The social element of Classic is the primary reason that dedicated players of legacy servers continue to play. By trying to keep that as a driving factor in deciding how to develop WotLK, Blizzard is trying to keep the most distinctive characteristic of Classic as compared to WoW.
Furthermore, ensuring accessibility and familiarity "works to limit the modifications we make, since that it is easy to damage our familiarity," according to the developer. "But it also inspires us to make adjustments when an excessively complex system can be made less complicated and easier to understand."
In this regard this means that Emblem process in WotLK will be slightly altered and simplified. The boss at the end of each raid level will drop one Emblem that is able to be used to buy a piece of gear with power equal to those raids. There will also be Emblems dropped in dungeons and older raids which can be used to purchase less powerful gear.
Blizzard ended its post by reaffirming its pillars, and how they relate to four objectives they have to accomplish in their game:
"Foster a vibrant player community which is engaged in all WotLK in-game content"
"Maintain a healthy density of players playing Heroic dungeons throughout the entire expansion."
"Preserve nostalgic itemization elements."
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