2026-07-29

Patch-by-patch list of gameplay changes.
Knifewrench
Posts: 255

Re: 2026-07-29

Post#201 » Thu Jul 30, 2026 9:37 am

Schimpfwort1 wrote: Thu Jul 30, 2026 9:22 am
Knifewrench wrote: Thu Jul 30, 2026 9:19 am
I dunno but dme herb drops been good, do you even have herbalism to take the groms/foil nodes?
I have done about 2000+ lasher runs alone on Octo and more than 5000+ on Ambershire. They drop rates are not even remotely close to what they used to be. Think I have a pretty good feel and how it was vs. how it is now after the changes. Drop rates feel nerfed by about 60 - 80%
Ive done tons on ta and maybe around 40runs on octo, so far doesnt feel changed but my octo amount is low and was during lvling so id have to do more runs to confirm.

Knifewrench
Posts: 255

Re: 2026-07-29

Post#202 » Thu Jul 30, 2026 9:38 am

Zorin wrote: Thu Jul 30, 2026 9:23 am
Duraluminium wrote: Thu Jul 30, 2026 8:51 am
Kestrel wrote: Thu Jul 30, 2026 7:39 am Right now the details that we have about it would be either;
1.) PvP and PvE both get cross realm (and loose cross faction) BGs together as it.
2.) PvE realm gets an option to queue into cross realm BGs that are not cross faction, or cross faction BGs. Of course this has a myriad of its own issues like potentially splitting the BG queue player base, leaving one of the two options dead in the water
Honestly it looks like we have to pick from two bad options due to the circumstances.

But there is also a third option not listed.
Leave the server queues separated, and allow players on the PVP realm to level up faster, so we start to see more lvl 60 players, so the bgs start to pop more often.
There are many ways of implementing this and tuning things up.
I'd prefer if you just gave x2 xp, as I stated multiple times. Maybe give x3 xp for 2 months until October 1st (BWL launch), and then lower it to x2 or x1, depending on how many lvl 60 players there will be at the moment (and maybe a poll?).
Also better rewards for bgs can attract more players, like a daily quest to win a bg and receive some raid consumables , or mats to craft them, or just gold. So PVP players can spend more time playing bgs than grinding gold for the raids.

Overall the idea is to boost PVP server leveling speed so we can see more lvl 60 players faster, and to boost bgs activity on lvl 60.
Fully agree with Dural
Also agreeing, and skirmish release would fix most of horde qeue timers.

Rezedevil1
Posts: 9

Re: 2026-07-29

Post#203 » Thu Jul 30, 2026 9:41 am

Knifewrench wrote: Thu Jul 30, 2026 9:37 am
Schimpfwort1 wrote: Thu Jul 30, 2026 9:22 am
Knifewrench wrote: Thu Jul 30, 2026 9:19 am
I dunno but dme herb drops been good, do you even have herbalism to take the groms/foil nodes?
I have done about 2000+ lasher runs alone on Octo and more than 5000+ on Ambershire. They drop rates are not even remotely close to what they used to be. Think I have a pretty good feel and how it was vs. how it is now after the changes. Drop rates feel nerfed by about 60 - 80%
Ive done tons on ta and maybe around 40runs on octo, so far doesnt feel changed but my octo amount is low and was during lvling so id have to do more runs to confirm.
So far ? The question is, if you did a lasher farm after yesterdays patch. Before the drop rates were fine. Try to do it now and compare.

Schimpfwort1
Posts: 7

Re: 2026-07-29

Post#204 » Thu Jul 30, 2026 9:53 am

Please don't listen to this Knifewrench troll with no empiric evidence and no experience. It is NOT fine and this guy is talking about pre nerf droprates and only about 40 runs. Brain on? How is that even helping the discussion?

Even with Herbalism: You maybe get 20 - 30 Dreamfoil in 5 Runs but NO other herbs. You can't do anything with that. WITH herbalism and taking the nodes you maybe get 4 Mountain Silversage which amounts to 4 Elixir of the Mongoose PER HOUR OF FARMING. It is insane low and literally killed the main source of herbs on the whole server :D

This is dead. Rip to every non-hunter which required lasher farm for money. We are going back to making some classes viable for farming and many not viable. We are left with skill-requiring hunter farms right now which only gets emphasized with ZG release.

So, situation: we have Dads in their 40s not being able to brainlessly farm lashers for raidconsumes as the prices get high and you can't do it on your own anymore? Hope your RMT detection is improved.

Lane157
Posts: 57

Re: 2026-07-29

Post#205 » Thu Jul 30, 2026 9:58 am

Kestrel wrote: Wed Jul 29, 2026 5:00 pm Respawn times for rares and rare elites across Kalimdor and the Eastern Kingdoms now vary by up to a 33% in either direction. Azuregos and Lord Kazzak are included
Does this include all of TWoW custom rares? Because many of those (though not all) already had dynamic respawns and potentially increasing them by 33% makes it even longer for them to be up. Consider either reducing the previously maximum respawn time for these rares specifically or to not apply the change to them.

On another note, Lord Blackwald II's whistle is not dropping from him, preventing players from spawning the Dark Reaver world boss. And in regards to this world boss specifically, please move his spawned version elsewhere (such as the small pond right next to Karazhan) because it would cause a great amount of trouble in TWoW due to it being in an often-traversed area. This would lead to the situation in which the spawned version never disappeared and other players could grief by constantly pulling it and thus preventing new summons from happening.
Last edited by Lane157 on Thu Jul 30, 2026 10:02 am, edited 2 times in total.

Knifewrench
Posts: 255

Re: 2026-07-29

Post#206 » Thu Jul 30, 2026 9:59 am

Rezedevil1 wrote: Thu Jul 30, 2026 9:41 am
Knifewrench wrote: Thu Jul 30, 2026 9:37 am
Schimpfwort1 wrote: Thu Jul 30, 2026 9:22 am

I have done about 2000+ lasher runs alone on Octo and more than 5000+ on Ambershire. They drop rates are not even remotely close to what they used to be. Think I have a pretty good feel and how it was vs. how it is now after the changes. Drop rates feel nerfed by about 60 - 80%
Ive done tons on ta and maybe around 40runs on octo, so far doesnt feel changed but my octo amount is low and was during lvling so id have to do more runs to confirm.
So far ? The question is, if you did a lasher farm after yesterdays patch. Before the drop rates were fine. Try to do it now and compare.
Nope i didnt since so that explains, :? My bad

Knifewrench
Posts: 255

Re: 2026-07-29

Post#207 » Thu Jul 30, 2026 10:01 am

Schimpfwort1 wrote: Thu Jul 30, 2026 9:53 am Please don't listen to this Knifewrench troll with no empiric evidence and no experience. It is NOT fine and this guy is talking about pre nerf droprates and only about 40 runs. Brain on? How is that even helping the discussion?

Even with Herbalism: You maybe get 20 - 30 Dreamfoil in 5 Runs but NO other herbs. You can't do anything with that. WITH herbalism and taking the nodes you maybe get 4 Mountain Silversage which amounts to 4 Elixir of the Mongoose PER HOUR OF FARMING. It is insane low and literally killed the main source of herbs on the whole server :D

This is dead. Rip to every non-hunter which required lasher farm for money. We are going back to making some classes viable for farming and many not viable. We are left with skill-requiring hunter farms right now which only gets emphasized with ZG release.

So, situation: we have Dads in their 40s not being able to brainlessly farm lashers for raidconsumes as the prices get high and you can't do it on your own anymore? Hope your RMT detection is improved.
Maybe in ur whole rant state its about a change thats a day or less old, and pritty sure u didnt do 2k runs since. 24x5 isnt even above 200

Dannyp921
Posts: 6

Re: 2026-07-29

Post#208 » Thu Jul 30, 2026 10:12 am

Unpopular opinion in this thread, apparently, but some of us just want a fairly "normal" Classic+ server in that Old School WoW-style, built on the design principles of Vanilla WoW (like Turtle claimed they did), a proper MMORPG, but that the server just happens to be a PvP-server, which means enforced World PvP. That's it. No "gamey", gimmicky mechanics like XP boosts, cross-faction grouping or standing in a capital city all day leveling up in BGs without venturing out into the world. It's OK that BGs grant some XP, as a supplement and a fun side-activity, but it should never be more efficient than questing. Instead find ways to make the world more interesting and encourage PvP in the open world, including bounty hunting, fighting over resources, territories, capture points and attacks on cities, etc. etc. BGs should primarily be for ranking, fun and as an endgame-activity.

I played on Tel Abim with 2x XP rate, but even with Slow & Steady the leveling was way too fast, and believe it or not, but several people complained about it. Sure, maybe you could restrict your own XP rate, but self-handicapping never feels good, the lower level zones and economy should be somewhat alive, and the point is that everyone goes through the same hurdles, which builds community. When you see a level 60, you know that person put in time and effort to get there. The same should be true for those reaching a high PvP-rank, which should be prestigious, not free welfare-epics.

So "the PvP-community" is actually made up of different groups of people with different wants. I would maybe be OK with a temporary leveling event with increased rates, but the problem is that it introduces FOMO, and it can feel bad to get used to it, for it to be taken away. I would caution against "quick fixes" to try to get more people into the game, which probably wouldn't be very invested anyway. Instead, try to find evergreen features that makes the server more special and unique in the long run, without compromising the design principles that Vanilla was built on. PvE-servers usually don't care for World PvP, or PvP in general, but for this PvP-server there is a chance for unique balancing, events, content, etc. etc. without PvE-concerns getting too much in the way.

User avatar
Berdal
Posts: 272

Re: 2026-07-29

Post#209 » Thu Jul 30, 2026 10:15 am

Dannyp921 wrote: Thu Jul 30, 2026 10:12 am Unpopular opinion in this thread, apparently, but some of us just want a fairly "normal" Classic+ server in that Old School WoW-style, built on the design principles of Vanilla WoW (like Turtle claimed they did), a proper MMORPG, but that the server just happens to be a PvP-server, which means enforced World PvP. That's it. No "gamey", gimmicky mechanics like XP boosts, cross-faction grouping or standing in a capital city all day leveling up in BGs without venturing out into the world. It's OK that BGs grant some XP, as a supplement and a fun side-activity, but it should never be more efficient than questing. Instead find ways to make the world more interesting and encourage PvP in the open world, including bounty hunting, fighting over resources, territories, capture points and attacks on cities, etc. etc. BGs should primarily be for ranking, fun and as an endgame-activity.

I played on Tel Abim with 2x XP rate, but even with Slow & Steady the leveling was way too fast, and believe it or not, but several people complained about it. Sure, maybe you could restrict your own XP rate, but self-handicapping never feels good, the lower level zones and economy should be somewhat alive, and the point is that everyone goes through the same hurdles, which builds community. When you see a level 60, you know that person put in time and effort to get there. The same should be true for those reaching a high PvP-rank, which should be prestigious, not free welfare-epics.

So "the PvP-community" is actually made up of different groups of people with different wants. I would maybe be OK with a temporary leveling event with increased rates, but the problem is that it introduces FOMO, and it can feel bad to get used to it, for it to be taken away. I would caution against "quick fixes" to try to get more people into the game, which probably wouldn't be very invested anyway. Instead, try to find evergreen features that makes the server more special and unique in the long run, without compromising the design principles that Vanilla was built on. PvE-servers usually don't care for World PvP, or PvP in general, but for this PvP-server there is a chance for unique balancing, events, content, etc. etc. without PvE-concerns getting too much in the way.
I like Danny.

Schimpfwort1
Posts: 7

Re: 2026-07-29

Post#210 » Thu Jul 30, 2026 10:16 am

Knifewrench wrote: Thu Jul 30, 2026 10:01 am
Schimpfwort1 wrote: Thu Jul 30, 2026 9:53 am Please don't listen to this Knifewrench troll with no empiric evidence and no experience. It is NOT fine and this guy is talking about pre nerf droprates and only about 40 runs. Brain on? How is that even helping the discussion?

Even with Herbalism: You maybe get 20 - 30 Dreamfoil in 5 Runs but NO other herbs. You can't do anything with that. WITH herbalism and taking the nodes you maybe get 4 Mountain Silversage which amounts to 4 Elixir of the Mongoose PER HOUR OF FARMING. It is insane low and literally killed the main source of herbs on the whole server :D

This is dead. Rip to every non-hunter which required lasher farm for money. We are going back to making some classes viable for farming and many not viable. We are left with skill-requiring hunter farms right now which only gets emphasized with ZG release.

So, situation: we have Dads in their 40s not being able to brainlessly farm lashers for raidconsumes as the prices get high and you can't do it on your own anymore? Hope your RMT detection is improved.
Maybe in ur whole rant state its about a change thats a day or less old, and pritty sure u didnt do 2k runs since. 24x5 isnt even above 200
I am trying to reach the devs, who know how heavy the rates are nerfed. I'd also like to have this discussion with somebody who knows what they are talking about - you're evidently a bit confused on when to partake in a discussion and when not. Feel free to try it out yourself and come back.

I think many people have been doing lashers since the patch and I am hoping more people add to this and we can discuss lowering the nerf a good bit. So far I have done 20 lasher runs after nerf and talked to about 4 - 5 people (which also did lasher runs after nerf) and we came to the conclusion that the drop rates tanked so much, it is barely worth doing for herbs / doing at all. Grey loot still gives gold. Selling herbs was about 25% of the total gold ammount made. This is basically gone now. There is many other options now more lucrative, but gatekeeped by class. Shamans, Paladins, Mages, Priests, Warlocks all have a heavy gold income nerf as of right now.

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