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WoW Classic, what I would change and why...
I believe for the benefit for a players overall mental health and sanity and for maintaining Blizzard's high quality standard can benefit from these proposed changes - all while throwing only a minor wrench into the hardcore vanilla players experience while still being beneficial to the tolerances of most current retail player in WoW community and increasing the like likelihood of streamed content and community interest.
1) Lower respec costs.
Ever look into your pocket hoping you have a little bit of loose change to buy something but coming up short? Yeah, me too.
Anyone who raided main as a healer or tank knows the pain of this, eventually it got to the point where 50g per respec was the cost which was about the equivalent of 30-1h of efficient farming on a dps specc'd character. So say you wanted to farm raid mats, you would pay the 50g to respec to dps - farm for perhaps a couple hours or a couple days (for those with no life) then pay a 50g respec when it was raid time. This was typically very punishing for tanks and healing classes, to the point that they would have to level up a second L60 (with worse gear) to farm instead.
This also became very expensive for mages who would roll ice for PVP/MC/BWL but need to respec fire for AQ and Nax40 due to inherent resistances in mobs.
I think providing a 5-10g limit on respeccing would make the swapping specs experience more manageable but still coming at a cost for the player. Damn those rogues and warlocks with their once in a blue-moon respec!!!
2) Graphics update.
I'm currently playing on a beastly CPU that makes playing WoW vanilla look like a slightly nicer Minecraft. I absolutely love WoW vanilla regardless of high end graphics or not, it has a dated charm to it. However a new sheen over this old car might give the zones, enemies, spells, characters and battle animations a greater depth that draws even the current vanilla player in that much further.
I don't see the purpose of limiting the visual aspects intentionally when the hardware available can do so much more, and for those who want to play old-school can just turn down their graphics in the WoW options for nearly the same effect.
3) Druid slight tweak - make the party wide buffs a non-stacking raid wide buff instead.
Instead of putting the kitty in a kennel, or never getting to see boomkin's awesome dance (it is awesome) - lets consider them for a moment. While I never played a druid in original WoW past level 15, (I found them very boring and the space for sets required for full potential flexibility nearly impossible). Druids in WoW vanilla had such a limited space to be effective. For healing their HoT's over-wrote each other and in most raids which typically limited them to one raid spot (mainly used for MoTW buff) and Thorns on the tank. Even their pact/moonkin buffs didn't go beyond their local party.
You would literally never ever see a balance druid in a raid (damage and mana-regen sucked ass) in vanilla WoW, those who were - were told to go respec. This party wide to raid wide change would allow a potential spot for 1 boomkin just because of the raid wide non-stacking spell crit bonus and perhaps improved faerie fire (even if their damage sucks ass).
Same goes for feral (kitty/bear) Druid. Feral druid in Cat form does underwhelming damage, and their bear tank form is far inferior to Warriors period. This would give potential room for one inferior off-tank, or melee kitty to get a raid spot due to their crit bonus for melee.
With this simple change you'd see the most under-represented class in vanilla WoW to be slightly more represented. From 1 druid optimal per 40 man raid (1/40) to up to 3 druids optimal per 40 man raid (3/40).
One unintentional conflict would be that Paladin healers who get free heals on crit are critting more, making them more mana efficient than they already are (practically gods) you could adjust this by only making the crit available to damage classes or by nerfing/giving some form of diminishing returns on paladin heal crits.
4) Raise end-game raid bosses HP and damage but allow more debuff slots.
Currently on vanilla private servers with the rise in players understanding of class flexibility and playstyle, having good computers to completely negate deadly low-frame issues, having a community which already understands how to min-max gear it would be of interest to raise enemy HP and damage to compensate for the skill difference between the WoW players of 2004 and 2017. Even more HP if the raid mechanics for the proposed druid changes are taken into consideration.
With the increase of HP on bosses, we can hopefully see a larger debuff limit on bosses. This isn't to say all debuffs should be possible (some can and should be immune to some effects) - but it would be nice to not have to limit things like serpent sting and rogue poisons on purpose to give a better common sense experience.
5) Change nothing else.
WoW vanilla is an unforgiving place, especially to newbs. It takes a long time to do very little and a even longer time to do big things, which helps give the player experience of depth and world realism. No fast travel, no auto-queue for dungeons, no usable summon stones, no changing the sizes of raids because after all getting 40 people to all work together was part of the glory of it all.
In that spirit I look forward to working with the people of this thread as to what they think of my modest proposal.