12/04/2026

More Notes from Midnight

The husband and I are continuing to play a lot of Midnight, both together and individually. Over Easter we both had a few days off and used most of that free time to binge on the game together. It was actually really nice that we were equally excited to play for once. Often our shared play time consists of one person gently coaxing the other into doing a specific thing they want to do, while the other just goes along for the sake of playing together without necessarily caring that much about the activity. However, right now we're both equally keen on the new WoW expansion.

Delving Deeply

We jumped into delve week with so much gusto that we already have the achievement for doing all the delves on tier eleven as both tank and dps roles. For the first round, I tanked on my warrior while he did damage on his mage, and then we did the whole thing again with him on his death knight and me on my hunter.

Delves were already a source of fast gear in War Within, but with the extra streamlining Blizzard has done, my hunter went from freshly dinged to full champion gear in something like three days. Some of that was probably luck, but they also upgraded the vendor at the end of delves so that he sells gear for other slots than trinkets now, so when he had something my hunter could use, I was able to just transfer some Undercoin from my main and bam, another gear slot sorted.

Despite this I was never running out of keys, and my levelling alts are already swimming in them before they've even hit max level. A guildie surprised me by saying that he didn't like the change because he used to farm key shards via World Soul memories in War Within at the start of the season, and now he felt more limited by being hard capped at six keys per week, which was a stance I'd never even considered. For me the effort required to farm keys had just always felt like too much and often prevented me from doing even four delves on alts because I couldn't bear to go through the same lot of key-awarding activities on every single character. Now that shards come from seemingly everywhere including treasure chests, they've just become a complete non-issue for me and I love it.

I also learned that you can apparently meet yourself in delves. This is my priest (who was my third character to 90) sitting across an "echo" of my hunter. 

Soloing Nullaeus

Somewhat related to delves, there's the new nemesis boss. Let me backtrack to the end of War Within for a second: back in September I stated that I was still planning to do ?? difficulty Ky'veza at some point, but then Legion Remix happened and that was just so much more fun that I never even bothered with Ky'veza again. (Not to mention that I'd already found the regular version of the fight extremely un-fun. Having every single mechanic be a one-shot if you mess it up is just not my cup of tea; I prefer the elation of being able to recover from a slight misstep over feeling like I have to force my brain to achieve 100% perfect execution through endless repetition.)

When Midnight came out I heard that the newest delve boss was really easy, so I went to check him out sooner than I normally would have. Normal mode was indeed a cakewalk and I one-shot him without even having read any kind of guide, but ?? still took a bit of practice (though not nearly as much as Zekvir or the Underpin did).

Nullaeus basically feels a bit like Zekvir with all the edges filed off: there's crap to dodge on the floor, something to interrupt, something to dispel, and adds you need to kill, but everything is easier. The stuff you need to move out of doesn't hurt so much that clipping it a bit will kill you, and when adds are summoned, the boss goes into an immunity state and leaves you alone so you're able to focus on the adds without also having to worry about him.

Finally, this boss is where Valeera really shone as a companion for me as it was noticeable that she'd been tuned to be much more competent than Brann. One of the difficulties with Zekvir was that Brann would only interrupt or cleanse every other cast, but it could be inconsistent when he'd do it, which made it hard to coordinate with his abilities. Valeera in dps mode on Nullaeus just interrupts every single cast that needs interrupting, or alternatively, if you set her to heal, you need to do the interrupting yourself but she'll reliably dispel you at all times so you don't have to worry about that.

Doing ?? Nullaeus on my protection warrior was my first experience with Valeera set to healer and the healing orbs she throws are also much more consistently targeted than Brann's potions used to be - one will always land right on top of you, with the other two to your left and right, so no having to race across the room to find Brann's latest drop in Narnia.

One of the things that challenged me on ?? Nullaeus was, ironically, maintaining focus for the interrupt through the tedium of nothing much happening. On Zekvir it was hard to keep track of everything that was going on, but here there's so little going on that after a few minutes my mind tended to wander and I would lose focus and miss an interrupt (which was a guaranteed one-shot).

The other thing was the tank buster, which I didn't even realise was a mechanic exclusive to tanks until he flattened me from full to dead with the boss at about 1% health. It was only when I googled what the heck was going on that I learned that this one ability exclusive to tanks is meant to be mitigated - while I'd been able to get by with sloppy shield blocking for most of the fight, his damage increases during the final burn and that's why I'd died. Still, after about half a dozen attempts he was down.

Majestic Beasts and Where to Find Them

I mentioned in a previous post that I've been very motivated by the profession system and have been enjoying the new "high value beast" designation for skinning targets. This has since intensified with a renewed focus on what are called "majestic" beasts, which need to be called forth with a special crafted lure and have a chance of dropping valuable epic materials.

This is a system that has existed since the profession revamp in Dragonflight, but I distinctly remember crafting my first lure back then, using it, and getting absolutely nothing useful from the mob it spawned - which led to me concluding that the whole system was a waste of time and then never bothering with it again.

In War Within, I became somewhat more aware of the value of these rare materials as certain patron crafting orders kept requiring them, but I just tended to skip those. However, in Midnight the new epic profession tools that Blizzard has added all require the new "majestic" materials to craft, so I've been on a mission to learn how to lure all five of these beasts so I can hunt and skin them every day. While the RNG can be frustrating for sure - the day after I'd crafted my shiny new epic skinning knife with a boost to perception I didn't find a single purple item on any of the beasts - doing my daily tour of the four zones is a routine I enjoy right now.

My human hunter and her pet wolf fishing near the spawn point of Silverscale in Zul'Aman
It's also motivated me to pick up fishing again - prior to this, the last time I maxed out my fishing skill had been during Shadowlands. During Dragonflight and War Within I dabbled a little but found it too difficult to make sense of which fish had value and why. All the beast lures require specific fish, which has provided me with a new motivation to gather that is easy enough to understand.

Nightmare Prey

Seguing from the subject of hunting to the prey system - I did already mention it positively in my last post, but I did want to give nightmare difficulty another shout-out now that the husband and I have had a chance to dig into that too. Basically, I really like it! Sure, we'll both complain when we're on a squishy character and things go terribly wrong when too many random events happen at once, but as I also said to him, it weirdly reminds me of vanilla gameplay in a way, in the sense that one of the biggest challenges of questing in the open world in vanilla WoW is accidentally pulling more than you can handle, and Nightmare Prey kind of pushes the same buttons for me as it expects you to keep an eye on your surroundings and prepare for the worst at any moment whenever you're on a hunt. That's cool and I like it!

They also work pretty well in a party - I haven't fully figured it out, but it does seem like progress is shared to some degree as long as you're not too far apart, as we'll always find our prey at the same time. It even overrides the penalty you get from dying, where it will say that your progress has been reset to zero, but if your partner pushes their own hunt to completeness while you're close by, your own progress indicator will also instantly go back from empty to full. 

28/03/2026

Casual Midnight Endgame

Considering my slow start into Midnight, I'm really having a lot of fun with it. Now that the expansion's first season has started and (almost) everything has opened up properly, there are a lot of things to do every week, without anything feeling like mandatory chores.

Story

In my post about Midnight's launch I said that "the levelling campaign itself was enjoyable, but isn't it always? And then we quickly forget about it again for the next two years." However, it turned out that Blizzard had other plans than simply letting us forget about the story this time around, with every weekly reset continuing the storyline a bit further.

They were already kind of moving towards something like this in War Within, but back then the story updates still mostly came with the minor patches, and those minor patch updates tended to feel more like interludes or epilogues - basically, not that important.

This time around, they are all in on the storytelling though, with literal weekly updates (Remember when updates this frequent were "the dream" for many MMOs?) driving the plot forward in major ways. I've honestly been pretty impressed, not just with the update cadence but with the content of those story chapters as well. I was worried that Metzen's return would result in the plot retreading the same old tropes, but at least so far, that hasn't been the case. Instead we've just been getting all kinds of callbacks to really old (and probably largely forgotten by most of the player base) lore, with references to previous expansions being woven into a coherent picture of "now" that makes sense and explains why we are where we are.

A lone rider riding towards a dark beam coming from the sky above the Isle of Quel'Danas

The only problem is that the story mode for the raid once again released a full week after raiders had gotten access to the final cut scene, so there were spoilers all over the place, and trying not to be told everything about the ending was like navigating a minefield. Even people who clearly didn't consciously want to post spoilers were "vague posting" about events in very obvious ways within days of release. God help anyone who doesn't see everything the day it comes out. I wonder if that will ever get better.

Dungeons

I don't quite know how I feel about dungeons in retail right now. In old WoW, they were one of my favourite things to do, but in retail, they are nothing like the content I used to love and generally responsible for my worst experiences with other players. I had fun trying out M+ with friends for a bit in Dragonflight, but that ultimately didn't end up working out for me either.

That said, Blizzard is still quite capable of making interesting and beautiful instances, and follower dungeons have made it easier to take a look at them and enjoy them at your own pace, even if you don't have enough friends (or any) to run them with. The normal mode pugs I've done in Midnight so far have also all been really nice? Very little "bat out of hell" level rushing - in fact, quite often I'll see people who are very obviously not super familiar with the dungeon and still learning as they go, which is nice to see even if people aren't particularly chatty.

It really feels like Midnight is encouraging more lapsed players to dip their toes back into the game. In fact, I was making this observation to my husband today while healing a Maisara Caverns on my priest, and at the end of the dungeon the tank whispered me to thank me for my heals and we had the most wholesome little chat. Nicest interaction with a random stranger I've had in retail for years!

WoW chat with Auset from the Aggramar server. Them: "ty for the healing, was my first time tanking" Me: "ty :) you did fine!" Them: "need to learn the maps, last time i played was lich king -_-" Me: "seems many people are coming back after a long time :)" Them: "got to work now"

Also, I may not be feeling the M+, but I did do a few regular mythic dungeons with friends last weekend, and it was interesting to see the updates to the older dungeons that Blizzard decided to put into the mythic rotation this season. Pit of Saron is an old favourite of mine, and it was intriguing to see the mechanical changes they made to bring the bosses more in line with modern dungeons. Also, Seat of the Triumvirate was hilarious - I had minimal experience with this dungeon to begin with but I do know that L'ura was not as insane a laser show originally. We wiped quite a few times (also on Saprish) but it was pretty fun to actually figure things out together.

Delves

In War Within, delves were the shiny new feature that took several rounds of tuning to find its feet, and even longer for me to warm up to it. Since then, it's become a staple of our duo play for the husband and me, and in Midnight it's been fun to jump into things right away, knowing right from the start how everything works.

The new delves are fun, with some minor iterations that seem sensible. For example Blizzard got rid of all those various utility items that you could loot inside delves and that people either tended to vendor or forget that they even had them. The new buffs are things you click on inside the delve and you either use them right then and there, or you simply don't, which feels much more straightforward to me.

You also no longer collect keys for bountiful delves, only key shards, but they are much, much easier to get than they were in War Within, as they drop from pretty much everything, which I expect will make it easier for me to justify doing more of them on alts when the time comes.

There's also a book in the delvers' quarters that straight up tells you which delves are bountiful each day, meaning you no longer need to click your way through all the maps just to see which icons are glowing.

The one thing I'm still undecided on is Valeera as the new delve companion. I thought Brann was extremely annoying at first, plus a complete joke, but over time I started to find his antics endearing. Comparatively, Valeera is inoffensive but also kind of boring. She has voice lines for various moves, but nothing that feels super quotable. She also seems even more prone to ninja-pulling than Brann was, as she just outright shadow-steps (?) into the next group down the hallway sometimes. On the plus side, she's actually controllable via the ping system now, which I wouldn't have found out if it wasn't for Wowhead, but which is definitely useful once you know about it. 

Prey

Prey/hunts are the new expansion system that I had no particular hopes or fears for, but which has turned out to be decent fun. In a nutshell, you get sent to one of the four new zones to kill a named mob, but it's not a specific location at first. You have to do various activities in the zone to progress your hunt, and sometimes the mob will ambush you mid-combat (and then run away again once they reach half health). After a certain number of these progress events, the enemy's true location is revealed and you can go there and kill them properly.

It doesn't sound super exciting on paper, but it's a nice new twist on open world progression. Plus nightmare hunts count as tier eight delves for the purposes of filling out the Great Vault, so you can increase your number of slots without going completely nuts with delves.

Astalor, the NPC that gives you all the hunt quests, is a complete psychopath by the way, so I'm not surprised that some people absolutely adore him. A bit more concerning to me is when I see comments about how all the blood elves should be like him because they are "too nice" now. Regardless, his voice actor does a bang-up job and I've done quests for worse characters, so I don't mind. It all adds flavour.

PvP

What's this? Yes, I haven't really done PvP in WoW in a while - the last time I got really into it was while levelling my priest during Shadowlands from what I remember (I'm not counting Plunderstorm). What got me this time was a simple incentive quest to "do three battlegrounds" to progress towards a hero quality item - I mean, I didn't even have to win them? Before I knew it, I'd also picked up the PvP weekly and was checking out the weekly brawl.

My draenei warrior standing victorious with an orb in Temple of Kotmogu

I still like SWTOR PvP better, but it's made for a nice change of pace to re-visit all those classic battlegrounds as well as to discover some new ones. I was completely taken by surprise when I found out that there's actually a new Midnight battleground called "Slayer's Rise", set in Voidstorm, because I hadn't heard a single peep about it until I actually loaded into it. It's even funnier because I remember having the exact same experience in War Within, where I had no idea that Deephaul Ravine was a new expansion feature until I got put into a match there. WoW's PvP really doesn't get much publicity nowadays.

On the classic battleground front, it was fun to see that Isle of Conquest still has people yelling about glaive throwers fourteen years later, that AV is still about who can rush to the end faster, and that Warsong Gulch still sucks. Good on Blizzard for cross-promoting this content a bit with some simple quest incentives though.

16/03/2026

Exploring Midnight (Professions & Abundance)

I've got to admit, after finishing the Midnight campaign and hitting the new level cap on my warrior, I initially felt a bit lost. Not in the sense that there was nothing to do, but in the sense that I wasn't entirely sure what it was I wanted to do next. I already knew that I was going to spend some time going through all the side quests with the husband later, but activities to gear up initially felt quite limited due to access to a lot of expansion features being more time-gated than ever. (There are two whole delves that you can't even access yet, at all, and I only found out because I googled them after I couldn't find their entrances on the map.) However, I also wasn't sure whether I really wanted to get back into the gear grind just yet anyway - and levelling my army of alts towards an uncertain future at the level cap didn't seem particularly appealing either.

Eventually it hit me that what I really wanted to do was level professions on my alts. The Dragonflight profession revamp didn't really work for me when it first happened, but something about the tweaks Blizzard made to the system in War Within just made everything fall into place all of a sudden, and as a result I had a lot of fun spending time gathering and crafting throughout that expansion.

The Midnight loading screen features a simple painting of the northern Eastern Kingdoms, including the golden mountains of Quel'Thalas

With me being armed with a better understanding of how things work right from the start in Midnight, I decided that the next alts to follow my mining and blacksmithing warrior should be my hunter (skinner/leatherworker) and my warlock (herbalism/alchemy). Well, those two and my tailoring/enchanting priest, but I've mostly used her to dip my toes into healing some random dungeons. I can't tell whether people are genuinely a little less unpleasantly rush-rush at the start of a new expansion or whether I've just become desensitised to the whole experience by now, since I simply know that I need to constantly be running in order to keep up. Regardless, those few normal mode pugs I've had were all pretty okay.

But primarily, I've spent time on my warrior, hunter and warlock flying around and simply gathering. I like the system with the "special" gathering nodes, but I feel like it must already be getting difficult for Blizzard to keep coming up with new ideas for them every expansion. I'm not sure anything will be able to top the explodey ones from War Within for me, which I genuinely came to enjoy once I'd gained the ability to mine them a lot faster.

In Midnight so far, my favourites are the "wild" nodes in Zul'Aman, which spawn little rock elementals (ore) or lashers (herbs) when you gather them. Fighting those is extra work, but since they also drop extra resources it feels to me like you actually get more bang for your buck on each node. (Initially the lashers were much less lucrative than the rock dudes, but just this morning I did another round of herbing and it seems that Blizzard has now buffed their drops to be more competitive.)

Unfortunately, the overload effects that I've seen so far all seem pretty boring. I don't think I've tested all the herbs yet, but not a single one of the ore effects actually felt worthwhile to me, which was disappointing. Maybe once I've upgraded my skill tree for the special nodes a bit.

My human hunter tracking down a high-value eagle high up in the trees of Zul'Aman

The most delightful surprise however has been skinning. I love skinning for the soothing "swish swish" sounds and for the fact that you can basically do a lot of gathering as you go along, without having to go out of your way for it. The problem I had in War Within was that once I was done with questing, farming more leather always felt like a chore, since I basically either had to go out and kill things specifically just to skin them, or keep an eye on opportunities to skin other people's kills (such as when certain world quests were up).

In Midnight, Blizzard introduced a new feature called "high value beasts", which show up on your mini map as little knife icons. Skinning one of these marked creatures will yield much more leather than normal. I've really enjoyed flying laps around Eversong and Voidstorm looking out for these little treasure troves, since it makes for a farming experience much more similar to a classic mining or herbing round. The only slight disappointment I've had with the system so far is that it seems to be completely random which animals get the buff, and sometimes it's given to something like a neutral eagle soaring so high up that you can't actually attack or otherwise aggro it.

View of the mini map with the little knife icon marking the location of a high-value target

Professions aside, another thing that's been interesting to me have been the new open world activities. I loved almost all of these in Dragonflight, and still enjoyed most of them in War Within. Midnight so far seems a bit... eh. Sartheril's Haven and the different factions there are a nice callback in terms of lore but gameplay-wise it just feels like an old-fashioned daily hub to me. Stormarion Assault looked like a chaotically fun group event at first but in reality just seems to come down to several minutes of AoE spam. We'll see whether my opinions on these change as the weeks go by.

The one thing that immediately charmed me was the Abundance event. When I first did it in duo mode with my husband, it didn't seem that exciting, but I soon heard whispers that it was great in a group so I decided to sign up for a raid one night - and it was insane!

To take a step back and explain what it is, it's basically just a timed mini game where you run around a cave gathering resources (mostly little bubbles that you simply run through, but there are also some things to tap regardless of your profession, like ore nodes or plants) and depositing them at the altar of Dundun, the loa of Abundance. There's probably a whole sub-genre of single player games like that, but in WoW it's just this little side activity.

Screenshot of an Abundance raid. You can barely tell what's going on due to all the screen clutter. Dundun yells "Glory be to a bounty so richly abundant!" while players in chat praise him and you can see my character getting an "Cannot carry more Abundance!" error.
Anyway, what made it so funny in a raid group was that the altar has a shared progress bar, and every time it gets filled up, Dundun yells about GLORIOUS ABUNDANCE and unleashes some kind of bonus that lets you gather even more (such as additional bubbles falling from the sky). With enough players in the raid you could trigger a cascade where people would basically deliver resources almost faster than the bar could deplete itself again, so that it was constantly going up and down like a yo-yo, with Dundun yelling and spawning extra treasures non-stop.

Also, did I mention that Dundun is voiced by Darin de Paul? As a SWTOR player, that's just a whole extra level of bizarre.

Close-up of Valkorion from SWTOR with the line: "Magnificent contributions, my acolytes! Revel in this divinely abundant boon!"

Anyway, this madness was incredibly fun, and not even that overpowered because there was a pretty low hard cap on your personal rewards anyway, so it's not like we were unduly enriching ourselves. The problem was just that since the cave wasn't an instance, the whole zone would lag like hell, much to the chagrin of people who weren't busy worshipping Dundun.

So I can't say that I'm entirely surprised that Blizzard quickly ended up nerfing the whole thing, though it's still sad to me. You can still do it in a raid group and Dundun still triggers more bonus events that way, but they aren't even remotely as crazy and entertaining as they were beforehand. Oh well.

08/03/2026

The Quiet at Midnight

The two MMOs I currently play have been competing for my attention particularly hard recently, which meant that WoW's latest expansion launched during a week when I was also extremely busy in SWTOR. This meant that I didn't actually play that much for the first couple of days, and am only slowly getting into it now.

Thanks to splurging on the epic edition I had early access too, something I still feel a bit uncomfortable about because I still don't like the whole notion of only the biggest spenders getting to play early. But it was a fairly trivial upgrade for me to make in terms of my current financials, and I quite liked the idea of the extra Trader's Tender and housing items (that was before housing went into early access and I realised I don't actually like WoW's housing all that much, at least not in its current state).

Anyway, thanks to the aforementioned business in SWTOR, the husband and I only made limited use of the early access, playing for a few hours on both Saturday and Sunday, when EA had started on Friday. It felt like a very strange experience to me, due to how empty everything was. When we did the expansion intro event - which was pretty long - I think we saw a totality of two other players throughout the entire thing. (Which made it funny when I saw Redbeard's post a few days later in which he concluded looking at it from the outside "that most people bought Early Access".)

Someone on reddit pointed out that the new Silvermoon looks great with an Inky Black Potion, and I can only concur. 

Now, said expansion intro is phased, and there were a few more people in Silvermoon once we got there, but it was still strangely quiet. That whole experience only reinforced my earlier sensation that Midnight doesn't feel like a "proper" expansion to me somehow. I endlessly bemoan the state of Classic's mega servers because I think an open world where every square inch of landmass is permanently overcrowded with players is stupid, but an occasion as special as the launch of a new expansion should definitely draw crowds to feel exciting.

After the "proper" launch, things admittedly picked up a bit, and Silvermoon is laggy as hell whenever I fly over it, but I still feel like I don't see a lot of players out and about a lot of the time. I don't know if there's that much phasing going on, or everyone is just perfectly spread out across the long, winding path that is the campaign storyline, but I maintain that it feels strange.

Back at War Within's launch, the husband and I initially did all the quests in the first zone, and then switched to just doing the main storyline as we were already halfway to the new level cap. It then turned out that the actual main campaign was really short. This time around, we decided to just focus on the campaign from the beginning, since access to so much of endgame is locked behind completing it, and it turned out that this time around, the main story was much longer. We didn't 100% avoid all side activities, and we're both miners which also adds to one's XP gains, but I was still surprised that I was only a few bars away from 90 by the time we wrapped things up in the Voidstorm.

The levelling campaign itself was enjoyable, but isn't it always? And then we quickly forget about it again for the next two years. Without going into spoilers, I'll say that I had fun questing with Arator and seeing his personality get fleshed out. Crazy fantasy settings aside, it also struck me as a quite realistic and relatable narrative for a young adult to have to come to terms with the fact that his parents are also just people with their own hang-ups and issues.

Arator and Lady Liadrin watch the Sunwell erupt up into the sky

From a technical perspective, I was kind of impressed by how many cut scenes they included in the levelling journey - War Within already had a lot of these, but it feels like Midnight ramped it up by yet another level. Then again, it also seemed quite noticeable to me that this increase in quantity came with a bit of a drop in quality. From what I remember, most of War Within's levelling cinematics featured extremely detailed, hand-crafted animations, and while Midnight had a few of those too, there were also a lot of the more basic cut scenes that featured the old stock character animations that people sometimes clown on. I didn't mind that too much myself; I'm just saying that I found it noticeable.

On the plus side, I've appreciated the move to most of the cut scenes now being triggered by a prompt that has you talking to an NPC, which means it's clear when they're meant to happen. I say this as both the husband and I had issues in previous expansions when automatically triggered cut scenes bugged out and didn't play, causing us to be fast-forwarded in the story without any clue about what just happened.

I also have to say that there's something magical about being back in the Eastern Kingdoms, connected to the original World of Warcraft with no loading screens. There was one point in a quest where we had to go to the Eastern Plaguelands, and the husband asked how we even get there, and I responded that this had been my first thought as well since EPL is usually quite out of the way, but we're in Quel'Thalas now, so it's literally just the next zone down to the south.

Also, while I was 100% in on the Draenei at Burning Crusade's launch and never much into the blood elves, there's still something nostalgic to questing in Eversong and Zul'Aman again. Not to mention mining copper, tin and silver again, even if they have extra adjectives in front of their names now. (I had to look up what "refulgent" means.)

All in all, Midnight has still been off to a good start with me, despite the "Is this really an expansion or more like a big patch?" feeling. Ironically, I think it helped that Xal'atah didn't play that much of a role for most of it aside from in the intro, because honestly, all the stories that didn't involve her were just that much more interesting to me. As a commenter on Wilhelm's blog put it, "I still don’t understand why the angry blue orb girl wants to annihilate everything" - just...yeah, I agree. I laughed at and appreciated this line of dialogue on how we should deal with Xal in game:

Commander Koruth Mountainfist says: If we could just take the fight to Xal'atath, we'd give her such a drumming she'd hop back inside that knife.

Oh, and totally unrelated to Midnight itself: During this first week of the expansion, after more than a year of clearing MC almost every week, I finally got my second Binding of the Windseeker and was able to claim my Thunderfury. Definitely not the worst start to a new expansion I've had.

Milita the female draenei warrior brandishes Thunderfury outside the gates of Silvermoon at night

23/02/2026

The WoD Classic Question

"Will we get Warlords of Draenor Classic?" is not a question I thought I would ever be asking myself ten years ago. Hell, I didn't think we'd ever be asking it five years ago. WoW Classic transitioning into Burning Crusade Classic seemed natural. Following that up with Wrath Classic was a no-brainer. Cataclysm Classic already raised some eyebrows, because can you really call any expansion that takes place after the destruction of the old world "classic"? Anyone having any interest in MoP Classic seemed even more unlikely considering the weak reception MoP had during its first run, not to mention that retail had just had the Mists of Pandaria Remix event. And yet here we are, wondering whether Warlords of Draenor Classic will be next.

The warlords of Draenor in silhouette, standing on a ridge in front of the hot Draenor sun

I've tried to compile a list of factual pros and cons for why things could go either way:

Yes, we will get WoD Classic:

  • It's a relatively low effort option. Not no effort, as it's still work to reinstate the way WoD worked in the modern Classic client, but at least Blizzard wouldn't need to expend any creative energy on coming up with anything new.
  • There are still hundreds of thousands of players playing on the progressive Classic realms, numbers that many smaller MMOs would be envious of. You don't hear about them much, but we can see from activity data that they exist and are playing, which they presumably wouldn't do if they weren't enjoying themselves. MoP Classic as a whole seems to be a prime example of a quiet majority that just gets on with things and that you never hear about because they are simply content. That should be enough incentive for Blizzard to keep the good times (and people's subscriptions) rolling.
  • We know that Blizzard is at least considering WoD Classic, because as part of a survey sent out around the middle of last year, they asked players where they'd want go play after MoP Classic ends. WoD Classic was one of the options, with some of the possible alternatives being a merge into retail, a MoP era realm or a transition back into a previous expansion (no idea how that would even work).

No, we won't get WoD Classic:

  • From the outside, it would be a bad look. WoD is still considered one of WoW's worst expansions. (No longer the worst thanks to Shadowlands, but definitely in the bottom three.) While there is an audience that would like to revisit it for sure, the more outspoken parts of the WoW community all look down on the progressive Classic servers at this point. Most of the Classic community no longer considers them "classic enough", while they are obviously still more than a decade removed from retail as well. Cataclysm Classic already got a pretty lukewarm reception at BlizzCon 2023; I can't imagine anyone cheering for a WoD Classic if it was to be announced at BlizzCon this year. The devs must know that it would be terrible PR to potentially announce a Classic expansion and get booed, so with that in mind, they shouldn't do it. (If they go ahead with it, the announcement better be low-key and they damn well need to make sure that there'll be some other major Classic news to overshadow it.)
  • While the old world has already been replaced with the Cataclysm revamp in Cata Classic, at least MoP Classic still has the old character models, right? WoD Classic would take another step closer towards retail by introducing the new character models (if we want to stay in sync with how things went during the original run). The closer the two versions get in terms of features, the less it feels like there's a point to still having this separate progression branch.
  • Even if there's still a significant number of people playing MoP Classic, it's undeniably a branch of Classic that's in decline. New or returning players interested in Classic are far more likely to want to check out the anniversary servers rather than grind through 85 levels of an already disjointed levelling experience to start adventuring in Pandaland, and this is only going to get worse if more levels get added. On the dev side, Blizzard also seems to have cut back on the amount of attention they've given progressive Classic, and after the impeccably built original Classic launched in 2019, each subsequent expansion has been buggier and buggier. There was a post on the WoW subreddit three days ago about how Throne of Thunder in MoP Classic has been out for three months and still almost every single boss in there is bugged in some way.
  • I know I cited last year's survey in the "yes" column already, but to be honest, you could also interpret it as a sign pointing towards no, considering that the relevant poll question had seven different options, only one of which was WoD Classic, and even that one said "if it becomes available" - Blizzard did not want to lock themselves into going down that route!

I think there are compelling arguments for either course of action at this point, and I suspect that what will tip the scales for Blizzard will depend a lot on their internal metrics for MoP Classic, including the results of that survey.

Personally, I would actually check out WoD Classic on my hunter if it does come out, simply because WoD is one of those expansions I didn't play back in the day and going back to do some of the content in retail just hasn't been the same. It's definitely more insightful and authentic to do either a Classic or a Remix run. I don't think I'd play it for long, but I'd at least take a look.

On the other hand, I can't say that I'd be sad if they decided to call it quits on the progression servers at this point either, and I would also be fine with my hunter being merged into my retail character stable (or even going back in time to a previous version of Classic I guess, if that somehow becomes a thing).

21/02/2026

On Writing a WoW Blog in 2026

This is going to be a post about blogging, so if that doesn't interest you at all, feel free to skip this one.

When I created this blog during the height of Wrath of the Lich King, blogging was a popular thing to do in general, and there was a thriving community of bloggers writing about World of Warcraft in specific. Even though I didn't have a huge number of readers even back then, I very much felt like part of a community - we'd all constantly link to and respond to each other, and it just felt very cosy.

When I returned to WoW (Classic) in 2019, that community no longer really existed in the same form, and the world had moved on to YouTube videos and streams. I think when people talk about "content creators" these days, most of them don't even consider that said content could be in written form as well. I found all that a bit sad, but as I was blogging primarily as a means of self-expression and documentation, it just was what it was.

That doesn't mean that I don't want people to find this place if they are actually looking for content like this though. At some point I noticed that Google was missing a lot of this blog's content, so I tried to kick it into indexing more of it. This has worked to some extent, though according to Search Console it's still only indexed about 500 pages when I've produced nearly twice that number of posts on here.

Anyway, in recent months Google started sending me little congratulatory notices about my "search impact", saying that my content was attracting more and more clicks through Google each month. Curious, I started looking into this a bit more. I'm not going to cite any exact numbers, because Google Analytics and Blogger's own internal metrics are always miles apart despite being owned by the same company, but they do agree about the general trend of what gets the clicks/views.

Here are my top ten most viewed blog posts from the last twelve months, according to Blogger:

  1. Dragonmaw Retreat: A Custom Dungeon
  2. WoW Memories #1: October 20th, 2006
  3. Winning the Stranglethorn Fishing Extravaganza in Retail
  4. Connected Realms Are Confusing
  5. Turtle WoW: Interesting Changes for a Slightly Different Sort of Vanilla Experience
  6. The Island of Balor
  7. Could Turtle WoW Be a Catalyst for Classic+?
  8. I Decided to Try Turtle WoW Before It Shuts Down
  9. Exploring the Forests of Northwind
  10. A Classic Player's Return to Retail WoW

Basically, six of them are about Turtle WoW, and the other four are either about Classic or at least have some connection to it. (The fishing tournament post for example is about how to win "in retail" but it's from the perspective of a Classic player, trying to figure out what the differences are. Also, only Classic players actually call it "retail" in everyday conversation.)

As I've actually been spending less time playing and writing about Classic recently, I find that very interesting. I guess it makes sense that my posts about new retail content don't get that many views because there's huge competition on every topic and people don't care about the thoughts of some random casual.

I'm guessing the Turtle WoW posts are so high up because there's not nearly that much content about it out there. With so much content creation being done professionally these days (as in, to earn money and make a living), tying one's income to a private server that's actively under siege would probably not be a good idea, and anyone creating content for "official" WoW who wants to remain in good stead with Blizzard will have reason to avoid going into private server topics in too much depth. But it's interesting to see in actual numbers that it's clearly an underserved niche with some demand.

Official Classic does have its own content creators, but many of them follow the same "style" as retail, making videos and guides about how to make the most out of the newest patch, and considering Classic's overall development over the last year, there isn't much for them to chew on. I really used to enjoy WillE's videos about Classic for example, but he's clearly just waiting for the mythical Classic+ at this point and doesn't seem to have enjoyed anything that's actually going on in Classic for a while. Now he's just regurgitating all his old videos from the first time BC Classic came around, since that's hot in the algorithm right now due to the anniversary servers and presumably secures his pay check.

Which is to say that I think the Classic content scene has less going on right now as well - though I also think that players who actually enjoy Classic for its old-school feel, the ones who actually read the quests and so on, are probably also more open to still reading a blog than your average audience.

That was actually another nice thing about Classic era - it's so small, nobody can make a living creating content about it, so anything that people did make was purely a passion project, and again, because it's such a small niche everyone kind of knew everyone else. (Just another reason why it's a bummer that I kind of got bored with it gameplay-wise.)

Anyway, I'm actually not sure how to best conclude this post. There isn't really a point other than that there's still a niche for blog content about niche WoW topics, and that there are still people out there interested in reading about Classic and Turtle WoW. If getting more views was my primary purpose, I should write more about those subjects I guess. However, since I'm just a human shouting into the void for my own entertainment I'll continue to write about whatever WoW-related thing happens to rattle around my head in any given week. (Though yes, that will also include more Classic posts at some point.)

16/02/2026

Casual Thoughts on the Midnight Class Changes

It's a given these days that WoW dramatically revamps all the classes with each new expansion, but for Midnight in particular the headline was "ability pruning". I took that to mean that Blizzard had heard people's feedback that damage and healing rotations were getting too complex and should probably be simplified at least a little.

I was curious enough that I even engaged with a Bellular clickbait video titled "The Numbers Are In: Midnight's Ability Prune Is BRUTAL*" - just for said video to tell me that each spec was losing a whole two buttons on average. I rolled my eyes at that and largely forgot about the whole thing again, until the Midnight pre-patch actually hit.

My protection warrior honestly seemed almost unchanged, seemingly confirming that the whole thing had been completely overblown, but when I logged into my holy priest I was actually in for a shock, as she appeared to have lost almost half her abilities, most of which had been in the game since Vanilla: No more Shadow Word: Pain, no more Mind Blast, no more Renew, no more Power Word: Shield, no more basic Heal. Holy Nova was still there but now had a 30 second (!) cooldown.

The removal of shield honestly annoyed me the most, largely because I was so used to casting it on myself on cooldown for the speed boost. Now you have to spec into Angelic Feather to run faster for a few seconds, and I've never liked that spell.*

I was willing to give it a go though, just to see what abilities I even had left, and ran a tier 11 delve without any problems, though I really missed being able to dot enemies up, and only having something like two spells to spam on Brann got really boring. I just kept thinking that this wasn't what I'd had in mind in terms of simplifying things, though at the time I couldn't quite articulate yet what the issue was.

The problem really came into focus for me when I started trying to play some of my dps toons. Let's take my hunter for example. Hunter is a class I really want to like because I used to love it in the game's early years, but at some point Blizzard seemingly lost the plot in terms of what a hunter is supposed to be and now the class just feels terribly clunky to play a lot of the time (in my opinion anyway). Still, I definitely thought that Marksman had too many buttons in its most recent iteration, so I figured the only way was up.

I read and assigned my talents, checked my ability tooltips and started working on killing some things in the Twilight Highlands for the pre-patch event. My damage felt abysmal. I figured that I was clearly doing something wrong, so I pulled the one-button assistant in a corner of my hotbars just to see what abilities that was recommending I use.

I was flabbergasted when I saw that it recommended I start every fight, even against a single opponent, with Volley, an AoE ability with a 30 second cooldown. But I tried it, and lo and behold, it triggered some kind of proc that made things explode big time.

And that really made me realise why these changes still didn't really work for me. I don't actually have an issue with having a large number of abilities, as long as it's sufficiently straightforward to figure out what they are good for. To use a made-up example, if I have a damage-over-time ability, a big hitter with a long cooldown, and an attack that does less damage but can be spammed, I'll probably want to start with the DoT, use the big damage attack, and then spam the lesser one. It's only logical, right? You don't need a simulator to figure that out.

The problem with combat in modern retail is that everything relies on weird interactions between abilities that are opaque to figure out and feel like they don't make intuitive sense. Having to start a single-target fight with my biggest AoE attack is just one such example.

Another one popped up on my arcane mage, who now has a talent called Touch of the Magi, whose tooltip reads: "Applies Touch of the Magi to your current target, accumulating 20% of the damage you deal to the target for 12 sec, and then exploding for that amount of Arcane damage to the target and reduced damage to all nearby enemies." My takeaway from that was that this was only useful against opponents who live at least 12 seconds, and ideally there should be some sort of AoE situation going on as well to make the most out of the explode-y proc at the end.

Yet the one-button assistant once again recommended that I start every fight with it, and after a bit of testing I could see why - because of some interaction with another talent it also boosts other spells of mine, so I really want to use it on cooldown - not for anything it actually says in the ability description, but for this buff it gives my other casts. Just... why?! Why does every rotation have to start in an unintuitive way like that? I'm not saying there can't be interactions between different abilities, but they should be a bonus for those who've truly mastered the spec, and the default ability shouldn't feel useless on its own.

I suppose you could argue that I should've paid more attention to the talent descriptions because all that info is probably buried somewhere in there, but come on - I've got sixty-odd talent points to assign that all try to be "interesting" and you expect me to remember every single interaction I read through once? I guess in the past this kind of thing would have been easier because if you level more slowly, you look forward to each new talent point and are more conscious of what it does, not to mention that you then have some time until the next level-up to see how the changes it unlocks play out in practice. With retail WoW's levelling speed it's impossible to stay on top of these things nowadays, never mind that I wouldn't want to level a whole new alt every time Blizzard decides to once again completely redo every spec anyway.

I know this all sounds a bit whiny and I'm well aware that it is. From my point of view, combat and rotations have long been one of retail WoW's weaker points due to how overstuffed and complicated they are, but I've mostly come to accept that. I guess I'm just extra bummed about these particular changes since the "pruning" carried with it a promise of simplification and perhaps even a return to the game's roots - yet what I've seen so far doesn't actually deliver on that. Instead we've just had a bunch of fun abilities taken away in the interest of baking ten different procs into three spells instead.

*On further review, I learned that spamming Prayer of Mending on yourself also works to give you a speed boost, though it has a longer cooldown and the speed boost it gives is shorter. It also just feels weird. I then re-checked my talents and apparently there are no fewer than ten different talents that modify how Prayer of Mending works, which kind of supports the point I'm making in the second half of this post.