Meeting Stones

Ideas for new content, features, and balance changes.
Bloodshart
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Meeting Stones

Post#1 » Sun Oct 11, 2026 2:49 am

I know a lot of people (specifically warlocks) are opposed to having meeting stones act like TBC Summoning Stones.

However, I propose allowing Warlocks to use Meeting Stones as an "extra" person, so that instead of waiting for the majority of the group to form at the instance to begin summoning, warlocks would only require 1 other group member + the meeting stone to begin summoning the group.

This change is a carefully calibrated quality-of-life improvement that respects Vanilla/Classic+ design philosophy, preserves (and in some ways elevates) Warlock identity, and meaningfully reduces one of the most common sources of friction in group content without turning Meeting Stones into full TBC-style summoning stones.Core Strengths of the Idea

1. It solves the real bottleneck without erasing Warlock utility
The biggest practical pain point in forming dungeon groups is the “last mile”: getting the second helper to the instance entrance so the Warlock can even begin Ritual of Summoning. By letting the Meeting Stone count as one of the two required participants, a Warlock only needs one other player already present. This lets summoning start as soon as the first two people arrive (Warlock + one friend/alt/early arriver). The remaining party members can then be pulled in sequentially. Warlocks remain the only class that can initiate and control the process; the stone is merely an assistant, not a replacement.

2: It keeps Warlocks relevant and desirable
Full TBC Meeting Stones make Warlocks optional for summons. This hybrid does the opposite: it makes bringing a Warlock more attractive because the group can start summoning earlier and more reliably. A group with a Warlock becomes strictly more efficient than one without, while groups without a Warlock still have to form the old-fashioned way. Warlock players keep their signature social utility and the feeling of being the “portal guy,” but without the frequent experience of standing around for 10–20 minutes waiting for a second clicker.
It respects the “world feels alive” argument

3. Travel and world presence remain important.
Players still have to reach the stone in the first place, and the stone only helps once someone is already there with the Warlock. It does not enable remote or effortless group formation the way a pure summoning-stone system would. The design still rewards players who travel, use flight paths, or coordinate meets, while removing the most frustrating artificial delay once the core duo is in place.

4. It is elegant, low-risk, and thematically coherent
Mechanically it is simple: the Meeting Stone acts as a permanent, location-bound “ritual participant” exclusively when a Warlock is channeling Ritual of Summoning near it. This feels like a natural extension of the existing ritual system rather than a wholesale import of a later-expansion feature. It also sidesteps the common complaint that full summoning stones “imprison Warlocks in stones” or make the class feel less special.

Practical benefits for the player base and server health:

Faster dungeon starts → higher group completion rates and less abandoned groups.
Reduced frustration for those with limited play time.
Encourages more pickup groups and less reliance on fixed friends-lists or multiboxing solely for the second clicker.
Still leaves room for pure “form up and run” groups or non-Warlock groups, so multiple playstyles coexist.
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Octosaur
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Re: Meeting Stones

Post#2 » Sun Oct 11, 2026 4:05 pm

I'm something of a purist and am hesitant to consider the stones at all owing to the fact they encourage people to play lazily. I don't necessarily mind the idea of Warlocks being able to summon with one fewer people at the stones but I would want the change rolled back if it led to the things I consider unacceptable.

Namely, an air of entitlement on players that they choose to queue for multiple dungeons all over the world and expect people to summon them instead of picking a more responsible dungeon set and being close or having a hearthstone set within good travel time.

A big element of people having to make it to the dungeon is the adventure aspect but it's also a matter of commitment and cooperation. Players shouldn't be rewarded for being entitled when a little pre-planning on their part can remove the issues at hand completely.

I'm happy to see this trialed only because having a warlock in the group is not a guarantee and there will still need to be some time dedicated to the travel. The stones being useless to everyone else is what makes this a compromise worth entertaining, however as with all things QoL it's a slippery slope and we've already seen ourselves end up at the bottom of it on retail so it's important we be very careful about how we gatekeep.
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Bloodshart
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Re: Meeting Stones

Post#3 » Mon Oct 12, 2026 6:05 pm

Octosaur wrote: Sun Oct 11, 2026 4:05 pm I'm something of a purist and am hesitant to consider the stones at all owing to the fact they encourage people to play lazily. I don't necessarily mind the idea of Warlocks being able to summon with one fewer people at the stones but I would want the change rolled back if it led to the things I consider unacceptable.

Namely, an air of entitlement on players that they choose to queue for multiple dungeons all over the world and expect people to summon them instead of picking a more responsible dungeon set and being close or having a hearthstone set within good travel time.

A big element of people having to make it to the dungeon is the adventure aspect but it's also a matter of commitment and cooperation. Players shouldn't be rewarded for being entitled when a little pre-planning on their part can remove the issues at hand completely.

I'm happy to see this trialed only because having a warlock in the group is not a guarantee and there will still need to be some time dedicated to the travel. The stones being useless to everyone else is what makes this a compromise worth entertaining, however as with all things QoL it's a slippery slope and we've already seen ourselves end up at the bottom of it on retail so it's important we be very careful about how we gatekeep.
Thank you for your feedback! I share the concern about entitlement and the loss of commitment that full summoning stones create. Anyone who refuses to travel or set a sensible hearth still has to wait for actual bodies to arrive. Groups without a Warlock get zero benefit, so the incentive to bring a Warlock (and to show up yourself) remains strong. Travel, world presence, and the need for at least some coordination are all intact. The suggestion only removes the pure artificial delay of needing a second clicker after the first two people are already there. I’m happy to see it trialed with clear metrics and a willingness to revert if it starts producing the lazy/entitled behavior you’re worried about. The fact that the stones stay useless to everyone except Warlocks is what makes this a contained, reversible compromise rather than the start of the retail QoL slide.
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