InvenGlobal Interview
We've summarized the key points from the interview!
Beta
This is the largest beta they've had in terms of player participation.
They're continuing to polish the details based on feedback.
They've received an overwhelmingly positive response.
Camping
They are happy to see the camping system being well received and encouraging social interactions.
The level cap is currently 30, and they're interested in seeing how camping will be received past level 30.
They're already discussing what's next for the camping system.
Class Design
The overall philosophy is to "maintain distinct class identities and avoid homogenization."
Keeping them feeling distinct is what matters the most.
They want to make sure no spec feels unplayable or useless.
Every spec doesn't need to be the best choice for every encounter, but there should be reasons to bring a spec to certain content.
Horizontal Progression
When they say Horizontal, they mean horizontally expanding the world.
They will still add new content such as professions, zones, dungeons, raids, and quests. Expanding the world sideways is what they mean by horizontal.
Gear progression isn't entirely horizontal, and there will be a power escalation. They want to make the power jump as low as possible.
Best-in-slot gear could come from a previous raid tier, but that doesn't mean you'll wear it forever, and it will eventually be replaced.
They want to keep older content relevant for as long as possible.
On the topic of gear progression, they can't say right now if there will be a soft reset. It's too early.
Dungeon Experience
Some original WoW developers are still on the team.
It's unlikely that they wanted players to do 1 to 60 doing nothing but dungeons.
WoW is social, and they want players to be out in the world and create memories on their journey.
They recently nerfed dungeon quest XP and increased mob EXP.
