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WoW Forever Update: Stress Test, PvP Rules and Racial Changes

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發表於 昨天 18:32 | 顯示全部樓層 |閱讀模式

Core Answer
Blizzard's WoW Forever podcast confirmed no RP PvP realms and no PvP protection plan, and made Alterac Valley less lucrative for honor. A reset also reworked many racials, buffing some (Tauren, Troll, Blood Elf) and nerfing others (Gnome, Orc), while a first open stress test starts October 19.

Stress Test Access
Answer capsule: The first large WoW Forever stress test opens on October 19 to everyone, including players without beta access. Entry times vary by region, and access comes through the World of Warcraft launcher under “WoW Forever stress test.”
The WoW Forever stress test is open to all players, including those who did not pay for beta access. Players can get in for the first time on October 19, and start times differ depending on where you live.
Blizzard has posted instructions on how to gain access. In the launcher, even on the regular World of Warcraft page, there is an entry called “WoW Forever stress test.” Beta access is not required.
Stress tests are usually wild. Large crowds gather in single places, and Blizzard throws bosses and other unusual events at the servers. The stream compared it to an online party and said the client download was about 4.2 gigabits.
For players tracking pre-launch activity, platforms such as MMOEXP are part of the wider game trading ecosystem. Whatever you do, check each game's terms of service first.
No RP PvP Realms
Answer capsule: Blizzard has no plans for RP PvP servers in WoW Forever. Lead designer Agran said the decision rests on how RP PvP realms actually played out since 2019, and a split community cannot support a realmless server's economy.
Agran said players fondly remember what happened on Gorgonnash in 2019, but every RP PvP realm since has followed a different trajectory. Blizzard wants to decide based on what actually played out, not on hopes, and on actual player behavior.
The stream's reading was that most RP PvP servers end up dead after a while. The RP community is small compared with the general population, and only a subsection of RP players want to PvP.
With realmless servers, Blizzard needs a critical mass of players to encourage social interaction, emergent behavior and a healthy economy. Splitting an already tight-knit RP community again was not something they could do. RP players should pick the RP server, and PvP players should join a PvP server.
No PvP Protection
Answer capsule: Blizzard will not add the PvP protection plan used on Chinese servers. Agran's short answer was no: PvP happens on PvP servers, as it has for 22 years. Safe zones for low-level players still exist.
On the Chinese servers, if a player five or more levels higher kills a lower-level player in the world, the victim gets a one-hour protective bubble. The aura drops if they buff or heal a faction member, so they cannot sit there healing others.
Agran said it will not exist outside China. He said PvP occurs on a PvP server, has been that way for 22 years, and players should ask themselves whether they are okay with that. He added that players may have frustrating sessions because that happens.
There are safe areas on PvP servers. In your own faction's territory, enemy players cannot attack you unless you flag yourself or start a fight. Gank risk comes mainly from contested territory, where anyone can kill anyone.
Battleground Honor Changes
Answer capsule: Blizzard made Alterac Valley less lucrative for honor and raised honor from other battlegrounds. The aim is for players to spend time in Warsong, Arathi Basin and the new Dark Spear Islands and move between them freely.
In vanilla and earlier versions such as Burning Crusade, Alterac Valley was the best place to farm honor. Blizzard went to great lengths to make AV less lucrative.
They also greatly increased honor gained from other battlegrounds. They want players to feel their time is well spent in Warsong, the Basin and Dark Spear Islands, and to bounce between battlegrounds depending on what they feel like playing.
The streamer saw this as a good change, since AV had often been AFK players or people running to the end to maximize honor. With no arena, battlegrounds are where the action will be, alongside world PvP.
Racial Changes Overview
Answer capsule: After the server reset, Blizzard changed many racials. Weapon-specific bonuses for Orcs, Humans and Dwarves became general bonuses, several PvP racials were nerfed, and Tauren, Troll and Blood Elf racials gained buffs.
Players noticed a lot of racial changes after yesterday's reset, some good and some not so good. A common theme is that Blizzard removed many weapon specializations. The streamer found it a little sad, since it felt like a lost bit of racial flavor, though the changes are technically better.
Orc Racials
  • Savage: now raises critical strike chance for all spells and abilities by 1%. It previously applied only with axes.
  • Blood Fury: cooldown increased from 2 minutes to 3 minutes, a nerf.
  • Shattered Curse: previously gave immunity to curses and banes and 15% less magic damage. Now it removes curses and banes and reduces magic damage by 5%, a huge nerf for PvP.

Tauren Racials
  • Endurance: critical strike bonus to damage and healing increased from 1% to 2%.
  • Plains Running: now increases mount speed by 3%, not just running speed on the plains. Tauren are now slightly faster than everyone else on mounts.
  • War Stomp: cooldown reduced from 2 minutes to 1.5 minutes.

Gnome, Dwarf and Human Racials
  • Eureka: it previously buffed your next three non-periodic damage spells and abilities (10% less energy cost, 10% more damage). It is now an 8-second window instead of 15, and some abilities no longer benefit. A nerf.
  • Dwarf mace racial: the 1% bonus with maces is replaced by a general 2% bonus to damage and healing.
  • Ruthless: previously 2% spell crit with swords. It now gives a flat 2% critical strike chance for spells and attacks, whatever you hold.

Elf, Troll and Undead Racials
  • Read Lay Lines: duration away from a lay line doubled from 15 to 30 seconds. Near a lay line it still lasts 15 minutes.
  • Troll regeneration: health regeneration raised from 10% to 20%, continuing during combat.
  • Walking on Air: cooldown shortened by half a minute.
  • Wind Blessing: haste bonus for spellcasting, melee and ranged raised from 1% to 3%.
  • Touch of the Grave: proc chance rose from 5% to 20%, but the recovery time grew from 1,000 milliseconds to 250,000 milliseconds. Overall a nerf, since it procs less often.

The streamer's read is that Blizzard is nerfing PvP-oriented racials so skill matters more than race. The racial side of PvP, like watching for a Gnome Eureka proc, is largely gone.
Faster Tauren mounts can also change gold costs and travel planning, so players interested in WOW Forever Gold may want to follow how mount speed and economy evolve after launch.
Hunter Pet Nerfs
Answer capsule: Blizzard nerfed the hunter pet abilities Dismember and Sonic Blast, reducing their damage, frequency and duration. Hunters remain very strong, and the streamer expects a hunter to hit level cap first.
Players pointed out that hunters were powerful and that some pet abilities were among the best in the game. Blizzard nerfed the damage Dismember deals and how often and how long it applies. Sonic Blast had its percentage chance and its uptime reduced.
Pets are still great. In previous classic level-ups a mage usually hit cap first, but the streamer thinks a hunter will this time. Warriors are also strong, so it could even be a warrior.
Fast levelers also shape the early economy, which matters to anyone following World of Warcraft: Forever Gold prices and supply.


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