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World of Warcraft

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I also heard randoming into PvP while doing quests was great, too.
Dude. I just want my Pandaren Brewmaster. I'm hoping at Blizzcon they'll announce, "Oh yeah, and we're gonna be bringing in a hero class too..."

They should totally bring in Pandaren. There's such a huge outcry from the community to bring them in, and I can't understand stand why Blizzard is ignoring it so vehemently. The best idea I can really think of is bringing in Pandaren as a neutral race, starting in Pandaria (obviously). At the end of your starting zone missions, you'll get a quest chain to become contracted to either the Horde or the Alliance.

The Pandaren already have racial abilities listed on WoWWiki (I don't know where this information comes from, but I guess it's a good starting point):

Nature Resistance Increase Nature Resistance by 10.

All Fours Click to increase speed by 60%. 30 Second cooldown, lasts 50 seconds. Requires empty weapon slots. You drop down onto all fours, greatly increasing your speed.

Elusive 15% bonus to faction point gain.

Heavy Sword Specialization
Increase Two-Handed Sword skill by 5. This makes your skill as though you were one level higher than you are.

I do think "All Fours" should be weakened, as that seems like much too big of a buff to start out. I'd say MAYBE give them a 20% or 30% increase, and only for like 6 or 7 seconds (kind of similar to the Worgen's racial ability). However, I do think the "Heavy Sword Specialization" plays right into my idea I have for the Brewmaster-esque hero class...

Now, as far as bringing in the Brewmasters, I say create a leather-/mail-wearing hero class called "Monk", based largely on Asian martial arts in both design and history, and combine Brewmasters with the Orc Blademasters from WarCraft III.

The three talent trees could likely be:

Blademastery- Obviously, a master of blades. A DPS-heavy spec tree that concentrates on overwhelming small groups of opponents by confusing them with Windwalk and Mirror Image. I guess to separate them from Ret Paladins and Rogues (who hit fast and hard), you could concentrate on their use of swords, and emphasize a "damage over time" role- in other words, you hack a few people really quickly with bleeding-type attacks, draining your opponents' hit points while you move from opponent to opponent. That kind of system could be cumbersome, but I'm sure Blizz could manage something (this would kind of be similar to the Druid's healing abilities compared to the Priest's, where Druids have great Heal Over Time spells, while Priests are better for healing on the spot, quickly and efficiently). This could allow the Blademaster's effect to be felt even after his/her death.

Brewmastery- A crowd-control spec that emphasizes the alcohol element of the Brewmasters' lore. Best I could think of is using the alcohol to slow and weaken groups of enemies (with spells like Drunken Haze), and toughening or "berserking" your allies and yourself (with spells like Drunken Brawler), and perhaps using some AOE spells (like Breath of Fire, and my personal favorite, Storm, Earth, and Fire). Storm, Earth, and Fire could be hard to do (especially while keeping it balanced).

Acupressure- A healing spec tree, as there has apparently been a cry for a healer hero recently, and (correct me if I'm wrong) I want to say I remember hearing word that Blizzard would want to go in that direction with the next hero class. This one could be hard to separate from other classes like the Priest, Druid, and Shaman, but the best I could think of (as this is a hero class, instead of a regular class), is the ability to not only heal, but perhaps buff up attributes for small amounts of time, like Strength, Intellect, Spirit, etc., and perhaps even giving big boosts to Hit Points or Mana for the durations of battles.

All three of which are based on martial arts principles (or even martial arts themselves), as Blademastery = Samurai reference, Brewmasters = Drunken Fist reference, and Acupressure = ... Well, acupressure, which is commonly practiced (alongside acupuncture) in a great deal of martial arts. Although, I've read from some places that the reason Pandaren are being ignored is because of the combination of Japanese principles with a Chinese animal is offensive to both nations. As to the extent of the truth to this statement, I don't know.

Just a thought, overall. Obviously, Blizzard can/would put in the time to make it more balanced than I can, but I'm dying to have my favorite WarCraft III hero make an entrance into the game.
The Pandaren would be a welcome addition to World of Warcraft, but I wouldn't count on it in this expansion. Cataclysm is going into open beta soon and I'm pretty sure it will be out before Blizzcon. Maybe in the 2012 expansion though.
Well, I'm not sure when we'll get Cataclysm, but I'm almost positive that we'll get another expansion much sooner than 2012. As far as I've heard, there's plans for at least two or three more before the next WarCraft game's release (rumored to be 2013, but there's no official word that I've seen).
Well, I just say 2012 because Blizzard seems to work on a two year cycle when it comes to Warcraft.

2002: Warcraft III
2004: World of Warcraft
2006: The Burning Crusade
2008: Wrath of the Lich King
2010: Cataclysm
2012: ???
Good point. I dunno, with the "end" of WarCraft coming within around three years (again, supposedly, I've not seen official word on this), I'd have a hard time believing we'll get just one more expansion in two years from Cataclysm, especially if they want to pump out another hero class any time soon.

Maybe they'll release a hero pack?
World of Warcraft will end when it stops being profitable. Which will be a looong time from now. The original Everquest is still going strong, and even Ultima Online still has many active users. Seeing as how WoW is more successful than both those games combined and then some, it wouldn't surprise me if WoW was still online twenty years from now.
World of Warcraft will end when it stops being profitable. Which will be a looong time from now. The original Everquest is still going strong, and even Ultima Online still has many active users. Seeing as how WoW is more successful than both those games combined and then some, it wouldn't surprise me if WoW was still online twenty years from now.

Yeah, it'll still get server support and maintenance ten years from now... But will it keep releasing expansions? No, probably not. Releasing unneeded expansions that violate the lore (which seems to be an even bigger deal with this fanbase than normal), that'll probably dip profits even quicker than just an end to the story.
Blizzard talks about talent tree changes.

When we first announced our design goals for class talent trees back at BlizzCon 2009, one of our major stated focuses was to remove some of the boring and "mandatory" passive talents. We mentioned that we wanted talent choices to feel more flavorful and fun, yet more meaningful at the same time. Recently, we had our fansites release information on work-in-progress talent tree previews for druids, priests, shaman, and rogues. From those previews and via alpha test feedback, a primary response we heard was that these trees didn’t incorporate the original design goals discussed at BlizzCon. This response echoes something we have been feeling internally for some time, namely that the talent tree system has not aged well since we first increased the level cap beyond level 60. In an upcoming beta build, we will unveil bold overhauls of all 30 talent trees.

Talent Tree Vision

One of the basic tenets of Blizzard game design is that of “concentrated coolness.” We’d rather have a simpler design with a lot of depth, than a complicated but shallow design. The goal for Cataclysm remains to remove a lot of the passive (or lame) talents, but we don’t think that’s possible with the current tree size. To resolve this, we're reducing each tree to 31-point talents. With this reduction in tree size we need to make sure they're being purchased along a similar leveling curve, and therefore will also be reducing the number of total talent points and the speed at which they're awarded during the leveling process.

As a result, we can keep the unique talents in each tree, particularly those which provide new spells, abilities or mechanics. We’ll still have room for extra flavorful talents and room for player customization, but we can trim a great deal of fat from each tree. The idea isn’t to give players fewer choices, but to make those choices feel more meaningful. Your rotations won’t change and you won’t lose any cool talents. What will change are all of the filler talents you had to pick up to get to the next fun talent, as well as most talents that required 5 of your hard-earned points.

We are also taking a hard look at many of the mandatory PvP talents, such as spell pushback or mechanic duration reductions. While there will always be PvP vs. PvE builds, we’d like for the difference to be less extreme, so that players don’t feel like they necessarily need to spend their second talent specialization on a PvP build.

The Rise of Specialization

We want to focus the talent trees towards your chosen style of gameplay right away. That first point you spend in a tree should be very meaningful. If you choose Enhancement, we want you to feel like an Enhancement shaman right away, not thirty talent points later. When talent trees are unlocked at level 10, you will be asked to choose your specialization (e.g. whether you want to be an Arms, Fury or Protection warrior) before spending that first point. Making this choice comes with certain benefits, including whatever passive bonuses you need to be effective in that role, and a signature ability that used to be buried deeper in the talent trees. These abilities and bonuses are only available by specializing in a specific tree. Each tree awards its own unique active ability and passives when chosen. The passive bonuses range from flat percentage increases, like a 20% increase to Fire damage for Fire mages or spell range increases for casters, to more interesting passives such as the passive rage regeneration of the former Anger Management talent for Arms warriors, Dual-Wield Specialization for Fury warriors and Combat rogues, or the ability to dual-wield itself for Enhancement shaman.

The initial talent tree selection unlocks active abilities that are core to the chosen role. Our goal is to choose abilities that let the specializations come into their own much earlier than was possible when a specialization-defining talent had to be buried deep enough that other talent trees couldn’t access them. For example, having Lava Lash and Dual-Wield right away lets an Enhancement shaman feel like an Enhancement shaman. Other role-defining examples of abilities players can now get for free at level 10 include Mortal Strike, Bloodthirst, Shield Slam, Mutilate, Shadow Step, Thunderstorm, Earth Shield, Water Elemental, and Penance.

Getting Down to the Grit

Talent trees will have around 20 unique talents instead of today's (roughly) 30 talents, and aesthetically will look a bit more like the original World of Warcraft talent trees. The 31-point talents will generally be the same as the 51-point talents we already had planned for Cataclysm. A lot of the boring or extremely specialized talents have been removed, but we don't want to remove anything that’s going to affect spell/ability rotations. We want to keep overall damage, healing, and survivability roughly the same while providing a lot of the passive bonuses for free based on your specialization choice.

While leveling, you will get 1 talent point about every 2 levels (41 points total at level 85). Our goal is to alternate between gaining a new class spell or ability and gaining a talent point with each level. As another significant change, you will not be able to put points into a different talent tree until you have dedicated 31 talent points to your primary specialization. While leveling, this will be possible at 70. Picking a talent specialization should feel important. To that end, we want to make sure new players understand the significance of reaching the bottom of their specialization tree before gaining the option of spending points in the other trees. We intend to make sure dual-specialization and re-talenting function exactly as they do today so players do not feel locked into their specialization choice.

A True Mastery

The original passive Mastery bonuses players were to receive according to how they spent points in each tree are being replaced by the automatic passive bonuses earned when a tree specialization is chosen. These passives are flat percentages and we no longer intend for them to scale with the number of talent points spent. The Mastery bonus that was unique to each tree will now be derived from the Mastery stat, found on high-level items, and Mastery will be a passive skill learned from class trainers around level 75. In most cases, the Mastery stats will be the same as the tree-unique bonuses we announced earlier this year. These stats can be improved by stacking Mastery Rating found on high-level items.

To Recap

When players reach level 10, they are presented with basic information on the three specializations within their class and are asked to choose one. Then they spend their talent point. The other trees darken and are unavailable until 31 points are spent in the chosen tree. The character is awarded an active ability, and one or more passive bonuses unique to the tree they've chosen. As they gain levels, they'll alternate between receiving a talent point and gaining new skills. They'll have a 31-point tree to work down, with each talent being more integral and exciting than they have been in the past. Once they spend their 31'st point in the final talent (at level 70), the other trees open up and become available to allocate points into from then on. As characters move into the level 78+ areas in Cataclysm, they'll begin seeing items with a new stat, Mastery. Once they learn the Mastery skill from their class trainer they'll receive bonuses from the stat based on the tree they've specialized in.

We understand that these are significant changes and we still have details to solidify. We feel, however, that these changes better fulfill our original class design goals for Cataclysm, and we're confident that they will make for a better gameplay experience. Your constructive feedback is welcomed and appreciated.

tl;dr - Fewer talents, but each one will be more special. And they want each class spec to feel unique from the first talent point you spend.

Which I think is a fantastic idea. When I first started my Shaman I went with Enhancement, but it took me until like...level 40 or something to get the gist of what Enhancement Shaman are all about and consequently it took me that long to realize that I didn't like the enhancement playstyle. So anything that makes the different specs feel different early on is alright by me.
It's a smart decision, and something i definatly approve.
Is it true that Blizz is considering a MMORPG to replace WoW?
Yeah, not only is it a non-Warcraft game, but it's an entirely new IP. And I don't think anything is going to replace World of Warcraft, it's going to be around for a long, long time.

Anyway, Cataclysm beta coverage Part 1 and Part 2.
It's been known for a while they were working on a (non) wow MMO.
Replace it? Doubtful.

I'm pretty sure it's going to wind up being a Diablo MMO. There were a lot of rumors going around a few years ago that Diablo III was actually going to be an MMO set in a battle between Heaven and Hell, where your actions and decisions would determine which side you would ultimately join.

That's just speculation, but who knows. The game isn't supposed to be released until 2014 or so anyway. ****, it'll prolly wind up being Galaxy of StarCraft of something.
I'm pretty sure it's going to wind up being a Diablo MMO.

Nah, Blizzard said specifically that their new MMO is a brand new IP.

There were a lot of rumors going around a few years ago that Diablo III was actually going to be an MMO set in a battle between Heaven and Hell, where your actions and decisions would determine which side you would ultimately join.

Blizzard is making a Diablo III, but it's definitely not an MMO.
When wc3 was around I was on semi-pro teams and through this met a lot of the blizzard employees.

(Grom was my favourite wc hero)

It will be a new world for the MMORPG.

Diablo was never going to be a MMORPG as they felt it would be a re-hash of WoW. There two very seperate games.

It'll be interesting the new universe they come out with, my guess is it will be something more like hell gate london.
Cataclysm intro cinematic.


Not as great as the previous ones in my opinion.
I think that was better than BC's AND WOTLK's, personally.

And I really can't wait for the day when games WoW's size can actually look like that.
Nah, Blizzard said specifically that their new MMO is a brand new IP.

Blizzard is making a Diablo III, but it's definitely not an MMO.

Did you read the last sentence of my post, or did you choose to ignore that part?
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