to each player on boss kills. Would fix loot drama instantly but removes excitement of seeing what dropped for the raid and dividing loot together. A fundamental change that chat clearly doesn't want.
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Would allow linking your profession (like enchanting) to show all recipes you've learned, making selling services and tips easier. Near-universal support.
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Currently 20 quest log limit, Wrath increased to 30 (or more/no limit). Would allow holding more quests without abandoning them.
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Would build in extended character stats (like the ECS addon) showing actual spell power, spell crit, etc. without needing an addon. Near-universal support.
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Would add an HD graphics toggle like Cataclysm/MoP had - optional updated textures while keeping same models and animations. Not retail-looking, just higher resolution textures you could toggle on/off.
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Would allow multiple players not in a group to tag the same quest mob (like Hogger or Mor'Ladim) and all get credit. Host agreed with rejection - you should at least find a group and do it together. Running by and hitting a mob at 1% for credit is too modernized.
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Would allow stopping XP gain at certain levels for twinking or other purposes.
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If your party needs 20 murloc heads, you'd only need to farm 20 for the whole group, not 20 per person. Host was uncertain - it would make grouping more efficient but might make you feel forced to always group. Right now you choose between grouping (kill faster, need more kills) or solo (kill slower, need fewer kills).
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Would allow a second target for macros, making CC and multi-targeting much easier. Changes PvP and dungeons fundamentally - focus macros replace mouseover, focus kicks/blinds become standard. Host agreed with rejection despite loving focus targeting - the friction of NOT having it makes classic beautiful and forces mouseover counterplay. Almost likes that it's not there.
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Currently you can hit the hit cap but still miss 1% of the time in PvP and PvE. Host understood both sides - it's annoying when you get the miss, but it gives that RNG element to the game. Only 1% but still frustrating.
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Currently 20 yards, increasing to 40 would change awareness, PvP, and dungeon positioning. Was a big deal in 2019 Classic with #nochanges - had 40 for a while, then back to 20, script to make it 40 was disabled. Host generally enjoys 40 range more but noted this was controversial in the community.
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Specifically NO gem sockets - making jewelry items like rings, amulets, and necklaces, similar to Turtle WoW's system.
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Versus vertical progression where each patch has strictly better gear. Horizontal means there's always reason to get old stuff - like needing fire resist from earlier content for later content. Season of Discovery tried this with heat levels and sanctified gear. Host noted this was an obvious yes, but the real question is HOW to implement it properly.
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Added in Wrath/Cata. Would allow buying enchants directly from auction house rather than finding an enchanter. Enchanters would sell enchanted vellums. Downside: less player interaction. Upside: massive quality of life. With linkable professions support, finding enchanters is already easier, so maintaining social aspect makes sense without vellums.
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The Wrath of the Lich King glyph system for further character customization. Inscription would also be added. Community didn't want this system.
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Host thought he may have misrepresented the question. Two versions exist: (1) combos build on your character instead of target (retail way), or (2) combos persist when swapping targets. Host and Ampy discussed - both agree combos dropping when you untarget is bad, but building combos on yourself (pre-stacking 5 points then opening with Eviscerate for 3k) would be overpowered. Middle ground: Wrath's Redirect ability to move combo points to a new target on a cooldown. Very nuanced topic.
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Currently pressing map in a dungeon shows world map. This would add actual dungeon/raid maps to help navigation.
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Currently 5 minutes, changed to 2 minutes in later expansions. Host strongly disagreed with chat - if you want 2v2/3v3 arenas, rated BGs, and modernized DRs, then 2-minute trinket makes more sense than 5. Season of Discovery did 2 minutes. It's more fluid for rated PvP content.
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Currently off-hands have much higher miss chance, requiring talents and spell queuing tricks to minimize misses. Reworking would make it more sensible and allow dual-wield leveling for warriors/shamans more easily.
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Would add a collections tab for pets, mounts, and toys.
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Would replace PvP/PvE servers with toggleable warmode. Host agreed with rejection - there's something about PvP when you can't opt out that makes the game work. Trying to get to your raid while others are PvPing is part of what makes the game operate. Great quality of life but removes a fundamental aspect.
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Currently 1 hour cooldown, could be reduced to 30 minutes. Mixed feelings from community.
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Things like leveling to 60 without dying (hardcore), without going in water, with RP walk, etc. Turtle WoW or Ascension did this with buff rewards. Would incentivize leveling multiple characters and keep low-level world alive. Host strongly supported this.
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Added in Wrath/Cataclysm - opening map shows where quest objectives are, not an arrow or which quests to pick up. Host agreed - if they don't add it, Questie addon works fine, but building it in is good quality of life.
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Rank 14 PvP gear is best in slot for PvE for three full phases, which is a long time. Discussion with Ampy concluded it's either too easy to get or the gear is too strong - one of the two needs to change. Currently too strong for too long, creating issues.
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Would add more quests to existing zones while leveling, easing the leveling process and providing new content in familiar areas.
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Items like Vendorstrike with bad itemization would be reworked where it makes sense. Not making everything amazing, but fixing obvious problems. Important not to go too far or not far enough - it's specific and nuanced.
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Community doesn't want a full expansion paradigm, preferring the Classic Plus iterative approach.
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More paladin questlines, class-specific content, etc.
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Modern auction house where you type what you want, it shows lowest price, select quantity and buy all at that price. Like Auctionator addon built-in. Host agreed it's just better and removes need for addon.
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Provides solo content for players without groups, similar to Runescape's solo playability. Historically successful in WoW. Some pushback about hindering social experience, but gives players something to do when they can't find groups.
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Achievements would be shared across characters on an account rather than per-character.
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Like STV fishing contest, Gurubashi Arena chest - world events and challenges besides dungeons/raids. Blizzard should focus attention on this.
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A dedicated dueling area where you can reset cooldowns between duels, similar to private servers. Would need to be non-abusable (can't have whole raid leave, reset CDs, go back in).
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Brought up by Ampy as low-hanging fruit. Like TBC where recipes drop from raids (Stormherald) and materials drop from bosses. Blacksmithing stops being useful after fire resist gear currently. Leatherworking is basically useless ('Devil Saur'). Make professions matter longer throughout the endgame.
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Mage can create a table everyone clicks for food, warlock creates soulwell for healthstones. Similar to how it works in later expansions. Ampy voted NO and said it's the mage's job, and if you make a mage table you don't need to invite the mage anymore. Humorous disagreement - host noted people open trade on him while questing with no words, treating him like a vending machine.
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