Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

Some of World of Warcraft Classic's demo bugs were not bugs at all

Blizzard has confirmed that many of the concerns reported by players through the World of Warcraft Classic demo were not, in fact, bugs, but are as an alternative intentional mechanics that faithfully mimic how the game made use of to be fifteen years ago.

"Thank you to absolutely everyone who gave us so much feedback to perform with, especially the community members who compiled lists of concerns that individuals discovered using the demo," wrote neighborhood manager "Kaivax" in an update around the official forums (thanks, PC Gamer). "We've looked at almost everything that was reported, and want to share a few anecdotes with you so you could buy wow gold and see how we're tackling these troubles.

"Players reported that [the] Warlock demon summoning was broken - lots of players stated that you should not lose your present demon till the new one seems," Kaivax mentioned. "We double-checked and within the original 1.12 WoW, and there, as quickly as you began summoning a new demon, your existing demon disappeared. So the demo in fact matched how the game played initially. There were a number of other reports - such as "rare mobs do way much less damage" and "Kobolds at Jangolode Mine run more rapidly than walking speed when running away" - where we had been capable to confirm that the gameplay was the identical inside the demo as inside the original 1.12 WoW."

That stated, there were some not-so-intentional challenges, as well. While the team had believed it'd addressed an issue with incorrect overall health regeneration and the spell critical hit multiplier, Kaivax confirmed there was a "discrepancy" with how Classic was configured around the atmosphere at Blizzard's office as well as the atmosphere serving the demo to players, which was not correct.

When there remain some concerns that the team "don't intend to address" - how the mail performs, one example is - the developer has "fixed some pretty high-priority issues", like Critical Strike rating (each item now improves your chance to have a crucial strike by X%), Rogue Power (it was both benefiting from melee haste and re-calculating additional usually than it was supposed to), Slow Fall no longer applies to your jumps, you may once again get pushback when hit by ranged attacks and wands, and Dodge, Parry, and Miss were all not happening often adequate.

"That's not all we've done, certainly, but we choose to provide you with an thought of what we're prioritizing: core game systems, combat, and content material," concluded Kaivax. "We've spent time on other IGXE Items for instance user interface and creating positive graphics 'feel' like they used to, but our main concentrate is on gameplay.
Sign In or Register to comment.