
How much gold will I need to respec in Classic? Or is this feature even going to be available?
Also what about xp locks for twinking - is this going to be a thing?

It varied by how many times you respec. IIRC 1g/5g/10g/15g/20g/etc till you hit 50g. Then it has a decay of 5g per week or month that it isn't used, forget which. Will only reduce down to a minimum of 15g however. Pick your talents wisely when levelling tldr.


Yeh try to plan out a leveling build, then a lvl 60 build so you don't have to respec much, as it is very costly to be indecisive.





Not gonna lie, if Blizzard changes anything, it would be respec costs. LIke I can see them capping it at 20 or 30g.

There's so much more potential stuff to change, a lot of changes you see on private servers are fairly popular even in the #nochanges community. Things like quest loot sharing and dynamic respawn in throttled starter zones aren't trivial things to consider. Additionally removing things like booty bay safe spots and certain bugs/looting glitches to reduce the number of GMs needed may happen.
However I think respecs have to be 50 gold to make people commit to pve or pvp more intensely when they respec. Respec costs and mount are one of the few ways to sink gold out of the economy in classic and inflation will get bad without it, especially if the mara/dm/strath raw gold farms aren't patched. Specs are such a huge sidegrade to power you should have to invest a lot of resources into them. It also makes the game more strategic for guild event planning when changing to raid spec and back is 4000 gold for a 40 man. It's an inconvenience but an important and good one for the balance of the game.

Not to de-rail the thread, but if I had to name 3 changes that I'm willing to bet Blizzard would do:
1. Respec costs
2. Guild banks
3. A refund talent points button before you lock it in (+the ability to lock-in your talents), instead of mis-clicking ruining your whole spec
Also, and maybe this is a stretch, I think you could argue that high respec costs are a tax on players learning the game. Like, first off, if I'm designing an MMO RPG right now, I think people being able to change their spec/playstyle with either no or little cost is a good thing. But also, I'm a player who's played a lot of private servers and know a lot about specs and how to play. Someone who's not played since 2005 or never played at all will need more room to experiment and try things and mess up. They will pay a lot of gold for that learning experience that I won't have to.

As taxing as respect costs may be, I feel that it helps build personality/identity of a character. Making mistakes is a part of finding out how you really want your character to be (oddly like real life) which is part of what made this game so addictive to begin with. Making things easier leads to people staying in the cities when they would otherwise have to be out farming stuff for gold (oddly like real life).Gensei wrote: ↑6 years agoNot to de-rail the thread, but if I had to name 3 changes that I'm willing to bet Blizzard would do:
1. Respec costs
2. Guild banks
3. A refund talent points button before you lock it in (+the ability to lock-in your talents), instead of mis-clicking ruining your whole spec
Also, and maybe this is a stretch, I think you could argue that high respec costs are a tax on players learning the game. Like, first off, if I'm designing an MMO RPG right now, I think people being able to change their spec/playstyle with either no or little cost is a good thing. But also, I'm a player who's played a lot of private servers and know a lot about specs and how to play. Someone who's not played since 2005 or never played at all will need more room to experiment and try things and mess up. They will pay a lot of gold for that learning experience that I won't have to.
If you want to build a successful MMO RPG I would suggest making as close to real life as possible.

On top of all that character identity stuff that makes sense, Cletus just really likes giving out ZJs in Undercity, by the Roach vendor..Cletus wrote: ↑6 years agoAs taxing as respect costs may be, I feel that it helps build personality/identity of a character. Making mistakes is a part of finding out how you really want your character to be (oddly like real life) which is part of what made this game so addictive to begin with. Making things easier leads to people staying in the cities when they would otherwise have to be out farming stuff for gold (oddly like real life).Gensei wrote: ↑6 years agoNot to de-rail the thread, but if I had to name 3 changes that I'm willing to bet Blizzard would do:
1. Respec costs
2. Guild banks
3. A refund talent points button before you lock it in (+the ability to lock-in your talents), instead of mis-clicking ruining your whole spec
Also, and maybe this is a stretch, I think you could argue that high respec costs are a tax on players learning the game. Like, first off, if I'm designing an MMO RPG right now, I think people being able to change their spec/playstyle with either no or little cost is a good thing. But also, I'm a player who's played a lot of private servers and know a lot about specs and how to play. Someone who's not played since 2005 or never played at all will need more room to experiment and try things and mess up. They will pay a lot of gold for that learning experience that I won't have to.
If you want to build a successful MMO RPG I would suggest making as close to real life as possible.
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Blaumeux

First off, my business and hobbies may be one in the same but I WILL have my 40 and 60 mounts.
Second off, if you have to ask what a ZJ is.....

By the https://classic.wowhead.com/object=214479/shiny-egg of https://classic.wowhead.com/npc=8023/sharpbeak, I say ! What is this https://classic.wowhead.com/npc=16021/l ... onstrosity ?!? A talking unroasted https://classic.wowhead.com/npc=2809/boar without an https://classic.wowhead.com/object=277588/apple stuffed in his mouth ?!?

I agree that it's an important process for learning the game and building your character. But it shouldn't bankrupt someone. More to the point, if you want people to be able to experiment and find their favorite style of play, then having lower costs to respec should open the door for that. Lowering respec costs does not make the game easier. At the same time, being stuck a spec you don't want to play because you can't afford to pay for it doesn't make for meaningful challenge, it's just tedium.Cletus wrote: ↑6 years agoAs taxing as respect costs may be, I feel that it helps build personality/identity of a character. Making mistakes is a part of finding out how you really want your character to be (oddly like real life) which is part of what made this game so addictive to begin with. Making things easier leads to people staying in the cities when they would otherwise have to be out farming stuff for gold (oddly like real life).Gensei wrote: ↑6 years agoNot to de-rail the thread, but if I had to name 3 changes that I'm willing to bet Blizzard would do:
1. Respec costs
2. Guild banks
3. A refund talent points button before you lock it in (+the ability to lock-in your talents), instead of mis-clicking ruining your whole spec
Also, and maybe this is a stretch, I think you could argue that high respec costs are a tax on players learning the game. Like, first off, if I'm designing an MMO RPG right now, I think people being able to change their spec/playstyle with either no or little cost is a good thing. But also, I'm a player who's played a lot of private servers and know a lot about specs and how to play. Someone who's not played since 2005 or never played at all will need more room to experiment and try things and mess up. They will pay a lot of gold for that learning experience that I won't have to.
If you want to build a successful MMO RPG I would suggest making as close to real life as possible.
Tedium does not equal challenge.

I always wanted them to do a scaling respec cost system based on your level.
The Footpad

50g is easy enough to make that it will not bankrupt anyone who plays enough to need to respec often. That said I agree with Gensei's list
I have advocated fiercely for guild banks in the official forums and view it as an essential addition if they are going to enforce their anti-account sharing policy. (3) is possible through current addons so I don't see it as even a real change just a ui/system upgrade.
The real problem with (1) in vanilla is that it would/could encourage per boss respec'ing. I would advocate that all respecs should be free one time per hour in major cities with an option to pay the original costs if you respec more often than that. I would also advocate that entering into an instance should trigger that 1 hour free cool down.
At the end of the day the free respec cool down is not needed and I'd be fine if they were just free, but I can see the arguments against just free or very low costs respecs and this is a proposed solution.
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It's been a while, so I might be wrong, but I don't think BGs awarded XP back in vanilla. So you shouldn't have any worries about thinking. Someone please correct me if I am wrong.

You’re correct friend. I think our spiny friend here is more worried about overshooting it by accident in the pursuit of twink items - definitely a worry for me as well seeing as I want a rogue twink.



Ah that makes sense. Well good luck to you both in your pursuits! I'm not sure if I'll have a twink yet... Time will tell.

When running dungeons, say like Deadmines, people run into no longer being able to do the dungeons as it would over-level them.
I personally don't want XP locking, but I can see why it was implemented.


Yeh, you're right. As a typically hybrid player (Druid main, shaman alt) I would love to see dual-spec or lower respec cap, but I don't see it happening. It just means it's much easier to farm/switch specs for the benefit of making more gold, which drives prices up blah blah.





Gamora: Did you respec?
Thanos: Yes
Gamora: What did it cost?
Thanos: Everything...

This might be provocative, but what does that actually matter? Like I know that it means that inflation might move a bit quicker. But there's going to be a lot of things different. Hell, with the game knowledge of players now, people probably spend gold far more efficiently and that has a net effect of increasing inflation compared to vanilla in that people know what and what not to spend money on. That's a far bigger change in the economy than change in respec costs, and I don't think changing respec costs changes all that much.

I don't mind either way. I know that's a bit of a cop out, perhaps selfish answer, but I intend to do some research so hopefully I won't spend much gold/time re-speccing.
I understand both sides though. More cost effective re-speccing will allow for experimenting with builds; however, it would also mean there's less 'set in stone' class identity with each character, as they can switch nearly on a whim.
<Pertento> [EU-PvP]


Honestly I don't really care, since I'm going to be maining a huntard and not respeccing often, but I can see why people might want cheaper respec or dual specialitzation. I don't see any negatives for them except the "but muh immersion". After all, people is going to be changing gear all the time and respeccing too, and the most important thing about immersion is seeing always the same dudes in your server, I don't think the spec matters lmao.

I think this assumption shouldn't be made.Gensei wrote: ↑6 years agoThis might be provocative, but what does that actually matter? Like I know that it means that inflation might move a bit quicker. But there's going to be a lot of things different. Hell, with the game knowledge of players now, people probably spend gold far more efficiently and that has a net effect of increasing inflation compared to vanilla in that people know what and what not to spend money on. That's a far bigger change in the economy than change in respec costs, and I don't think changing respec costs changes all that much.
You say that people have more game knowledge now but we really don't know if that's the case. In fact, from what I've seen on my travels over the last year, a lot of the authentic data and knowledge about Classic has been lost and replaced with private server experience.
Private servers are emulations and also vary greatly from one place to the next. Hit points and spawn rates are different. Boss mechanics are simulated. 'Farming' exploits like DM Tribute solo are possible on one realm but not another.
If anything, sure, players will have better access to collective knowledge through improved web tools, searches and websites. But will they have a greater knowledge of how things actually play out - like real experience? - I don't think so.
It will take a while before that kicks in. People back then had first-rate experience of playing vanilla wow. We're just getting started tbh and that won't affect the economy for a while.
Reducing the costs of regular gold sinks is never a good idea in any virtual economy either.



I agree with you, the fact that private servers have a way bigger population than Classic will have alone is going to have a big impact on the economy. Also the rate of casuals/hardcore players is going to play a big role, a high ratio of hardcore players for example will result in a high demand for consumables/herbs etc.teebling wrote: ↑6 years agoSpoilerShowI think this assumption shouldn't be made.Gensei wrote: ↑6 years agoJpy wrote: ↑6 years agoHell, with the game knowledge of players now, people probably spend gold far more efficiently and that has a net effect of increasing inflation compared to vanilla in that people know what and what not to spend money on. That's a far bigger change in the economy than change in respec costs, and I don't think changing respec costs changes all that much.
You say that people have more game knowledge now but we really don't know if that's the case. In fact, from what I've seen on my travels over the last year, a lot of the authentic data and knowledge about Classic has been lost and replaced with private server experience.
Private servers are emulations and also vary greatly from one place to the next. Hit points and spawn rates are different. Boss mechanics are simulated. 'Farming' exploits like DM Tribute solo are possible on one realm but not another.
If anything, sure, players will have better access to collective knowledge through improved web tools, searches and websites. But will they have a greater knowledge of how things actually play out - like real experience? - I don't think so.
It will take a while before that kicks in. People back then had first-rate experience of playing vanilla wow. We're just getting started tbh and that won't affect the economy for a while.
Reducing the costs of regular gold sinks is never a good idea in any virtual economy either.
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