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A few of World of Warcraft Classic's demo bugs weren't bugs at all

Blizzard has confirmed that some of the concerns reported by players throughout the World of Warcraft Classic demo were not, in actual fact, bugs, but are as an alternative intentional mechanics that faithfully mimic how the game applied to become fifteen years ago.

"Thank you to every person who gave us a lot feedback to operate with, in particular the neighborhood members who compiled lists of difficulties that individuals found using the demo," wrote neighborhood manager "Kaivax" in an update on the official forums (thanks, PC Gamer). "We've looked at everything that was reported, and choose wow bfa boe items to share a few anecdotes with you so you may see how we're tackling these issues.

"Players reported that [the] Warlock demon summoning was broken - plenty of players said that you simply should not drop your current demon till the new one seems," Kaivax stated. "We double-checked and in the original 1.12 WoW, and there, as quickly as you began summoning a new demon, your current demon disappeared. So the demo actually matched how the game played initially. There have been several other reports - which include "rare mobs do way less damage" and "Kobolds at Jangolode Mine run more quickly than walking speed when running away" - exactly where we had been capable to confirm that the gameplay was precisely the same in the demo as within the original 1.12 WoW."

That said, there have been some not-so-intentional issues, as well. Whilst the group had believed it'd addressed a problem with incorrect wellness regeneration along with the spell essential hit multiplier, Kaivax confirmed there was a "discrepancy" with how Classic was configured around the atmosphere at Blizzard's office and also the atmosphere serving the demo to players, which was not correct.

Whilst there remain some difficulties that the team "don't intend to address" - how the mail functions, for example - the developer has "fixed some relatively high-priority issues", like Critical Strike rating (each and every item now improves your possibility to acquire a crucial strike by X%), Rogue Energy (it was both benefiting from melee haste and re-calculating far more typically than it was supposed to), Slow Fall no longer applies to your jumps, you might once again get wow gold pushback when hit by ranged attacks and wands, and Dodge, Parry, and Miss have been all not taking place typically sufficient.

"That's not all we've done, of course, but we want to offer you an concept of what we're prioritizing: core game systems, combat, and content," concluded Kaivax. "We've spent time on other issues such as user interface and making certain graphics 'feel' like they applied to, but our principal concentrate is on gameplay.

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