Fixing classic wow

What subtle changes should Blizzard make to Classic World of Warcraft to improve the game without significantly altering it?

I'll start:
>Paladins should get that talent deep in the Protection tree that gives them a bit of mana every time they are the target of a healing spell
>Druids should be able to parry in bear form, and get some staff options with parry on them
>Most craftable items that have charges (like some trinkets and weapon buffs) should be limited by cooldown instead, because high cost limited charges items are not fun whatsoever (this doesn't include consumable items ofc)

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awful post

25 and older servers

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Paladins should be able to tank somewhat better, given them more threat not damage or survivability. Give druids a real rez. There, classic hybrids are 95% fixed.

Paladins lack SUSTAINED damage because they run out of mana.
Paladins lack SUSTAINED threat because they run out of mana.

If you give them mana every time they are healed, they will have more reliable SUSTAINED damage, which will produce more balanced and sustained threat.
If you can keep Consecrate always up, and always Judge on cooldown, you will be a better tank. Problem is Paladins right now can't do that for a raid boss, because the fight lasts too long, and they run out of mana.

Add blood elf paladins and draenei shamans to classic, because it's impossible to balance the game without making the classes available to both factions. Even die hard purists should strive for game balance.

>kill the lore and fantasy and faction uniqueness for the sake of a 1-2% math difference
fuck off

The main reason Paladins can't tank is because they don't have a taunt. Makes tank swapping a pain and unreliable. They also don't have proper tanking cooldowns, like shield wall.

We are playing the game right now and having fun. Fuck off.

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>1-2%
Blessing of salvation can increase raid dps by 30% if you're threat capped.

I read that as FFXIVing classic wow. All those changes seem to be along the line of that in any case.

And Windfury Totem exists. Why are you only mentioning one faction's unique abilities, and not the other's?

Windfury totem just makes you get threat capped faster.

add a time limit until you can interact with NPC's again, make the respawn timer on every single enemy longer.
QUEUE UP BOYS WERE GOING HOOOOOOOOOOOOOOOOOO

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>Add blood elf paladins and draenei shamans to classic
fuck no, in that case remove pala/shaman and engineering altogether and make a Tinker class for both factions

>druids are a class
Heh

i forgot how hard the dungeon was, where the last boss is lvl 47 but the first enemies you fight are like level 36
we get in, do first boss, our healer just up and leaves
we get a new player, wait for him to arrive, keep going
tank says its taking too long and leaves, along with 1 other dps.
we wait, and get a tank and dps again. they gotta walk all the way in and we gotta escort them
start getting further in, almost every pull someone dies
one of our new dps just dcs. gotta wait for another one to get in
end boss we use an exploit to kill him otherwise no way in hell we'd have a chance
I make out like a bandit because of all the quests I had in there.

High investment, in time and mental anguish, with a high reward. This is exactly how it always was. The biggest skill when questing is how you move around, the biggest skill when raiding is how you organize the group, the biggest skill in PvP is not panicking. Actual mechanical skills are super basic, its a simple game.

i dealt with this last night. I'm a paladin in the mid 30s, and I was on a SM Library run. Somehow we had a level 30 warrior tank (library trash is level 35) and was he was completely unable to hold threat.

I'm using a holy/ret hybrid build atm, so i have SoC and Concecration. I put on Righteous Fury and I do ok tanking, but there's still some issues:

1: I was only able to maintain threat during the entire pack if i had a full bar of mana, which made the party incredibly slow
2: I was unable to maintain threat single target with sword/board, i had to switch back to my big mace
3: single target threat was alright IF Seal of Command procced, seal of Righteousness isn't potent enough

So my conclusions I draw last night, was that paladins were too slow and relied too much on procs to be able to tank. most of the mitigation from prot speccing a paladin relies on a shield, but I wasn't able to hold threat from the warrior 5 levels under me despite the hit penalty he suffered because I went oom too fast, while rage goes up over the fight.

Ultimately, this confirmed my initial suspicion is that a proper 'paladin tank' is basically a ret paladin who is the main assist, and holds threat one one of the pack of 3-4 while the main tank generates threat on the others

>SoC
>No salvation
>Returdin

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>paladin being able to maintain threat for more than 3 minutes without running out of mana

In raiding, threat = damage. Doing more threat as the tank means your DMG classes can do more dps. So a tank that loses ability to generate threat as the mana disappears means your DMG has to stop dpsing. This is bad news with enrage timers.

>Raid tanking
>Paladin
The Returdin brain disease has advanced to its ultimate stage.
There is no cure I am afraid.