Hello, this is in an effort to re-design the racials that we currently have in WoW: Forever as in many cases they felt underwhelming and lackluster.
The core philosophy was to take a look at the races that felt like they were left behind and make major adjustments to their toolkit, as well as do minor tweaks to the already strong ones.
The whole process that will be presented below is a mix of new and old ideas for the best possible result without making a specific race feel broken or weak.
The numeric values are not set in stone and should be tested for optimal and balanced results from Blizzard if they follow this concept.
Some key takeaways from what you will see below:
- Tauren, Dwarf & Skyborne felt the weakest and were heavily adjusted to bring them up to par with the strongest ones.
- Human, Orc, Troll, Undead, Night Elf and Gnome received minor to medium adjustments.
- Useless or niche racials like Beast and Elemental +% damage were removed as they didn't really serve any purpose at all.
- Specific passive racials like +% crit chance to Axes, Maces and Swords were removed as they were too limiting and restrictive.
- Key racials that defined each race were mostly untouched.
- Everything goes in line with the lore without adding dumb and out of place racials.
- Picking a race should feel like a hard choice, not like you are forced into the strongest one.
Alliance
Perception: Dramatically increases stealth detection for 20 sec. 2 min. cooldown.
Will to Survive: Instantly removes all Stun effects. 3 min. cooldown.
Martial Training: Critical strike chance increased by 1%.
The Human Spirit: Your primary attributes are increased by 2%.
Escape Artist: Instantly escapes the effects of any movement-impairing effect and gains immunity to those effects for 3 sec. 2 min. cooldown.
Eureka!: Your next 3 damaging abilities have their resource costs reduced by 10% and damage dealt increased by 10%. 2 min. cooldown.
Engineering Specialization: Your gnomish ingenuity reduces the rate of engineering devices failing or backfiring when you use them by 50%.
Expansive Mind: Resource increased by 5%.
Spike Trap: Throw a forged trap at an enemy within 8 yards, rooting it for 3 sec. 2 min. cooldown.
Stoneform: Instantly removes and grants immunity to all Bleed, Poison, and Disease effects, and reduces all Physical damage taken by 10% for 8 sec. 3 min. cooldown.
Might of the Mountain: Critical strike damage and healing increased by 2%.
Hic-cupation: While under the effects of an alcoholic beverage, you move 5% faster and have a 2% chance to completely avoid any attack or spell. It also makes you find treasures easier, hic!
Horde
Blood Fury: Increases Attack Power and Spell Power by 10% for 15 sec. 2 min. cooldown.
Shatter Curse: Instantly removes and grants immunity to all Curses and Banes, and reduces all Magical damage taken by 10% for 8 sec. 3 min. cooldown.
Ferocity: Your damage dealt is increased by 1%. When you fall below 35% health, your damage dealt is increased by an additional 2% for 10 sec. This effect can occur once every 60 sec.
Hardiness: Duration of Stun effects on you reduced by 20%.
Berserking: Increases your casting and attack speed by 10%. Lasts 15 sec. 2 min. cooldown.
Rapid Regeneration: Heals for 20% of your maximum Health over 6 sec. Movement, actions, or damage taken do not cancel this effect. 3 min. cooldown.
Regeneration: Health regeneration rate increased by 10%. In addition, 10% of total Health regeneration will continue during combat.
Da Voodoo Shuffle: Reduces the duration of all movement-impairing effects by 20%. Trolls be flippin' out mon!
Cannibalize: When activated, regenerates 7% of total Health and 7% of total Mana every 2 sec for 10 sec. Only works on Humanoid or Undead corpses within 5 yards. Any movement, action, or damage taken while Cannibalizing will cancel the effect. 2 min. cooldown.
Will of the Forsaken: Instantly removes all Charm, Fear, and Sleep effects. 2 min. cooldown.
Touch of the Grave: Your spells and attacks have a chance to drain Health from the target, up to 5% of your maximum Health. Melee attacks and auto-attacks carry a 5% chance to trigger, while direct damaging spells have a 10% chance.
Underwater Breathing: Can breathe underwater indefinitely.
Ancestral Favor: Your next ability echoes for 25% of its effect. Additional effects cannot be triggered from the echoed ability. When used near a herb, the spirits of your ancestors cause a duplicate herb to grow occasionally. 3 min. cooldown.
War Stomp: Stuns up to 5 enemies within 8 yards for 2 sec. 2 min. cooldown.
Endurance: Total Health increased by 5% and chance to hit increased by 1%.
Plainsrunning: Gain 1% increased movement speed every 4 sec. spent moving, up to a maximum of 30%. Taking damage reduces the speed bonus by 25%, while standing still rapidly drains your stacks.
A community racial-rework concept for WoW Forever. This page is not an official Blizzard or WoW Forever post. The numbers above are the proposal's starting points for testing. Original proposal (PDF)