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16/06/2025

Retail Bits & Bobs

I'm actually having more fun in Cataclysm Classic than in any other version of the game right now, how weird is that? Still, things haven't exactly been quiet in retail either, rather the opposite - it's just that nothing has been particularly sticky for me. Some notes on what's been going on: 

Retribution Paladin

I finished levelling the paladin I wrote about last month. I didn't get to the cap before the bonus XP event ended, but I was well into War Within by that point and the last few levels didn't take me long at all.

Isadora the Beloved, a female human paladin with a blonde ponytail stands in Dornogal, smiling.
I can see why retribution paladins are so popular. People loved the idea of that class even back in Vanilla, when it performed really poorly in terms of output, so I'm not surprised that it's still popular now that it's more balanced and comes with a lot more shiny effects attached. Fighting as a retribution paladin is basically a massive light show with literal bells and whistles going off everywhere and hammers flying around, and it's just plain fun.

With the free delve keys you get from Renown it was surprisingly quick and easy to get her into a set of decent gear, but now I already find myself thinking "what now" again. Still, it was nice to actually play and level my first ever character in current content after all these years, even if I'll continue to primarily think of her as the one that first explored Elwynn Forest, fought gnolls in Redridge, protected weaker party members on a moonlit night in Loch Modan and got yelled at for tanking badly in the Deadmines.

Horrific Visions

The current patch (11.1.5) got criticised a lot for drip-feeding its content with too much time-gating, which is something I really don't mind, but what is true (for me at least) was that each part of the patch that was released later was less interesting to me than the previous one.

I loved the Nightfall event even if it was buggy and farmed my way to maximum Renown with the associated faction, but the return of Horrific Visions (a feature that was originally part of Battle for Azeroth) was already a lot less interesting to me. The husband and I actually dabbled in these a bit at the end of BfA when we first started playing again, but we didn't stick with them for very long, for reasons I can't recall now.

This time around, I think I already said during the second or third run that I could see these becoming boring really quickly. Sure, repeating content is a big part of WoW and MMOs in general, but there's just something about these little scenarios that makes the repetition even more blatant and tedious. It's become a bit more interesting as we've started to challenge ourselves a little with the higher difficulties, but I still wouldn't want to do these more than a couple of times a week.

Dastardly Duos

Finally, the latest part of the patch to be released belatedly was something called "Dastardly Duos", which I'd heard content creators praise while it was on the PTS, but my personal experience with this feature was comically bad. You see, the husband and I queued into them, and I thought that they would scale to your group size like delves and visions do. There were helpful NPCs at the start, but again I was thinking of Horrific Visions - where the general recommendation was to dismiss the help since it just increased mob health and wasn't actually all that helpful - and simply dismissed them.

This turned out to be a big mistake, as the content is clearly intended for five characters, and your gear is scaled down as well (something I had no idea about), so we got absolutely smashed and soon found ourselves camped at the spawn point. There was a timer on screen so I thought "oh well, let's just let the timer run out" but that did not complete the instance. We couldn't find any exit button either! I eventually distracted the mobs for a bit so the hubby's mage could hearthstone out, and I managed to get out the same way a bit later. It was just funny and bizarre but also totally killed any desire we'd had to engage with this content. Nothing like being thrown into an instance where you can't tell what's going on, get spawn-camped by NPCs and can't figure out how to leave.

I did eventually go back and complete a couple of rounds with the NPC group as intended, but I still didn't really understand what was supposed to be the point and it just didn't look particularly fun. There are plenty of more entertaining things for me to do instead of struggling to figure this out. 

In fact the next patch, 11.1.7, is already supposed to launch this week, so there's already something new to check out, yet again.

Legion Remix

During PAX East, something that was already floating around as a rumour was officially confirmed: that there'll be another Remix event like last year's Mists of Pandaria Remix, only this time it's going to be for Legion and it's going to launch towards the end of the year. I ultimately ended up liking MoP Remix quite a lot, so I'm looking forward to this, but at the same time my own experiences with Legion weren't that long ago and I didn't play the expansion at all when it originally came out, so I'm not currently feeling a lot of nostalgia for it.

I also have a character of every class at the level cap now (plus the extra paladin mentioned above) so what would I even level next? Another one of every class on the opposite faction, trying out different race and class combos? Not sure where I'll end up landing on all this. 

Housing Hype

And because all of this clearly isn't enough, Blizzard also keeps trickling out more news about housing. There's been a few dev blogs on the subject, such as this one and this one, and last month they had an event where different content creators got an early preview of how things are going, which resulted in a lot of them making gushing videos about the experience.

I'm following all this with interest but at the same time I'm not that much of a housing enthusiast that I'm on the edge of my seat (which is why I haven't felt the need to post about any of the above until now). In fact, a lot of the more advanced features don't sound all that interesting to me because I don't think I'd ever use them, so I was mainly relieved that it's been stated that there'll be a basic editor for players like me who just want to keep it simple.

One quote that amused me and that stuck with me (though I sadly can't remember now where I heard it) was something along the lines of: "Interior and exterior are completely separate, so your house can be much bigger on the inside, like the TARDIS. Or as we should say in WoW, like Naxxramas." 

09/06/2025

Cata Classic: Halfway There

Progress on my little Cataclysm Classic project has been swift. I played a fair bit over the past week and already hit level 80. I'm still dithering in Northrend as I'm writing this because I felt like I was actually progressing a bit too fast and I don't want to move on to Cata just yet. It's one of those flaws with the way WoW does expansion content, that because of how much of it is concentrated at the level cap, when the level cap moves up, it requires a lot of effort to actually still take any of that content in because you'll just be sailing past it way too quickly.

Tiirr the night elf hunter triggers the level 80 achievement during a run of Utgarde Pinnacle

The gameplay has been surprisingly enjoyable. For as much as Cata removed a lot of what made everything that came before feel "classic", there are still bits of flavour left in there that are now missing in retail, such as my hunter wielding both a melee and a ranged weapon. I always thought that was incredibly cool, even if I didn't use the melee weapon much - but shooting things with a bow from point blank range like you have to do in retail just feels dumb. My pet's AI also feels much better for some reason, with my pet actually reappearing reliably when I dismount (in retail I feel like I have to manually re-summon it every five minutes) and defensive stance working much more smoothly than the annoying split between assist and defensive that they introduced later and which makes your pet unresponsive at the most annoying times.

In general it's noticeable how damage rotations are still in a kind of sweet spot where they are more involved than Vanilla (requiring you to use, say, five different damage abilities instead of just one) but don't have all the annoying upkeep of buffs or temporary cooldowns that you're supposed to cycle through constantly in retail.

Not everything is great of course. After the War Within just made massive improvements to the way the game handles transmog collection, it's almost physically painful to be back to a system where collecting any appearances and even merely keeping track of what you've already got is strictly tied to your class and armour type.

Last week was also Darkmoon Faire week, so I hopped onto Darkmoon Island to do the rounds there like I do in retail. Since the Island was introduced in Cata, I didn't expect to notice many differences, but I was quite surprised. For example I had forgotten that there was originally no return portal, and the targeting circle for the "Target: Turtle" game was huge and incredibly inaccurate for some reason, making it feel much more difficult than in retail.

All that said, most of my levelling was spent in Northrend, flying around exploring the landscape, working on my professions and engaging with a quest hub here or there as the mood struck me. (As a hunter I just had to do the Nesingwary quests in Sholazar for example.) In-between I queued for dungeons - I have my gripes with Wrath, but the dungeons were pretty cool and I literally ran them hundreds of times back in the day. I initially expected that I'd have to look for groups manually, since I still remembered all the hubbub around WotLK Classic launching without a dungeon finder, but clearly they did decide to add it eventually.

I decided that I wanted to queue for all dungeons in order and even though that limited my selection and I was dps, my pops were always pretty quick. As if I needed confirmation that I wasn't the only one levelling a character now specifically for Mists of Pandaria Classic, I once ended up in a run with characters from two different guilds whose names implied that they were MoP levelling guilds, with the existence of a third guild implied.

Close-up of two characters in a dungeon run. Their guild tags are "MOP Level up II" and "Panda Levelling Club".
At first I still tried to say hi and bye, but people rarely responded so I quickly gave up on that. in Dark'tharon Keep I got kicked at the end of the dungeon for declining to immediately re-queue as I was trying to hand in the quest at the end of the dungeon and it has some RP that requires you to wait for a bit. At least this didn't come as a complete surprise to me at this point, so I wasn't exactly shocked and dismayed, just slightly exasperated. I manually flew to the dungeon to see if I could re-enter and hand in my quest that way, but all the mobs were back and I couldn't get to the end. I didn't feel like re-queuing for the same dungeon and risking people do the exact same to me again, so I just abandoned the (completed) quest.

I did note that the unfriendly group that had booted me consisted entirely of people from Firemaw, which was at least on brand. With how few actually active Cata servers there are, server identity is clearly still a thing, and it figures that the PvP mega server still has the most jerks on it. People from the other PvE servers seemed at least marginally friendlier. In Halls of Stone a group from Lakeshire (a German PvE realm) even managed to convince the tank to do the two optional bosses.

Looking around on my own server (Mirage Raceway), it was interesting to see that even though it was largely alien to me (I'd just taken the free transfers at the start of Cata and had never really played on it) there were remnants of things I recognised, such as certain guilds or characters I remembered back from Nethergarde Keep or even way back from Hydraxian Waterlords. It did bring me a little bit of joy to see that some people have weathered the repeated server consolidations and expansion changes against the odds.

Anyway, I continued my levelling journey and got into Halls of Stone at 77 or 78. The queue for this took longer than for any previous dungeon I'd done, and I figured that the rush-rush people were probably intentionally avoiding the fifteen minutes of Brann RP. However, after opening my dungeon finder window again at level 79, I was surprised to find that Halls of Stone was just... missing from the list. I figure that's probably an even bigger reason for why the queue for it took so long.

The Wrath of the Lich King dungeon list in the dungeon finder, with Halls of Stone being conspicuously absent

At 80, things got even worse as most of the level 80 dungeons I still hadn't done also disappeared from the list. I found a forum thread about this problem going back to 2023, and it appears that this issue still hasn't been fixed two years later. I guess that tells us all about how much love Cataclysm Classic has been getting from the development side. So that's how my Wrath dungeoneering came to an end.

The Wrath dungeon list in the dungeon finder, strangely reduced to just Old Kingdom, Azjol-Nerub, Drak'Tharon Keep, Violet Hold, Gundrak, Trial of the Champion and Forge of Souls

As I said, I'm still puttering around a bit as I haven't even explored Storm Peaks and Icecrown, and I want to get my leatherworking and first aid caught up. XP gains are already greatly reduced, but I expect to hit level 81 quite easily, by which point I'll probably feel the pressure to move on as XP payouts will likely go from reduced to near non-existent. I won't get away with getting as much levelling done in dungeons in Cata, as it says I'm currently ineligible to queue for any of them. I'm guessing they faithfully reproduced the mechanic where you had to find the dungeon entrance in the world before you could use the tool? I guess I'll just quest instead.

04/06/2025

Ion Hazzikostas on WoW's Game Design

The other day I found out that WoW Game Director Ion Hazzikostas gave a presentation at Nordic Game less than two weeks ago. Even though I personally don't recall hearing about it before, Nordic Game touts itself as Europe's leading games conference, and handily, its various talks are available on YouTube for free. So I went ahead and watched Ion's.

It's a little less than an hour long but seemed to go by really quickly as I found it very interesting. Mostly he explains just how much WoW's design philosophy has changed since 2020, when retail's subscriber numbers plummeted during Shadowlands and Classic surged with popularity. He talks about how he was originally tasked with preserving "the vision" above all else, with Shadowland's widely lambasted covenant system having been the last gasp of that, and how they've come to appreciate since then that when you maintain a live service game that's this big and this long-lived, the players own it just as much as the devs and it makes no sense to try and force things on the players that they say they don't want. (I wonder how much Holly Longdale had to do with that change of heart.)

He talks about how even if you change absolutely nothing, player attitudes and interests change and you've got to be reckoning with that. He talks about how new systems will always benefit from a sense of novelty, but that even something that is loved at first will get boring and disdained after a while.

Another part related to that which I personally found particularly interesting was that he said that in the past, they were too obsessed with future-proofing everything, at the cost of making things actually fun. The example he gave of this was the Mists of Pandaria talent trees, which could have been built on for several more decades because of just how little they gave you, but that this also made them really boring and uninteresting while levelling (which I heartily agree with).

The contrast to this are the new talent trees added with Dragonflight, which are more similar to the old ones - and are even more complex than the old trees, in my opinion. I did also worry when they decided to add hero talents on top of that for War Within, that it was all getting a bit too complicated again already. His response to this was that they are well aware that it will all get out of hand at some point and will need tearing down again, but that this is a problem for the future, and that they don't want worries about ten years down the line to stop them from doing fun things now.

I think it's clear that he's very passionate about what he does, and I think it's also obvious that he strongly believes in this new strategy - and it has played out positively in the last two expansions so far! Nevertheless, I have to admit I also remained a bit sceptical of the things he said because they sounded a bit too simplistic sometimes. Listening to your players sounds great, but as he admitted himself, sometimes they want diametrically opposed things and you can't keep everyone happy - so how do you decide which way to go? And making things fun now without worrying too much about the future... again, I do get the idea behind it, but as an MMO player I've also seen my fair share of systems that were clearly built with that same attitude, that a certain result needed to be achieved now, and which then continue to be an albatross around everyone's neck because people didn't think enough about how they should continue to fit into the game's framework in years to come.

Either way, I can heartily recommend watching the video for yourself if you have any interest in why the WoW devs have made certain decisions in the past few years, as there's a lot more in there than just the examples I picked out.

(Ever wondered just how fast retail levelling is nowadays? Well, straight from the horse's mouth, it's "literally ten times faster" than it was in Vanilla.) 

02/06/2025

Checking in on Cataclysm Classic

Back in October, in a post about why Classic wasn't really vibing with me at the moment, I noted the following: "If they do make a MoP Classic, I have exactly one plan for it: to level a character high enough at the start of the expansion to see the Vale of Eternal Blossoms in its original state." As far as I can tell, MoP was the last expansion in which Blizzard permanently replaced a zone with an updated version, as in the years since, they've opted for the Bronze-Dragonflight-sponsored time travel option instead whenever they made major changes, which allows people to still access the old zone if they want to.

Since I made that post, Mists of Pandaria Classic has not only been announced, but also had a public beta and is currently scheduled to go live in mid to late July. As I hadn't forgotten about that goal of mine, I decided that it was about time to re-download Cataclysm Classic and get a character expansion-ready.

For those of you not keeping track, I last played "progressive" Classic at the end of TBC. I checked in extremely briefly both at the start of Wrath Classic and at the start of Cata, but did not feel drawn to either expansion. This meant that my characters were server-transferred last year as part of the latest round of soft server consolidations, but other than that, my hunter Tiirr (now with two Is and two Rs) was still level 70 and sitting in Shattrath.

The Stormwind auction house at dusk. There's a number of players around it, including several worgen and people on a variety of flying mounts.

I took the portal to Stormwind and started doing some maintenance to get her into a playable state. As an aside, I was surprised by how busy things were in Stormwind (and that's on a server that was flagged as having a medium population). Classic Cata is the currently live version of Classic that I've been hearing the least about in terms of people actually playing it, but clearly it still has its audience. Ironforge.pro has registered slightly fewer than 100k characters raiding in Cata Classic last week, which is about the same number as on the vanilla Classic anniversary servers. So for all the scoffing I've seen about how Cata is where the real Classic ended and surely nobody actually wanted it, there do seem to be plenty of players who've been happy to play it anyway.

Either way, my primary task was to get my bags in order. All my mounts and pets could be added to the new collections interface to no longer take up bag space. Toys were eligible too - the first time around, those didn't became part of collections until Warlords of Draenor, but in progressive Classic that part is already there. Likewise, the transmog interface is the one that was introduced in Legion, and the auction house is the new one that was added in Battle for Azeroth. I swear, this is going to make it harder than ever to remember which features were introduced in which expansion.

Anyway, other bag slots were freed up from selling items that had been turned into vendor trash, such as all my arrows, or things that were simply no longer relevant to a hunter in Cata, such as pet food and mana potions. One bag was filled with a bunch of random keys tied to various BC quests that I wasn't even on... I can only guess that those had been on my keyring when that was removed. Either way, more stuff to destroy. A few items, such a stacks of cloth, I decided to actually list on the AH since there were presumably still some people interested in them.

I had to visit the flight master to unlock flying in Northrend and the revamped old world. (Fortunately the ramp I was jumping off when I realised that I wouldn't be able to fly yet without this wasn't very high.) I stopped by all the profession trainers, as well as - after some initial confusion - my class trainer. (For some reason I'd had it in my head that Cata was also the expansion where they removed the need to train abilities, but no, that actually happened in Mists.) I dragged abilities from my spell book back onto my bar and spent my pet's talent points.

My hunter herself had no spec either, and my first impulse was to go Marksman as usual - but then I read some of the talents and went "eurgh" - right, Cata was when I went Survival, back when that was still a ranged spec, so I opted to revisit that particular setup. Still, I was kind of surprised by how incredibly boring all the talents looked, as I seem to remember quite liking the condensed talent trees during original Cataclysm.

Finally I was ready to pick up the breadcrumb quest to Northrend. It sent me to Borean Tundra when I would've preferred Howling Fjord, but in that moment I genuinely couldn't even remember where to board the right boat for that. So I just hopped onto the next ferry leaving Stormwind to start in the Tundra.

A female night elf hunter in mostly tier 5 gear on the boat to Northrend with her lynx pet

I miss boats being relevant. They are slow but they really force you to immerse yourself in the world for a few minutes in a way that portals don't.

I decided I could be picky with which quests to do, so I only did about a third of the zone (if that) and also made a trip to Dalaran and Howling Fjord to pick up some flight paths. Unsurprisingly I suppose, this was enough to net me two levels in that single play session. The Wrath portion of the levelling curve was presumably nerfed again with the release of Cata, there's another bonus XP event going on right now, and I was fully rested. Still, considering I'm not here for Northrend or the Shattering, I found the levelling speed heartening and it made the prospect of making it through the last two expansions I'd skipped less daunting. I expect that 80-85 might still be a bit of a pain unless they nerf it with the pre-patch or something, but we'll see. I'll probably do Vashj'ir since I haven't done that zone in ages... but first I need to actually make my way through Northrend.

13/05/2025

Riding the Winds of Mysterious Fortune

I've noticed that there's a very clear pattern to the way I've come to play retail WoW. It goes something like this:

New content! → Check it out on the main to see what it's all about → Repeat a few times for rewards if applicable → Occasionally do said content on alts for a while → Engage with said content less and less as rewards become less frequent/more RNG-dependent or I just get bored → New content!

The slump before the next new content patch is usually when I'm the most likely to start messing around on random low-level alts. I've got to admit that ever since I got one of each class to 80, I've started to question that gameplay a little bit ("Do I really need another shaman?" etc.) but sometimes it's just fun to revisit old zones and quests or try to learn more about a spec I've never played.

Lately, one of those characters has been the human paladin that was the very first character I ever created. She lives on a German server, so I had little reason to play her once I migrated to playing in English, but after the introduction of warbands made all those alts relevant again in a way, I decided to take her out for a spin. Originally I just did a bit of questing and gathering in her old human starting zone haunts (back in Vanilla I got her to level 20 or so), but eventually I decided that the Cataclysm versions of those zones just weren't doing it for me and that I'd rather take her to the Dragon Isles, since I'd been meaning to replay the Dragonflight story for some time anyway.

(Am I the only one who's feeling somewhat nostalgic for Dragonflight? I think The War Within is good, but I loved the zones and the general vibe in Dragonflight, and War Within just doesn't hit quite the same way for me.)

The other day I logged into her again (she was sitting at level 32) and did a couple of quests when I noticed that I had some "mysterious satchels" in my inventory. It was only then that I remembered that there's a levelling event going on right now, which is something I usually ignore since I think that levelling in retail is plenty fast and I don't necessarily need a boost to it. As such, I hadn't really looked too deeply into the special twist they added this time either: that you occasionally get these satchels as bonus loot from quests and drops, and they contain gear appropriate for your spec and level. The first one I opened contained a two-handed weapon that was a massive upgrade from what I had, and I equipped it with delight.

A female human paladin riding her charger through the Azure Span

I then continued questing and was surprised by how much I fell in love with the whole satchel idea. It has long been my main complaint about levelling in retail that normal gear acquisition can't keep up with the speed at which you gain levels, meaning that if you don't wear heirlooms, you'll quickly get weaker and weaker due to scaling until even simple quests start to feel unplayable. These satchels came in so frequently that they finally addressed this problem.

You could tell that it was still a bit of a struggle, as even with the bags constantly showering me with new gear, each new piece would be about 50-100 item levels above the one it just replaced, but it was still a dramatic improvement from how this process normally goes. Some satchels also contained "fun" consumables instead of gear, such as the Night Elf Mohawk grenade making a comeback, which I certainly didn't mind either.

Within two days I blasted through several zones and gained close to 35 levels. I generally find Classic's slower-paced levelling more meaningful, but every now and then I achieve good "flow" in retail as well and this was one of those instances. I was really surprised though by just how well the little goodie bags addressed the usual gearing issue, and while it feels more like a band-aid than a "clean" fix for the scaling problem, I've got to admit I'm kind of hoping that they make these satchels or something similar a permanent part of the game as, at least for me, this would go a long way towards making random alt levelling more enjoyable again.

03/05/2025

Dwarf Heritage

It's been a little while since I last wrote about one of the heritage quest chains... mainly because I kind of got caught up in the expansion and its endgame content. Fortunately the heritage quest lines are evergreen content that you can go back to at any time, and the other week while I found myself wanting to pass some time late at night, I decided to do the dwarf heritage quest chain.

Dwarves are one of those races I feel kind of "eh" about - which is to say I neither love nor dislike them - and there would've been others whose heritage I would've been more interested in from a lore point of view, but I don't have all of those races levelled up right now, while I do happen to have two dwarves at 80 so it was easy enough to just grab one of them and get going. I ended up choosing my paladin over my shaman.

The quest has you meeting up with Brann Bronzebeard early on and I've got to admit I winced a little. I don't know when this quest chain was added, but based on the fact that a trogg I killed early on dropped a piece of Tidespray Linen, I can only guess it was Battle for Azeroth. I think at the time going adventuring with Brann must've felt somewhat cooler than it does now, what with him having become everyone's delve companion and a big meme.

The quest also sends you down into Old Ironforge, which was opened up with Cataclysm from what I remember, but I'm pretty sure I can't have gone down there more than once or twice. There isn't actually very much of it, but I still managed to confuse myself during every step of the quest by basically going up when I needed to go down, and down when I needed to go up.

I was also pleasantly surprised to find two (presumably new) Earthen NPCs studying in one of the rooms I visited. If you talk to them they gush about all the exciting things they've learned about things like Ulduar and all the other races created by the Titans. I just thought that was a nice touch to find in a location that is unlikely to even be visited by many people.

A female dwarf paladin works at the great forge in Ironforge while Ignis the Furnace Master assists in the background

The quest chain itself was... solid, though not hugely exciting in my opinion (though part of that might be my not-particularly-dwarf-loving bias coming in). Without spoiling too much, you reforge an old suit of armour from a Bronzebeard ancestor, which seems like a thematically appropriate thing for a dwarf to do, and travel to Thelsamar and Ulduar.

It just feels like there could've been more to it somehow? Even I know that dwarf lore has a lot more going on, what with the different clans and their family dramas. Though I guess we got a bit more insight into that in the War Within levelling campaign at this point.

I would expect players who've done multiple heritage quest chains to rate this one as kind of mid - not bad, but not amazing either. Which you could see as damning with faint praise, but I did enjoy it.

25/04/2025

Nightfall Shenanigans

This week we got yet another patch for The War Within, one of those smaller ones this time. From what I'm hearing around the internet, reception of this one has been mixed for reasons that do not affect me in any way, so whatever.

I really like the new Nightfall event though. Yes, I realise at this point the open world events have ceased to be novel: fill a bar, fight a boss etc. - but since I enjoy the format, I'm happy to get more content in a similar vein.

A large crowd of players gathered in Hallowfall, looking up at Beledar going dark in the sky.

The event isn't synced to Beledar changing from light to dark, but one time it happened just as the event started and it felt very atmospheric.

One thing that intrigued me from what I'd heard about it in advance was that this one had a personal progress bar in addition to the one for the overall event. I can only guess that this was Blizz's response to how in the theatre event, when the bar fills up quickly, a significant number of people just go AFK nowadays.

Yet when I arrived for my first encounter with the Nightfall event, I was immediately confused because not only did I not see a personal progress bar, I saw no indications of what exactly was supposed to be happening at all. I saw people run around and kill things, and the marker on the zone map said that the event was in progress, but I saw no progress indicators, objectives or timers whatsoever. I just ran around for a bit trying to get a few hits on mobs in the crowd, and at some point I suddenly got a prompt to rally for a final attack and kill a boss. I joined in for that as well and got credit for completion, so I was satisfied enough, if a little confused.

The weekly quest for the event rewards you with a token to buy a piece of champion gear of your choice by the way, which I thought was great. You get champion gear from delves as well, so several of my alts have plenty of those pieces by now, but as it goes with RNG, often there's just this one slot for which you're just never getting a drop, so being able to outright buy that one immediately delighted me.

Later in the evening I gave the event another go and was baffled to find the area completely empty. This time the UI seemed to work though, and I saw both an event and a personal progress bar, as well as some personal objectives such as to rescue some prisoners, kill a named mob etc. Unfortunately I quickly realised that it wasn't just quiet - I had somehow ended up in a phase where I was literally the only person doing the event, and my holy paladin was taking a looong time to kill an elite with several million health. I think in the end I only completed three or four objectives before the timer ran out, but at least I got a better view of (how I figured) the event is supposed to work.

Funnily enough, on every subsequent run I've been to since then, I've never been able to get the objectives to pop up again. There's just this huge crowd milling about trying to tag nerubians for 1% personal progress and I go along with it. It's not bad if you're a skinner either since a lot of innocent animals get caught up in the carnage.

Corpse of a "carefree calf" in the main Nightfall area, with a nerubian running past

Sorry, little guy. A warzone is not a good place to be neutral and carefree.

Even with the huge crowds, overall event progress is weirdly slow, which makes me think that someone is getting the objectives, but if that particular person isn't doing them, everything comes to a halt. Or maybe they are bugging out in some way. My evidence for this is that at one point when I was flying around the edge of the event, I saw an objective pop up to "destory Sureki shadecasters" but it was literally only there for a second or so, and then the whole event UI bugged out and disappeared again.

I tried to find more information on the forums, but there people were mainly complaining that apparently the event had been impossible to complete for the first day or so, nothing about the weird bugginess that I was seeing but that didn't stop people from getting credit.

Yet for all the complaints, it seems quite popular - the one time I was by myself seemed to be a weird anomaly, because every other time I've been there it's been very crowded. When the final boss spawns and everyone converges into a single place, it turns into a proper lag fest, which always amuses me. Lag is just a sign of a proper massively multiplayer experience!

A screenshot of my chat window during the Nightfall event. Belimicus yells: "My PC is burning, help!" Golgan yells: "Just hold out!" Belimicus yells: "She's not gonna make it!"
I'll probably keep rotating through various alts for several weeks for both the gear and rep rewards. And hopefully the devs will fix it up at some point so that everyone can actually do those objectives, however they are supposed to work exactly.

15/04/2025

Adventures in Old Content

I've often said that I consider the speed and ease with which modern WoW makes new content obsolete one of its biggest flaws. Blizzard have actually gotten a little better with this recently - everything added during Dragonflight for example served at least some purpose throughout the entire expansion, meaning that content didn't become entirely obsolete with every new patch.

Still, as a whole, the world of Azeroth is littered with old expansions that tell stories and contain gameplay that people might still find interesting and enjoyable today, but that newer players in particular are simply unlikely to see unless they specifically seek it out, as everyone just gets pushed into the newest expansion and that's that.

That said, while I'm sure that the majority of players largely ignore old content, it's not completely lacking in appeal even after it stopped offering challenges and gear rewards. Transmog farmers and all kinds of collectors in general tend to find plenty of reasons to go back into old expansions to keep adding to their collections.

I think I mentioned before that I've never been a huge fan of transmog farming myself, however my interest in it increased ever since Blizzard lifted the armour type and class restrictions in the run-up to War Within, meaning that if a priest robe drops for your warrior (for example), you can still add its appearance to your collection now, when previously you wouldn't have been able to.

For the most part, I haven't been super consistent in my efforts on that front, but one thing I've remembered to do almost every week is to clear Molten Core and Blackwing Lair on my warrior. They are old raids that I'm very familiar with after Classic and that make me feel quite nostalgic, plus they contain some absolute bangers in terms of outfits that I wanted to collect. Even after months of running both instances every week, there are a couple of pieces that continue to elude me.

I originally did most of this kind of farming on my priest, but switched to my warrior after the former had one of the Thunderfury bindings drop for her (and these are still soulbound, sadly). It then occurred to me that if I did the farming on my warrior instead, I could actually get myself a Thunderfury in retail. Before that, I honestly hadn't even given it any thought in so far as I'd figured it was probably just one of those things from Vanilla that are no longer available in retail, but that was not the case here.

Before anyone gets the wrong idea - no, this post is not about me actually getting said Thunderfury. I've got the Garr binding, but Baron Geddon has so far refused to cough up his part. (He also still owes me an Arcanist Mantle, supposedly his most common gear drop - not in my experience.) However, while you mindlessly run through MC week after week, one-shotting everything in your path, it's easy to fall down a rabbit hole of related projects.

Because there is of course another legendary that comes from MC: Sulfuras, Hand of Ragnaros. That one requires a blacksmith to craft a Sulfuron Hammer first, but my warrior is in fact also a blacksmith, so it was time to level some classic professions!

Mining went pretty quickly for the most part due to how much Blizzard increased the number of node spawns in Cataclysm, plus of course the ability to fly in the old world - also, I don't know if it's intentional or a bug, but you can mine from the back of your flying mount in old content as well now, not just in the newest expansion, which has come in very handy.

A female draenei warrior bends down to loot ore from a mithril node while sitting on the back of her windsteed, which is hovering just above the ground
As you get closer to 300, things start to slow down a bit, but I had no problem doing laps around old Silithus for hours. However, at skill level 295 I suddenly noticed that I was no longer getting any skill-ups even from Rich Thorium Veins, and I already knew from my MC runs that Dark Iron didn't give any either. That's not how that used to work in Classic! When did they change this and why? And how the heck are you supposed to get to 300 then?

A bit of research revealed that the only way to get from 295 to 300 in Classic Mining was by smelting Dark Iron Ore, which you can still only learn by doing a quest in BRD, so I did that. And to think I'd actually stopped tapping the Dark Iron Ore nodes during my MC runs since I thought they were worthless nowadays! The things you find out...

Anyway, with all the Thorium I had gathered I was able to skill up Blacksmithing without any major issues, and after Ragnaros actually dropped an Eye of Sulfuras one day, I decided it was time to get onto crafting that Sulfuron Hammer. This still requires you to be exalted with the Thorium Brotherhood, which is not that hard to achieve in retail, fortunately. At first I thought I'd go and actually do the Cata quests in Searing Gorge, since those are supposed to give pretty good rep, but then I realised that I'd actually accumulated so many of the trade-in items from MC trash that it was easier to just go all the way from neutral to exalted using those.

I bought and learned the recipe and looked at the ingredients. 50 Arcanite Bars? Hmm. I knew that transmuting Arcanite had no cooldown in retail, but it turned out that my Jewelcrafter didn't have quite that many Arcane Crystals saved up in her bank. I started prospecting some Thorium, only to realise after a while that you apparently can't get Arcane Crystals from prospecting. Supposedly this was only possible at one point in early Burning Crusade, which might be where I got the idea from. So I did more mining instead.

Once I'd accumulated enough crystals, I sent them alongside a bunch of Thorium bars to the Worgen druid I'd made back in original MoP, who's a herbalist and alchemist and still had to skill up her professions through all the available expansions at the time. Once I started creating the Arcanite Bars, I was delighted to find that she was actually a transmutation master, something I'd long since forgotten but which meant that I got a lot more bars out of my materials than I'd expected. Good job for making that choice, past me.

With the Arcanite sorted, I got ready to craft the Hammer... just to realise that I was in fact still short something, namely some Blood of the Mountain. I hadn't paid particular attention to that item, just chucking it into the guild bank alongside the other miscellaneous old crafting materials that sometimes dropped from MC trash, so I hadn't realised just how rare it was in comparison to everything else and that I still didn't have ten of them even after months of farming.

I was stunned to find that they were several thousand gold a piece even on the auction house, and while I could've just bought them there, it did strike me as kind of expensive and would've been somewhat unsatisfactory to me. Instead I looked up the exact mob they dropped from and made sure in subsequent MC clears to always kill all the Molten Destroyer trash mobs as well. Again, what a surprise to find that such a random item from Vanilla was actually still rare and valuable!

That whole line of discoveries actually reminded me of a little story from my Cataclysm days as well: At the time, my old guild (which was already in decline) had made me an officer, and at some point a guildie I barely knew asked me whether he could have some old crafting mats from the guild bank, including some Blood of the Mountain. I happily agreed and handed it all out for free, thinking it was just a bunch of worthless junk. Needless to say, the GM was not happy with me when he found out, and I felt like a complete idiot once I realised that at least some of the items I had given away were actually still very valuable. In fact, I was so ashamed that I then spent the next few weeks farming MC on my shaman until I could restock the guild bank with all the Blood of the Mountain I had so carelessly given away.

It feels funny to be back to that now, even if it's happening under completely different circumstances. However, at least to me there's also something comforting in knowing that there are still some things in modern WoW that haven't changed that much since Vanilla.

12/04/2025

Delving in Season 2

After the rough start I had with delves at The War Within's launch, I slowly warmed up to them over time, and have in fact been really getting into them this season. I completed the seasonal reward track much faster than last time, and also got Brann to the new level cap of 80, after not even hitting the previous companion level cap during Season 1. I'm currently working my way towards the achievement to complete all delves on tier 11 as every role. Tank's all done, dps is mostly there, and healer still has a way to go, but it's only a matter of time.

Blizzard took an (in my opinion) interesting approach to the new season with delves. While they added two new ones, and they are bountiful more often than the old ones, the old delves are still just as valid as a means for gearing up. I still remember when they added the two revamped troll dungeons back in Cataclysm and how burnt out people got on them due to the reward structure encouraging you to run just those two dungeons over and over again. It's nice to see that the devs have learned from some mistakes over the years.

In fact, they put a surprising amount of effort into giving the old delves a seasonal refresh as well, by adding lots of new (mostly goblin-themed) variants to them. I'm still not sure whether I've already seen them all, as Blizz made the strange decision to just add them to the existing "stories" achievements without requiring you to actually tick them off if you already completed the achievement in Season 1. I guess it makes sense to not make achievement hunters lose points (even if temporarily) but as someone who primarily views achievements as a way of keeping track of what I've done and what I haven't, the lack of an actual new achievement to track has been rather unhelpful.

They also made some changes to various delve mechanics, seemingly in an effort to make them less annoying based on player feedback from Season 1, but I've mostly got mixed feelings about those. The addition of the goblin vendor to the underwater delves who sells you underwater breathing for a hefty markup feels like a tacit admission that the "run through air bubbles to keep breathing" mechanic is not very fun and that people just bought underwater breathing potions to simply negate the whole mechanic anyway. It's still much cheaper to bring your own potions than to pay for the goblin's services, but it's helpful if you find yourself running out of consumables due to deaths or simply find yourself at the entrance of the delve realising that you forgot to buy potions entirely.

The way candles and totems were changed from an item you carry with you to a consumable buff that you plop down where you want them to sit feels like an adjustment to the reality that people were always dropping the candle/totem anyway to be able to move freely during combat, but I miss being able to pick it up again for moving, as the new system basically forces you to move in the dark/through poison a lot, which I'm not a fan of.

I also dislike what they've done to the spores in Fungal Folly and Mycomancer Cavern. I actually really liked the way they were a risk vs. reward mechanic in Season 1, where I actually enjoyed aggroing them and dragging them onto enemies to use them as an additional source of damage. Now they are no longer attackable or move, plus their damage to mobs has been dramatically reduced (if they even still do any at all), so they are just a nuisance that means you can't stand still for too long in certain spots.

And the new web mechanics in the Nerubian delves are just more annoying all around, whether it's the little unkillable egg things that you have to keep hitting every so often or else they'll cover the whole floor in webs again, or the respawning flying web spreaders that you can't fully prevent from dropping webs on you at the most inconvenient times.

A female draenei priest cries as an uncaring tank Brann looks away

Of course, the biggest change to delves this season is that Brann was given a tank role. I'm still not entirely clear on why he was only able to support you as dps or healer in Season 1 anyway. I thought it was very telling when I saw someone comment in a discussion about this topic that duh, he can't be a tank because that would completely trivialise the content. This is amusing to me because it does align with my own perception that tanks in modern WoW are way too overpowered. However, I didn't think it was a sufficient explanation because the devs seemed to have similar concerns about healer Brann and worked around those by making it so that he does relatively little direct healing but instead just plops down all these healing potions that the player has to actively pick up.

It's interesting to see WoW wrestling with these sorts of companion issues when I've mainly been playing Star Wars: The Old Republic for the last thirteen years, which has had permanent companions since launch. The SWTOR devs did seemingly also have concerns about companions being overpowered at launch, as healer companions were originally much more limited in what they could do. Specifically they were pretty good at rolling heal-over-time abilities on multiple players at once, but their biggest burst heal put a debuff on the player that prevented that person from receiving another burst heal for fifteen seconds or however long it was, meaning that companion healing was very hobbled compared to that of an actual player. After they threw all of that out the window with the big companion revamp of the 4.0 expansion, healer companions in particular did indeed become very OP, and it's been a long-running complaint that this makes content too easy/prevents new players from learning how to play because their healer comp will just heal them through absolutely everything.

Anyway, I digress - let's return to tank Brann. I tried him out relatively early on and my first impression was mostly positive. It certainly was a lot more fun when doing delves as a healer to actually be able to stand there and heal than to constantly kite and hit self-preservation cooldowns because everything's always aggroed on you no matter what. He did seem to take a lot of damage, way more than a player tank would take under the same circumstances, but I figured that was fine as a way of making the healer work for it in a way that aligned with their play style.

Then Blizz decided to nerf him massively, increasing his damage taken by 60% (among other things) because the spec had "simply proven to be too powerful when players hang back and just focus on healing him" aka when you simply play a healer as intended. This was a massive facepalm moment, though they did roll some of those changes back later on I think.

Either way, I've actually found that tank Brann's biggest issue aren't damage numbers but that his general behaviour can simply be extremely erratic and buggy at times. When he works as designed, you aggro a couple of mobs, he rounds them up around himself, and you spam heals on his rapidly dropping health bar until all enemies are dead.

In reality though, I've found that pretty much in every other delve, there'll be a situation where he rounds up the mobs you pulled but then decides to charge off into the next group of mobs... and the next one... and the next one... until you've aggroed way too many enemies and end up wiping. Playing a priest, I've tried to use Leap of Faith on him on those occasions to pull him back, but he immediately runs off again and there's nothing you can do to stop him. At first I took this in stride and joked about how he was training you up for bag pugs, but it's happened so often now, it really feels like this should be something that should be avoidable. In dps and heal mode, there are safeguards in place so that if/when Brann decides to randomly drop an AoE on a new mob group you didn't even want to pull, they just ignore it unless you engage them in combat yourself. I'm not sure why tank Brann is allowed to pull all over the place and doesn't follow the same model.

In rarer but no less infuriating instances, he'll do the exact opposite and just decide not to do anything at all. Just this morning I did a Tak-Rethan Abyss, and on the last boss, Brann just refused to engage for some reason. He somehow held aggro, but barely took any damage and did absolutely none himself. Do you have any idea how long it takes to kill a tier 11 boss with a lot of movement requirements by yourself as a holy priest?! The fight lasted for about fifteen minutes until my concentration finally failed me, I stepped on a mushroom and got one-shot. I then changed Brann's role to dps and on the next attempt we killed it just fine, but not until after I'd subjected my husband to a lot of ranting about what an absolute maniac and "bearded menace" tank Brann was.

I can only hope that Blizzard will be able to fine-tune his performance over time, or even better, that they'll give us some means of actually controlling him in the future. I presume that there are additional concerns here that this might make him too OP or be abusable in some way, but being unable to stop him from pulling or to make him attack when you're in a fight and he just twiddles his thumbs is way worse in my opinion.

31/03/2025

Fun in Undermine

Whatever gaming time hasn't gone into SWTOR's Galactic Season 8 over the past month, I pretty much spent on WoW's Undermine patch. Somewhat to my own surprise, I've been very focused on delves... but that's a post for another day I guess.

First I wanted to jot down some thoughts on Undermine the zone. It's an unusual one in so far as Blizzard have never created a patch zone before that consists entirely of a single city. Regardless of how one might feel about the goblin aesthetic, the main thing that has stood out to me about that is that it really requires you to learn the lay of the land in a way that isn't usually the case in regular overland zones. Normally you can tell quite easily what's a friendly hub, where hostile encampments are likely to pose greater danger, and what counts as an "in-between space" with average mob density. Undermine on the other hand is all town, all the time, and while the majority of it is fairly safe to traverse, there are definitely "bad" parts of town, where you'll be attacked on sight, and it was a real learning experience figuring out where that happens. (I hate The Heaps so much.)

Aside from that, there is no flying, which I'm sure was controversial with some but I didn't really mind. I quite appreciate an opportunity to get out a good old ground mount to be honest - and that is in fact how I get around most of the time, as I don't care for the zone's D.R.I.V.E. system at all. I don't drive in real life and I always thought racing games were boring, so giving me a race car was never likely to excite me. I was willing to give it a go, and I can put up with it for the occasional speed boost if I really want to get from one end of town to the complete opposite side, or when I want to take part in the surge pricing event, but the rest of the time I'm happy to just ride along on my old four-legger. This also saves me from constantly having to get in and out of the car every time I see something shiny to loot.

A large group of players shoveling around a trash heap in Undermine

And there is a lot of that. You'd think that Undermine would be a dream come true for me in that regard, but to be honest I've actually found it to be somewhat overwhelming. I quite enjoy just cruising around and seeing what treasures and rares I encounter along the way, but the sheer number of them in all corners of Undermine actually kind of gives me sensory overload. This is also where the general layout of the buildings comes in to be annoying, with every house having multiple floors with narrow staircases and some buildings having points of interest on the outside as well, so it's not unusual to spend an exasperating amount of time legging it up and down multiple flights of stairs just to find that the mini map icon you were looking for is actually in another castle. There was also this one world quest on a roof somewhere that I just couldn't find access to, and when I finally googled it, it turned out I had to talk to an unassuming NPC for a free jetpack or something? I think back to how often I got turned around inside Northshire Abbey alone as a noob learning to navigate in a virtual 3D space for the first time, and I feel like to past me, Undermine would've been the stuff of nightmares.

Navigational obstacles aside, the zone is... pretty good. As someone who wasn't the biggest fan of goblins, I was sceptical, but it's fun enough. The story lived up to its promise of taking the goblins more seriously again without losing the humour, and I enjoyed seeing Xal'atath get mad (one good thing about my dislike for her is that when things don't go her way in the story, it's extremely satisfying). The music is great and I'm always humming along to the different tunes playing in various sub zones.

That said, I still prefer to "hang out" in the launch zones, probably because a lot of my "hanging out" consists of flying around and gathering, and Undermine doesn't have much to offer in that regard aside from a few stray gathering nodes inside the sewers (which to be honest is just another nuisance in itself, always having to locate the right sewer entrance to climb down to where you saw the ore node). Still, I've spent enough time there to max out the main faction's renown track, so there's that.

I also did one round of the Liberation of Undermine raid in LFR. Like last tier, the devs added a solo mode of the last fight again, and this time it was actually a required step to progress the main storyline instead of a side quest that was added later and easy to overlook. I was just baffled that it was still time-gated behind the regular raid. For all the ways Blizzard have slowly chipped away at raiding's unique incentives over time, they just can't seem to let go of "raiders must be the first ones to see the end of the story" for some reason, which is weird because I'll be very surprised if lore is high up on many modern WoW raiders' priority list.

Anyway, eventually the solo mode unlocked too. It was still a bit silly how the game didn't trust me to actually tank and slotted me into the NPC group as sucky dps, but it was a good opportunity to watch the ending cut scene in peace. Then I once again still wanted to do LFR to see the rest of the raid, and to be honest it was largely the same as usual, which is to say, not as bad as people sometimes say it is and well worth my while to see the story once, but I can't see myself investing the time in running it multiple times, even with the new raid renown track they added in this time. I'll just give an honorary shout-out to Stix Bunkjunker, who was probably the funniest raid boss I've ever seen in WoW, and my husband was quite amused while listening to my gleeful giggling and cackling throughout the entire fight.

All in all, Undermine delivered on its promise to give WoW players lots of new things to do, and apparently the next minor patch is already lined up to add a whole bunch of other new activities. There's no time to be bored in modern WoW.

14/03/2025

Jason Schreier's "Play Nice"

Jason Schreier is a big name in gaming journalism, and when I first heard that he was going to publish a book about the history of Blizzard, I got quite excited. I would've even bought it on launch day, but then I found out that for some reason physical publication in the UK was delayed by something like two months, which kind of made me lose interest. I just watched/read some coverage of the book around the time of its release in the US and then mostly forgot about it again.

Until the other day that is, when it suddenly reappeared on my radar for some reason and I decided to finally pick it up. It was an enjoyable read, and I gave it four stars on Goodreads.

I especially appreciated the earlier chapters, because as someone who knew nothing about Blizzard before I started playing World of Warcraft, I always had very limited knowledge of the company's early years. I'd sometimes see people make comments about Blizzard North or Vivendi and have no real idea what they were talking about. Now I do, so in that regard, the book was very enlightening. The chapters about more recent developments were admittedly a lot less interesting, as they mostly covered events that I'd basically seen play out live on social media/in the news as they happened, and in greater detail than was covered in the book.

What really kind of disappointed me though was how little coverage there was about World of Warcraft. To be honest, the main reason I bought the book was that I was hoping for some juicy behind-the-scenes information about just why the devs made certain decisions in regards to the game's development over the years. What were they thinking when subscriptions stagnated during Wrath of the Lich King? What insights did they gain from players' responses to Cataclysm? Just why did Warlords of Draenor turn out the way it did? That sort of thing.

However, for some reason the game and its development got what I felt was very little coverage for something that's presumably been keeping the lights on at Blizzard for the last two decades. There's a chapter about its development and launch, and later there are a few pages dedicated to the release of Classic, but that's kind of it. Occasionally there'll be a reminder that WoW was still releasing expansions but that's as far as it goes, which really struck me as a big oversight.

One of the major themes of the book is the struggle between devs wanting to prioritise player enjoyment and corporate wanting to focus more on monetisation, and I figured WoW in particular would offer a lot of ground to cover on that topic. Talk about the release of the sparkle pony! The introduction of character boosts! The WoW Token! But nope, not a word about any of these things.

Considering the amount of random developers that get name-dropped throughout the book, it was also surprising that there wasn't even a mention of Ion Hazzikostas, considering how many years he's been at the helm of WoW by this point. Maybe he intentionally didn't want to be part of this book, but considering Jason's seeming lack of interest in WoW-related goings-on, I also wouldn't be surprised if he simply didn't consider talking to him.

In summary, "Play Nice" is a well-researched history of Blizzard and definitely relevant to anyone with an interest in Blizzard and/or the PC gaming industry, but for WoW players in specific, it's not as insightful as I would've expected.

I used to hope that Jason would write a similar book about Bioware one day so I could learn more about what happened behind the scenes of SWTOR's post-launch development, but at this rate it doesn't look like that subject would get much coverage even if such a book were to happen.

09/03/2025

All Classes at 80!

This morning my mage hit level 80 from completing a delve, causing the achievement "Class Connoisseur" to pop up - for getting one of every class to max level. This is hardly an amazing feat nowadays, considering how fast and easy it is to level in retail, but I still felt quite a sense of accomplishment.

The "Class Connoisseur" achievement pops up as my draenei mage dings 80 at the end of the Kriegval's Rest delve

Back in my early days of WoWing, when I was at my most invested in the game, it wouldn't have been feasible for me to level up so many characters, as levelling was still quite time-consuming and you had to be really devoted to alting to have multiple max-level toons. When I reinstalled the game for Shadowlands, levelling was quick and I did ultimately level a few alts, but there wasn't much incentive for me to do this with a lot of different characters. It was only during Dragonflight that I got more invested again and started to bring more characters up in levels, which laid the foundation for me ultimately getting one of each class to 80 this expansion.

I wrote two previous posts about this process, which you can find here (in which I talked about playing evoker, warrior, priest and death knight) and here (for notes on hunter, druid, paladin, monk and rogue). This left warlock, demon hunter, mage and shaman for me to work on, which I'll talk about in this post.

Destruction Warlock

I've repeatedly stated in past posts that warlock is among my least favourite classes in WoW, and that the retail version of the class seems particularly confusing to me. The only reason I got this one levelled up was Mists of Pandaria Remix, and in a way it's no surprise that I left levelling her to 80 close to the end of my list. The class kit remained confusing to me the entire time, and a lot of my XP came just from flying around and picking flowers. More than once I died to regular mobs while doing this because I couldn't figure out what the heck I was doing.

And then I hit 80 and it was as if a switch had been flipped. I did the Awakening the Machine event and everything seemingly just exploded, regardless of which buttons I pressed. I one-shot normal mode Zek'vir with ease and even gave ?? a try as a warlock for a while. It was weird.

Of course, before I could get too invested, patch 11.1 came out, and even though officially only a single one of my talent points had been reset, I quickly noticed that several of my key abilities had disappeared, and I haven't felt motivated enough to do a deep dive to figure out whether that's due to more talent changes, intentional ability removal or what. I just know that warlock remains a bit of a weird one to me.

Havoc Demon Hunter

My demon hunter was actually my first max-level alt back in Shadowlands, but at some point my interest in playing her kind of dropped off. I do remember that there was a period during Dragonflight when the class felt annoyingly squishy out in the open world, but that was later remedied, and now every time I do play her I think "This is actually kind of fun; I don't know why I don't play this character more often" but then I immediately forget about her again. Maybe that's just an inevitable side effect of having so many alts, especially since I'm not too keen on melee dps. I've been playing my monk a lot more and I guess that covers all my melee needs for the time being.

A WoW login screen campsite, showing Mehg the night elf demon hunter, Shimeri the dwarf shaman, Daerys the draenei mage and Willowie the human warlock.
Restoration Shaman

Considering that this was my "Remix main" and that resto shaman was super flavour of the month during War Within season one, I was kind of surprised by how much I did not feel like playing this character. I've levelled her now, but I still don't enjoy playing her a great deal for some reason. My best guess is that it's because in the (very) distant past I used to enjoy playing resto as melee while soloing, but that doesn't really seem possible anymore in the current game, so all you're left with is shooting a lot of lightning bolts and lava bursts, a play style I never enjoyed. But even while actually healing, the spell selection feels weirdly limited and clunky to me somehow; I don't know. There's probably something I'm missing here but I'm not sure I can be bothered to find out what it is.

Arcane Mage

Mage is one of the few classes where I've actually played as all three specs at some point in the past. I still tend to think of frost as my favourite spec, but when I revived this old character it turned out she was still specced arcane from around Wrath of the Lich King and I decided to just roll with it. The optimised arcane rotation is supposedly extremely complicated, but in everyday play I mostly press one button over and over, with the occasional addition of two others if they light up with a proc. I'm sure it would give some people hives to watch, but it's fun enough for me. I was actually kind of surprised that I ended up leaving this character until last but that's just how things panned out. We'll see whether she can earn herself a better spot in my roster this tier.

04/03/2025

Musings on Goblins

War Within's latest patch, Undermine(d), is all about goblins. I like it well enough so far, but we'll see how it holds up in the long term. Either way, it's made me think about goblins a lot and how my perception of them has changed over time.

Looking at how goblins were presented in Vanilla, I always pictured them as natives of tropical islands. We originally encounter them in four different settlements, and aside from Everlook, they are all located on or near the beach of a zone with a warm climate. They seemingly like to cook with fish and clams a lot (the original artisan cooking quest is given by a goblin and rewards you with a stack of "Clamlette Surprise", plus there's that recipe for "Undermine Clam Chowder").

There are quite a few mentions of Undermine in the classic quests, but I've got to admit that despite the name, it never would've occurred to me that the place was underground. At the end of the quest chain from Booty Bay that has you collecting hides from increasingly dangerous crocolisks, the quest giver mentions that his creations will be on "the next boat to Undermine", so I always thought it was just an island.

In terms of their nature, vanilla goblins are portrayed as curious, enterprising and uninterested in the faction rivalries between Alliance and Horde. It's not surprising to find a random goblin out in the middle of nowhere, and if he's a vendor, you know he'll have something rare or interesting for sale. Their quests tend to be pretty straightforward fetch/kill quests, which may sound boring, but by the time you encounter most of these you'll be in higher-level territory where quests start to get more sparse and you're just grateful for something to do. Goblin NPCs often come across as a bit single-minded and greedy, but in a "good-natured scoundrel" sort of way, and they still care about other things too. Alchemist Pestlezugg warns both the Horde and the Alliance about the looming threat posed by the silithids for example, and Umi Rumplesnicker makes you travel all over Kalimdor just to play a prank on her friends.

And then Cataclysm came out and everything was different. I went through the blog's archives to find what I had to say about the goblin starter zone when it first came out and only found this post from 2011, in which I stated: "Those zones seem to be the kind of content that people either love or hate, and unfortunately my reaction fell on the negative side of the spectrum. Kezan and the Lost Isles just felt nothing like the Azeroth I used to know, and while I can generally appreciate pop culture references and the like, the goblins went overboard with it in my opinion."

I actually never rolled another goblin after that, so I thought I'd use the occasion of patch 11.1 to revisit Kezan and the Lost Isles just to see how I'd feel about them one and a half decades later. Now, I didn't hate the experience at first, but it still felt very weird. I just told you how I perceived the goblins in Vanilla, right? Well, come Cataclysm they are suddenly polluting hyper-capitalists whose every sentence is some sort of anachronistic joke. The very first quest has you going around applying electric shocks to some slaves for fun, and I mean, I don't want to look at this stuff too seriously, but still... yikes.

At least I got to look cute. I say that as someone who's not usually a fan of short races.

I also forgot that you start the experience with a temporary car and a lot of the intended fun seems to be in running people over. I guess Grand Theft Auto 4 must have just come out while they were working on this? Then you play this parody of American football and the implied joke is that you kicking a specially modified ball/bomb up the mountain is what unleashes Deathwing upon the world. It's just one bizarre scenario after another.

(Now, it was extra funny when I hit level 10 and got a call (?) from Ebyssian calling me a hero of the Horde and that I should go to the Dragon Isles while I was just fighting my way through a cave after having been shipwrecked. However, I'm more willing to be forgiving of content that is more than a decade apart not meshing well than of how weird the goblin starter zone was by itself.)

By the Lost Isles things started to feel like a real drag once again. You're locked into this hyper-linear plot that makes no sense and just has you endlessly running back and forth completing one joke task after another. Fetch an egg from a giant mechanical chicken! Blow up a shark with a laser! Mow down hordes of faceless pygmies with a mounted cannon! Wait, I thought we were shipwrecked and struggling to survive a moment ago? Oh look, the volcano is blowing up, get on this plane that we now have for some reason, time to dog-fight with some gnomes!

It's not that I didn't find any of it amusing (it had been so long I'd genuinely forgotten most of the story and I did at least crack a smile at the quest where a goblin captive in a cage barely has time to point out that their captors have keys before you start blowing things up with rockets instead), but it was just nothing but a succession of nonsense and I was definitely reminded of why Cata made me lose all interest in goblins and why I never had the urge to repeat this starter zone, ever.

In the run-up to patch 11.1, I saw multiple dev interviews where they felt the need to emphasise that they wanted the goblins to be more than joke characters in Undermine(d), and I'm glad to say that that's been true so far at least (the story is time-gated so I've only seen the first three chapters or so at this point). The same old stereotypes are still there, but we do see goblins caring about a variety of things and while there are still plenty of humorous NPCs and encounters, it's a lot more coherent and not just a bunch of random nonsense.

And yet, as I open yet another trash can filled with grey items that was marked as "treasure" on my Undermine mini map for some reason, I still can't help but wonder how we ended up here, with goblins speaking in New York accents and living underground among neon-lit filth. I mean, were they always meant to be like this and it just wasn't conveyed that well in the environmental storytelling in Vanilla WoW? Or if not, how and why did we get here? And did literally nobody but me find the way the goblin lore developed in Cata strange?

26/02/2025

Happy (Character) Sorting Day!

I take a probably somewhat unusual pleasure in sorting things. I think it's something I inherited from my father, who was a "spreadsheet guy" before electronic spreadsheets were a thing. He was a collector of many things and he liked to keep them meticulously sorted. For example he used to record songs from the radio on cassette tapes, and movies/shows on TV on VHS tapes, and for both he kept detailed directories of what was stored where. Child me chose to imitate him by neatly cataloguing my own possessions, from my own cassette tapes to stuffed animals to books.

What does that little story have to do with WoW? Well, today's patch introduced a new option to sort your characters, and that delighted me so much that I haven't really gotten around to doing much else yet.

A WoW login screen campsite, showing Tiranea (level 53), Shintar (level 32), Isadora (level 19) and Shinlu (level 68).

My "old mains" campsite, featuring (from left to right): the night elf priest that was my first ever character to level cap, the Horde troll priest who coined my online nickname of now two decades, the human paladin that was my first character ever, and the human monk that was my main throughout Shadowlands.

As a reminder, the introduction of Warbands in the War Within prepatch merged the character selection screens for individual servers into one big character selection screen. While most changes that have come with Warbands have been great, I thought this particular one was a bit of a mixed bag. At first, seeing all those old alts again was kind of cool and nostalgic, but in everyday play it got a bit annoying to have to deal with such a long list of characters. Sure, you could sort them, but there was still a lot of scrolling to do if you had a lot of alts like I do.

Well, since today's patch you can sort your characters into "warband camps" of up to four characters, which makes things a lot more convenient. I spent about fifteen minutes just creating groups and moving characters around before even logging in properly. My only disappointment was that you can't move the groups themselves around once created, so if you ever decide that one should move up or down, you have to delete/rename the existing groups and then manually shuffle the characters inside them as well.

I even took to reddit specifically to check out how other people were organising their campsites, and it's honestly been quite interesting. As you can see in the screenshot below, my own camps are primarily sorted by level progression and emotional connection. The ones named after servers are basically "those old Alliance characters from back when I played on Darkspear" and similar groups.

The list of my warband character camps. Their names are: Mains, Recently dinged, Recent levellers, Max-level alts, Max-level alts 2, Old mains, Misc. levellers, Projects, Darkspear 1, Darkspear 2, Earthen Ring 1, Earthen Ring 2, Argent Dawn, Emerald Dream
But other people took very different approaches. Some were sorting by play style (melee vs. ranged), some by class, faction or role (bank alts, crafters). Some came up with serious RP names, some with whimsical groupings like "might delete later". I just thought it was an interesting look into how other people view their stable of alts. 

Are you also an altoholic for whom this feature has been a godsend? If so, how have you sorted your alts into campsites?