Showing posts with label battle for azeroth. Show all posts
Showing posts with label battle for azeroth. Show all posts

20/08/2025

The Midnight Expansion Reveal

I'm glad I didn't try to watch the Midnight expansion reveal live, because from the sounds of it they abused WoW's popularity to the maximum possible extent this time - which is to say, they knew that people were primarily watching for WoW, so they crammed in two hours of Call of Duty ads and the like beforehand to keep everyone online.

I did hop over to the official WoW YouTube channel later to watch the announcement videos and... huh.

Back when the Worldsoul Saga was first announced, I wrote the following: "I applaud their long-term thinking for planning the next three expansions in advance, but to be honest I'm not sure it was a good idea to reveal all this to the public, as by doing so, they've basically spoiled their big BlizzCon reveals for the next several years."

I think the Midnight reveal has proved my theory correct in so far as I've never seen so many people react with a kind of "meh" attitude to a new expansion announcement. There are always those who'll love it no matter what and will be hyped, and there'll always be those who hate everything Blizzard does no matter what. But those in the middle can be swayed either way, and I've never seen this much apathy from the masses before.

There are probably a number of different reasons for that, but I reckon the fact that everyone already knew roughly what was coming must have been a major contributor. "It's gonna be about the void and about elves, something something Silvermoon." So when the trailer showed us elves fighting to defend Silvermoon against the void, that was at best exactly what everyone expected, and at worst a bit of a let-down in the sense that people wanted more (as MMO players always do the moment you tell them about anything).

There was something else about the trailer though. I liked it well enough, but something felt ever so slightly "off".

At first, I thought it was just the fact that Liadrin had been given a new haircut. Seriously, the first thing I did after watching the cinematic for the first time was google pictures of Liadrin's current player model, because I kept thinking "She didn't always have a tight braid, did she?" - and no, she did indeed not; they are giving her a new haircut for Midnight which will be reflected on her in-game model as well.

However, when looking around to find out whether anyone else had the same reaction, I actually found a lot of complaints about the trailer's visuals, which I believe is a first. In the past, even if players hated a trailer for what it conveyed, it was pretty much universally agreed that it was still impeccably animated at least. Not with this one! I don't think all the criticisms are necessarily equally valid, but let's just say that after people pointed out that Liadrin in this looks more like the Elven Hero from Elder Scrolls Online or Tauriel from the Hobbit movies than a Warcraft elf, I haven't been able to unsee that.

After comparing to the Battle for Azeroth trailer (which does feature a similar situation including a city siege), I also found it noticeable how many unique characters were featured in the BfA cinematic - while Sylvanas and Anduin are the focus, we also get shots of Saurfang, Zekhan and Greymane, as well as a number of different "generic units", from undead archers to dwarven riflemen. In the Midnight trailer, we have exactly three focus characters and everyone else is an indistinguishable melee soldier covered from head to toe in armour like they are a bunch of stormtroopers, which I hadn't really picked out before.

I think the biggest thing though is that the pacing/scripting feels slightly off and fails to reach a proper climax. I'd say it's fine for most of the cinematic actually, but when Liadrin returns with the help from the Sunwell it ends too quickly without letting us fully feel the triumph, while also just getting plain confusing because the help are also just a bunch of armoured mooks. I've looked around online and even the most passionate lore nerds are unsure of who these are actually supposed to be (though there are seemingly a million theories, from Guardians of the Ancient Kings to the Army of Light to the Arathi to representations of us, the players).

The gameplay reveals suffered from a similar mix of "well, we knew that was coming" and muddled messaging. Yes, housing is a big deal, but we've known about that for almost a year, and there's been a constant drip-feed of more details since then. You can't expect people to suddenly gasp and be super-excited about hearing the exact same thing again.

I also used to think it was kind of funny how they'd include things like "level cap increase" or "new dungeons" as major expansion features to be excited about, but this time they didn't and it was actually kind of confusing. I saw people ask questions like "Will there actually be a level increase this time?" (yes) and only later found out all kinds of interesting stuff that they didn't actually put into the features trailer, such as that Valeera Sanguinar will be the new delve companion or the major changes coming to transmog (huge!).

My personal takeaway is simply that Midnight will continue the War Within, which was kind of what we knew was going to happen. I'll be happy to buy it because I'm enjoying my time in retail right now, but I'm not sure it really delivered in the hype department the way these expansion announcements are usually expected to.

17/08/2025

K'aresh and the Story of the War Within

Patch 11.2 arrived about one and a half weeks ago, and with it the final major story update for the War Within. That still feels weird to think about, considering the Midnight expansion announcement is still a few days away. I mean, we know that there'll be plenty of content to tide us over until 12.0, from Legion Remix to the release of housing, but it still seems odd for the War Within to just kind of end where we are now.

K'aresh is a nice enough zone. It recycles the city of Tazavesh from Shadowlands, which I don't have any particularly strong feelings about as I only ever did the associated dungeon one or two times. The wider zone with its purple tinge, floating rocks and eco-domes is strongly inspired by Netherstorm, which makes sense and is another thing I'm quite happy with. The large areas of desert and packs of devourer mobs also recall Shadowlands and Zereth Mortis for me, and look, I know everyone loves to hate on Shadowlands but Zereth Mortis was a great zone and I don't mind being reminded of it either.

A draenei on a swift windsteed rides towards the giant void in the sky in K'aresh

I also liked the storyline well enough (I have yet to kill Dimensius and see what comes afterwards). I wasn't a fan of Xal'atath constantly crooning at me that I was her champion (though this meme on reddit made me chuckle) but the return of Ve'nari's sass gave me life and was good for some genuine laughs. (When she ended that one quest with "Now get some stygia... I joke.") However, I'm also left with a certain feeling of "Why are we here?".

I'm not saying there's no connection at all between the War Within's patches, obviously Alleria chasing Xal'atath has been a through line. But should it have been? The hook at the start of this expansion was that Thrall, Anduin and other important characters were hearing the call of Azeroth's world soul, and that something was seemingly wrong down there. We descended deep into the earth, learned about the earthen and world soul "shards" like Beledar. We met the Haranir, who also seemed to have a connection to Azeroth itself and were worried about corrupting influences. Undermine was admittedly always going to be a bit of a mid-expansion side quest, but it wasn't so far off that we couldn't have pivoted back to focusing on the world soul after that. Dataminers have reported that there was a planned zone called the "Rootlands", presumably under Azj-Kahet, which would have made sense as a final destination for us to find out just what is going on inside Azeroth.

However, instead we chased Xal'atath to K'aresh because suddenly it's all about the return of Dimensius the All-Devouring and the call of Azeroth's world soul seems all but forgotten. Now, considering that War Within and the next two expansions are meant to form "The Worldsoul Saga", we're probably not all done with world soul business, and I really hope that we'll get back to it - but right now, this doesn't feel like the first part of a trilogy but rather like something that was meant to be a stand-alone expansion and was cut off at the knees at the last moment to pivot towards a completely different plot.

Now, this does kind of mesh with how Chris Metzen said that large chunks of War Within were already done when he rejoined the team and had to be somewhat retooled to fit the new Worldsoul Saga narrative. He also indicated that he almost expected people to possibly feel a bit unsatisfied with War Within on its own, while promising that it would all pay off later.

I really, really hope that he is right, because at the moment I can't say that I'm really sold on this story. It's one thing for part one of a trilogy to have a bit of an open ending hinting at bigger thing to come. At the end of Fellowship of the Ring, we know that we're not done, but we do know where we're going and have been witness to some pretty exciting adventures relating to that.

The War Within has not given me that vibe. I know that the next expansion will be about elves and the void only because Chris Metzen said so, not because the War Within has really built either of those subjects up to be a major theme (until the sudden pivot with this patch that is). It's just been very focused on Alleria and Xal'atath as characters, and to be honest I kind of feel like that's been a mistake. You may blame part of that on my general dislike of Xal'atath, but I have no issues with Alleria - it's just that I don't think you can place something like a WoW expansion on the shoulders of two NPCs. Their personal struggles can be part of the larger story, sure, but I don't think they're strong enough to form the framework that's supposed to hold everything up.

Xal'atath uses the power of the Reshii Ribbons with a strained expression on her face

I enjoy hearing tales about the adventures of different denizens of Azeroth - I did so in Vanilla too; and I'm fine with the additional bells and whistles of voice acting and cut scenes. But in my opinion at least, WoW is at its strongest when the focus remains on the big picture and the world as a whole instead of one specific character's journey, and I'm just not seeing that right now. People have ragged on Dragonflight's story a lot, but even if you want to make fun of Alexstrasza being kind of useless and other NPCs being flat in their characterisation, it was all extremely cohesive thematically, focused on the Dragon Isles, the dragon flights, the primalists and all their minions and allies, which made it easy for me to overlook the flaws in individual storylines.

War Within on the other hand reminds me strongly of BfA, which started off with this strong Alliance vs. Horde theme, including a very personal and powerful narrative for Jaina, but then we were suddenly spending our time on mechagnome island and under the sea, and next it was all about uniting to fight old gods and wait, what? Metzen may have big plans for the Worldsoul Saga, but I don't think it bodes well that the way he decided to build the first part of this trilogy is superficially indistinguishable from an expansion where the story just felt non-cohesive and random at times. We'll see what we'll learn from the Midnight expansion announcement next week.

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.

24/03/2024

WoW's Post-WoD Sub Numbers

Blizzard infamously stopped publishing WoW's active subscriber numbers during Warlords of Draenor, after they had fallen to less than half of their previous peak of 12 million. Since then, there's often been speculation about how well or badly the game is doing, but ultimately we didn't have access to any real data to back this up.

Apparently this changed this week, as Franchise Manager John Hight gave a talk at the annual Game Developers Conference called "The First 30 Years of Warcraft: The Making of a Game Universe" on Wednesday. There isn't a recording available online at the time of me writing this, but apparently some photos of his presentation were leaked, revealing some surprisingly open admissions of failure in regards to Shadowlands and showing a graph of overall subscriber trends since the launch of the Legion expansion.

Now, this graph didn't include numbers, but YouTuber Bellular matched the graphic up with information from previous public earnings reports to make some pretty convincing guesses:

Screenshot from the video "Report: WoW's Actual Subscriber Count & Blizz's Official Shadowlands Post-mortem"

There are a lot of interesting tidbits to take away from these numbers:

  • Even at its lowest of lows, WoW still had 4 million subscribers, easily eating any other classic MMO's lunch. The game still sporting 7 million subscribers as it's approaching its 20th anniversary is actually pretty insane.
  • That lowest of lows happened after the launch of BfA, but subscriptions then surged again with the launch of Classic, reaching a peak of over eight million, which was the highest number they had seen since the release of Warlords of Draenor.
  • Shadowlands did indeed drop off very hard (a slide in Hight's presentation specifically calls this out) and was presumably only saved from dropping even lower than BfA due to the fact that overall subscription numbers were still propped up by Classic.
  • Dragonflight had an unexpectedly weak launch, but has had "record post-launch stability and growth", with current sub numbers actually exceeding the ones seen at the expansion's release. Classic is presumably still helping to some degree though, so it's hard to say how Dragonflight has performed on its own. Regardless, there's a clear recovery going on compared to the doldrums of 2022.

23/09/2023

Not that WoWed

It's been a bit quiet on here, mostly because WoW hasn't been getting that much attention from me. Some of that is due to real life interference - for example I'm writing this post on my laptop while travelling, and while it technically has WoW installed on it and is capable of running it, I do find gaming on my laptop a bit awkward and am not that keen on it. However, other things have been happening as well.

For example, the biggest change affecting my Classic play was that I stepped down from raiding with my guild in era. Not in a hard "I'm never raiding with you guys again!" kind of way, and I'm still trying to join for things like the occasional ZG when I can, but I just felt like I couldn't hold on to the "raider" rank any longer and wanted to be open about it instead of simply having it revoked eventually due to no longer showing up.

When I first started raiding with the Warriors of Sunlight over a year ago, their raid days fit into the rest of my life pretty perfectly, meaning I was able to show up for most of them. However, over time, things changed for me, and more and more raids became a bit of a struggle or outright impossible to make time for. I would basically always sign as "tentative" for everything and then change to "absent" at the last moment.

My attendance had honestly been pretty shocking for a while; I just didn't really want to admit it to myself, because I do like the guild and I wanted to continue raiding with them... but the other week it just really hit me that realistically, I was fretting about sign-ups, consumables, world buffs and being on time three times a week, just to maybe do the first half of Naxx once every two weeks, which was not a very satisfying experience.

(It's kind of funny to me how originally, Sunday was the day I was least likely to make - plus I needed to gear up really - so for a long time, I was only ever running the lower-tier raids and Naxx was this pipe dream that I might be able to come along to one day. Then I geared up, and my availability changed so that suddenly, Sunday was in fact the one day I could make reliably, and it was always Naxx, so I never saw anything else anymore and that got me down. I honestly kind of prefer the chill atmosphere and lack of need for consumables of the earlier tiers.)

And well... while Classic has never been about raiding for me, it's a good way of staying engaged and having a reason to log in. Without that, I've been a lot less active recently, just spending a little bit of time puttering about on alts and keeping my hunter's small engineering gadget business going on the AH.

As for hardcore, I haven't really gone back to play more since my last post. I'd like to some time, but other things have just always taken priority.

And retail... well. I still have reason to log in at least once a week there to play with our little friend group, though we dialled back on the Mythic+ again. Over the summer, people were on holiday for quite a few weeks, and we had to once again rely on (more experienced) outside help to keep the weekly runs going, and let's just say it introduces friction in terms of how capable everyone thinks they are when some people get carried to higher keys and others don't.

After several more dungeons that left my husband and me rather exhausted and unhappy, we agreed to limit ourselves to something like a +10 every other week, and spend the other weeks doing something easier, such as going back as a group and taking a stab at some old BfA raids (which are apparently still not fully soloable on the higher difficulties, even two expansions later). That has been... interesting, with all of us effectively going in blind. For example we learned that mythic G'huun and Jaina still require quite a lot of people because there's only so much you can do against hard-fail mechanics that were originally designed for a group of twenty and haven't been nerfed retroactively (we didn't beat either of them, but at least we cleared the rest of the instance and learned the fights).

I've also taken to levelling a few more alts to better familiarise myself with different classes in retail, as well as to visit more levelling content that I've only seen once before or not at all (BfA Horde-side for example). My investment in those is very on-and-off though.

As for the actual level-cap content... there's been another patch recently, but to be honest I haven't even really looked at it. There was a quest NPC that showed me a cinematic, but that just confused me about just what was happening in what order and didn't make me feel like I should follow up immediately to see more of the story. There's also a new open world event that I did a couple of times and yeah... it's definitely becoming a bit of a meme at this point that all of Dragonflight's events tend to feel a bit samey. I'm sure I'm going to catch up with all of this eventually, but it's just not enticing enough to me right now to make it a priority.

12/06/2022

My Experience on a US Server

I mentioned as a side note in a post from January that I had somehow managed to create a free trial account for the US servers by accident. Despite the fact that I never even logged into it, my Battle.net launcher annoyingly keeps defaulting to that account whenever I want to play retail, which is a bit of a nuisance.

The other day I had a bit of a discussion in Redbeard's comments about Chromie Time and how it works, and it made me want to test some things out for myself, specifically in regards to the new player experience. Of course, you can't very well simulate being a new player on an account that's been active for over a decade... which was when I suddenly remembered my empty US trial account. At last, a purpose for it!

I don't really have all the answers to my questions yet, so I won't  talk about Chromie Time or related matters in this post, but just the experience of rolling up new characters on a US retail server was interesting enough that I wanted to write about it.

I started by creating a night elf druid called Shintar on Ysera - I can't believe that nobody else tried to grab that name over there in over a decade, but it was certainly convenient for me! As expected, I didn't have a choice of starting zone but was put into Exile's Reach by default. Classes that have their own starting zones and start at a slightly higher level, such as death knight and demon hunter, were greyed out with a note that they required level ten to unlock.

When my druid loaded onto the Alliance ship where the Exile's Reach experience starts off, I was confused to find another druid standing there, already up to level six, and spamming a single spell over and over. I was initially a bit mystified as to what spell they were even casting... after all, there were no enemies there! Only after a few minutes did I realise that it was Moonfire and hitting the ship's target dummies... which are killable and award XP. The character was just tab-targeting and hitting Moonfire so fast and consistently that I can only guess that it must have been botted. People do the strangest things.

Anyway, aside from that, the whole thing wasn't very remarkable. As I said in my original post about Exile's Reach, it's a zone that's perfectly serviceable but extremely generic. The only thing that stood out to me was that as a druid, the brief class quest you get about halfway through the zone taught me travel form at level six... but I guess due to homogenisation no class is allowed to go faster than another at that level, so using it actually made me go no faster than night elf or cat form. I could see that being somewhat confusing to genuinely new players...

I also noticed that I was automatically put into a channel specific to new players where people called "guides" would answer questions. I vaguely recall hearing about that system before but I'd honestly forgotten it existed and still don't really know anything about it beyond what I saw. People mostly seemed to use the channel to ask (to me) uninteresting questions like "Which class should I play?" or "How do I link an item in chat?".

As soon as I hit level ten, I logged out and went back to the character creator. All classes were unlocked now, and I was able to choose any starting zone, so I rolled up a human paladin and started her off in Elwynn Forest for comparison purposes.

I'd forgotten what a weird number Cataclysm did on Elwynn, as it actually kept a lot of the vanilla quests more or less intact, but what changes Blizzard did make feel very jarring for old-timers, such as Princess being right next to the quest giver who wants her killed and Goldtooth chilling in a camp outside the Fargodeep Mine instead of inside of it. The changes to Northshire also feel pretty rubbish, what with the oh so threatening "invasion" by lots of neutral mobs. I did note though that Blizzard appeared to have removed the basic "use your abilities on the target dummy" quest I remember appearing after Cata - probably because truly new players for whom this sort of guidance would make some sense all get funnelled into Exile's Reach anyway.

Anyway, I ran about hunting kobolds, murlocs and what not, and it was very noticeable how much less streamlined and efficient this was than the Exile's Reach experience. It's kind of funny to me that I found myself in a world where the Cataclysm content is the one that feels outdated, considering I still always think of the Cataclysm revamp of the old world as the "new" content (compared to how things were in Vanilla).

However, what surprised me was how... comforting it all felt. Redbeard made a post yesterday about briefly logging into retail and going to Goldshire, where he was immediately put off by the crazy mounts. The timing on that was funny to me because my feeling about visiting Goldshire in retail was almost the opposite in this instance. Were there crazy mounts? Probably; I didn't really notice. What I did notice was that there were people out in the town square, chatting, showing off and goofing around, which felt heart-warmingly familiar. There was also a random corpse on the ground, something that represents "typical old-school Goldshire" to me like nothing else.

While I was out questing in Elwynn, local defense went off about the Horde attacking the inn and I had flashbacks to my very first night playing WoW back in 2006, where that exact same thing happened as well.

Another fun moment was when I tore through the murloc village north of the Eastvale Logging Camp - in terms of button presses, retail is of course much more engaging than Vanilla/Classic and characters get more powerful early on, so I was tearing through those murlocs like nobody's business, AoEing and healing myself, which is very unlike the old days... but at one point it did almost seem like I had bitten off more than I could chew, so I was very grateful when a hunter and mage decided to add some damage of their own and probably saved my butt.

I logged into my BC Classic server on EU for comparison and rode down to Goldshire there. All I saw was two levellers passing through, one of whom instantly logged out the moment he entered the inn. People in BC Classic don't "hang out" in Goldshire anymore in my experience. You log on to do the content you want to do and then you log off again. Anecdotal for sure, but food for thought nonetheless.

25/10/2021

More on Legion

The meat of this post has apparently been sat in my drafts folder for more than four months at this point, but I guess when you're writing about content from an expansion that's already more than five years old, a few months more or less don't really make a difference anymore. If anything, talking about Legion is about to become more relevant again, with Blizzard planning to retune some Legion content to become replayable at level during Shadowlands... or something.

Still, the focus of this post was actually meant to be on the demon hunter alts my husband and I created earlier in the year and our progress through Legion. We didn't quite "100%" it, but we did complete the quest content for all the major patches and duoed all the old raids. We always meant to do the same for the BfA raids actually, but just never got around to even trying.

It's been quite fun, because while regular attacks basically didn't hurt our characters even a mere two levels above the content, some special mechanics could still kill us and actually introduced a bit of challenge. Me just about finishing off Fallen Avatar with my husband's character already dead and just as the boss's last platform was disappearing into the green goo was certainly a moment.

Not having set foot into a WoW raid, not even in its LFR version, since Mists of Pandaria, I was also surprised by how story-heavy some of these have been. Nighthold and Tomb of Sargeras for example definitely had more going on than us simply killing a big bad. I can see how that wouldn't have been popular with a certain segment of the player base.

But anyway, I'm only four paragraphs in and already digressing. What I really wanted to focus on was that the Legion content has been surprisingly fun, and I feel that even with all the borrowed power mechanics stripped out or made irrelevant, you can still tell why it's the modern expansion that people look back on with the most fondness. In fact, I wouldn't be surprised if not having to deal with systems like legendaries and artifact power actually improves the experience, considering that those seemed to be the main things I remember hearing people gripe about back in the day. (My demon hunter did find three legendaries by the way, but they might as well be greens at this point in the game.)

One thing I liked is that Legion felt extremely thematically coherent, which is something that BfA was not. The core of the base expansion content is basically: The Burning Legion (demonic bad guys) are invading and we need to find these MacGuffins to defend ourselves! Also, some ancient elves in this land are actually working with the demons because of course they are. And after that the progression is: dealing with the demon-loving elves (Nighthold), pushing back against the demons themselves (Tomb of Sargeras), taking the fight to the demon home world (Argus).

The intro to Argus was bloody brilliant by the way. The scale of it all was impressive and the music bombastic, giving the whole thing a real feel of the end times. If anything I think Blizzard probably took that too far, because it's hard to dial things down again in a meaningful way after dealing with those kinds of world-ending stakes, something that I recall people criticising about Mists of Pandaria in the wake of Cataclysm as well, even if public perception seems to have changed to look back on MoP with a degree of fondness now.

Anyway, it's commonly accepted that most WoW players don't care much about lore and I agree, but I think there's a difference between caring about the intricacies of the lore and having at least a vague idea of what's going on, what your character is doing and why. If the game fails at conveying the latter as it kind of did in BfA with its weird meandering from faction conflict to adventures under the sea to old gods, people won't take to the forums en masse to complain that the story is bad (edit four months later: apparently it takes a cut scene with Sylvanas for that), but I'm 100% convinced that it does result in the average player feeling less engaged by the game.

Legion definitely didn't have that problem. Some details may have been confusing (Why does Turalyon talk about fighting the Legion for thousands of years? Surely he can't have been with the Army of Light for more than a couple of decades, tops?) but you could always follow the main throughline.

The way major lore characters were involved was also pretty well done for the most part in that they fight by your side and provide some guidance, and there are interesting things happening to them, but you don't need to like them or care about the details of their stories for things to work. The closest the game came to violating that rule was with Illidan, and it's no coincidence that I thought the "travel around the world to watch selected two-minute cut scenes of Illidan's life" quest chain was not a great piece of content, and not just because the removal of most portals from Legion-era Dalaran made it a pain in the butt from a gameplay perspective as well. The point is, even if you thought that Illidan was annoying, smug and generally overrated, the rest of the story still worked (more or less).

This is something that has shaped up to be a problem in Shadowlands, with the plot being heavily focused on Sylvanas Windrunner and Anduin Wrynn, both characters that have had almost no interaction with the player character up to this point in the expansion. At the same time the threat being posed by the Jailer is poorly explained and also feels very distant, meaning that players are essentially left to tread water in the covenant zones, with the occasional foray into the Maw, which is supposed to be a hellhole and it's never our plan to make it nice or anything, so why are we here again? It all just feels extremely unfocused, which is quite a feat for an expansion that is all about us spending all of our time on a different plane of existence with none of the usual old world concerns around to distract us.

27/12/2020

Playing the Previous Expansion

While everyone's talking about Shadowlands, I've slowly been making my way through Battle for Azeroth for the last couple of months. As I expected, the endgame didn't really hold my interest on a personal level after hitting 50, but the husband got really into playing retail again so I've been putting some time aside every week to play with him and we've been making our way through the old BfA content together. We're not fully "done" yet, but let me give you a brief overview of my thoughts so far:

World

The BfA zones are all pretty enough, but I feel like I've rarely had time to look at anything properly as the intended content pacing is quite quick and the husband is always rushing me from one place to the next. I also have mixed feelings about Boralus as the main hub for the Alliance. It's a lovely, sprawling city, and the music there is very catchy, but trying to navigate it on foot does my head in, what with all the weird walls and stairs. I'm not good with three-dimensional cities. (Though I heard the Horde capital is even worse.)

Base Quests

I liked the three Alliance zones well enough. The side quests were mostly easily digestible fast food that entertained in the moment but was quickly forgotten afterwards, but the overarching storylines were more engaging. I really loved the story of poor Lucille Waycrest: There's a young woman who's had absolutely everything go wrong in her life and yet is still going strong. The story arc focused on Jaina and her family was also very touching. Blizzard's writing (rightly) gets accused of often feeling like characters only take certain actions because the plot demands it, not because it really makes sense for them to do so, but this was a good example that shows that their writers are capable of character-driven storytelling if they really put their minds to it.

War Campaign / Ongoing Story

The ongoing story after that has felt a bit... scattered. Coming to the party late, it can be hard to tell in what order certain quests are supposed to be done in, though this isn't a problem unique to WoW. At least they are finally adding indicators for easy identification of the main story quests in Shadowlands from what I've read. It's also my understanding that there are parts of the story that kind of rely on you having played the content for both factions for it to really make sense. I can only guess that's the reason why some plot points seemingly appeared out of nowhere at times.

Nazjatar & Mechagon

These new zones added in the mid-expansion patch were a big deal at the time, but honestly, based on everything I'd heard about them I kind of expected... more. Neither map is particularly exciting, but I like the tone and more open-ended structure of Mechagon much more than the dreary underwater dailies of Nazjatar. When I was dragging my feet particularly badly at one point, the husband decided to acquire the Sandstone Drake mount, which allows him to turn into a dragon and carry me around on his back. This has been very handy as he's already unlocked flying in BfA while I haven't. As he whisks me away over various obstacles in Nazjatar in particular, I can only imagine how unbearably annoying that zone must have been to deal with on foot. 

There's also this mechanic in Nazjatar where you level up some bodyguard companions that accompany you during your questing, but this seemed like a terribly wasted opportunity to me. While you get some different dailies based on your companion choice, the quests don't really have any logical connection to that companion so it feels like just another layer of randomisation.

World Quests

I had no first-hand experience with world quests before BfA, since they were introduced in Legion and I hadn't played retail since MoP. From hearing other people talk about them though, I'd kind of assumed that they were similar to dynamic events in other MMOs. Very wrong! As it turns out, world quests are just like regular daily/repeatable quests, only you don't have to remember where to go since they are shown on the map, and you don't have to find and talk to any quest givers as they'll basically yell at you as soon as you're in the vicinity and the objectives appear on your tracker automatically. You never have to worry about doing hand-ins either as everything just auto-completes. In a nutshell, they are like regular quests but for people with short attention spans and bad planning skills. I kind of fail to see what was considered so revolutionary about this.

Borrowed Power Systems

Unlike when Legion turned into BfA, Blizzard didn't actually get rid of the expansion's big power systems this time around, so the Heart of Azeroth and Azerite continue to be a thing. Once we started on Nazjatar we also unlocked essences, and I'm guessing corruptions won't be far behind (unless those were removed). On a casual level, none of these actually feel too bad, and the Azerite rewards from questing have been sufficiently generous that my Heart is already past the effective max-level of 80. It does however all feel incredibly unnatural and bolted-on. I joked about the whiplash I got from being summoned by Magni the moment I hit level 50, but this only continues as you progress through the story as you keep getting sent back to the Chamber of the Heart for NPC exposition about why you should care about this or that new upgrade. So my totally-not-expert opinion is that maybe people would have hated all this stuff less if it had made more sense in terms of the game world instead of feeling like you're being pulled out of the overarching storyline in order to do homework, but what do I know.

Warfronts & Island Expeditions

Two of BfA's major features, yet nobody seemed to care about them much from what I could gather. They weren't exactly hated, people just found them boring and couldn't really be bothered. I did each one twice and can only concur after that experience. Island expeditions are just a random rounding up of mobs and clicking on stuff on the ground in an instance, exactly the same way you would do in the open world. Warfronts felt like they had some depth that could potentially be intriguing if you actually took the time to learn how everything works, similar to the side quests in old Alterac Valley, but with no real threat or fear of losing there isn't much incentive to perform and I basically just ran around exploring most of the time until the match was over and I got kicked out.

Dungeons

WoW being WoW, there have been quests sending us to dungeons. The first of these was for Freehold, which we did with three pugs through the dungeon finder. We promptly got grouped with some guy who kept yelling at the husband and called him an idiot for pulling an extra trash group or something (it wasn't even clear what was getting him so worked up as we weren't having any issues). After that I refused to pug more. The husband was actually less offended by the whole experience than I was and kept saying that it didn't matter, but I say there are so many more fun things to do both in this and other MMOs than put up with that kind of crap. The husband ended up coaxing two of our SWTOR guildies into trying the game, and with how quick and easy it is to level nowadays they were soon drafted into helping us out with our dungeons quests. (I filled the fifth spot with various people from my existing friends list.)

Most of these runs were fine, if easy. Then we had to do Siege of Boralus, which is only available on heroic difficulty. Now, my understanding was that heroic is still supposed to be relatively easy as there are still several steps above it in the form of mythic and M+ but we found it quite a struggle and wiped a lot. The last boss fight in particular, where you have to run around and nuke down different types of tentacles while also staying out of bad stuff, took us quite a few tries. We got there in the end and felt quite accomplished to be honest, but at the same time we were also exhausted from what was supposed to have been a fairly easygoing and casual dungeon run. I don't know if it's just that we didn't have enough of a clue, were undergeared, or maybe we're just all bad players based on modern WoW's standards. (Edit: Just today we four-manned Operation Mechagon and didn't have nearly as many issues there, so maybe it was just that dungeon.)

Raids

Despite of having been given some quests telling us to do the BfA raids, we haven't done any of the them so far, as LFR is locked to the new max-level. I don't know if there's even a way to see the BfA raid content now if you aren't able to outlevel it to the point of being able to solo it. But eh.

17/11/2020

Shadowlands Pre-Expansion Patch

Hey, since I'm currently still dipping my toes into retail I can write about the same stuff as all the cool kids are talking about: the pre-expansion event for Shadowlands.

So far it consists of three parts (though my understanding is that more will be added this week):

Part one has you talking to Genn Greymane in Stormwind and he tells you in the form of a cut scene that King Anduin was abducted by some weird flying creatures. As a sort of afterthought it transpires that other faction leaders were captured as well. It's all a big plot by Sylvanas! I'll admit that I've only been following the storyline of the current expansion from afar, but this all feels kind of ham-fisted and disconnected. I did like how you had the option to trigger additional conversations between the NPCs though if you're interested in that kind of thing (which I am).

Then you get sent off to investigate and deliver some reports about a Scourge invasion in the area, which involves slaying a couple of zombies but doesn't really feel very exciting.

Part two gives you a quest to kill Nathanos Blightcaller at the Marris Stead, where he just happens to hang out, waiting to be attacked. Doing this results in a cool cut scene, though it was a bit weird/buggy for us in a group. The husband and I got separated so he actually got his kill before me, but we were still grouped so I suddenly got thrown into a cinematic while flying over Arathi Highlands. I quickly escaped out of it so that I could watch it again later in the proper context, which fortunately worked. The husband on the other hand never saw the cut scene at all and had to go to YouTube to watch it. I thought that one was pretty neat, even if it involved an NPC kill-stealing from the players once again.

Nathanos also dropped an ilevel 115 weapon, which was more than double the strength of what I had. I'd read somewhere that you could kill him repeatedly if you wanted more than one (e.g. if you were dual-wielding, which my monk is), so returned later for another go but had no luck, as the two additional kills resulted in no loot whatsoever. However, at least this gave me an opportunity to try out the pre-made group finder feature, which was functional but weeeird.

Part three of the event has you flying to Icecrown and doing a couple of dailies there as well as the option to visit a world boss every twenty minutes. (There are twenty different ones on a rotation.) Doing so rewards you with a currency that you can trade in for some catch-up gear, which once again more than doubled my ilevel in those slots.

The most common opinion of the event from what I've seen is that people tend to find it okay but underwhelming. I actually kind of like it though, but then I'm probably not a good judge - once I started thinking about it, I only really remember the Cataclysm pre-expansion event and no others, as I have no memory of taking part in either the BC or Wrath ones.

Anyway, I do wonder whether this isn't intentionally designed to appeal to players coming over from Classic or more generally returning old-school players, because it certainly ticked several boxes for me:

  • Killing Nathanos at the Marris Stead is something Alliance players do in Classic as well, so it's a nice tie-in.
  • It's hard not to get the feels when returning to Icecrown. I always say that Wrath wasn't my favourite expansion and was when things first started to go downhill (in my opinion), but that doesn't mean that I don't have plenty of good memories of that expansion too. The bosses are all revived versions of Wrath dungeon bosses as well, uttering familiar quotes, so there's a lot of "a-ha, I remember you" going on. There's nothing quite like watching Falric fear several dozen players around an Icecrown rampart.
  • I've seen people complain that the twenty minutes between boss spawns are too long/slow, but personally I appreciate the somewhat slower pace. I'm not a completionist who's there to camp all the things, and I agree with Rohan that the timing encourages you to use the bosses to bookend other activities. In general I feel that retail is too much of a rush-rush game these days, but that's a whole different post to be honest.
  • The bosses also actually encourage some friendly community interaction as people will always helpfully share spawn times and locations in general chat (the new map ping system is really cool by the way). People being friendly and helpful to strangers in retail? Perish the thought.

02/11/2020

A Confusing Retail Journey

Pretty much as expected, my interest in retail is already fading again, but the husband seems to be quite keen on it so we're still doing some questing together. Yesterday was also the last day of Hallow's End, and I had a couple of event quests left in my log that I hadn't finished yet, so I decided to do that. What followed was pretty much a perfect encapsulation of how foreign and confusing retail feels to me nowadays.

The two quests I had were Hallow's End Treats for Jesper and A Time to Lose. The former requires you to visit NPCs in Stormwind, Ironforge and Darnassus (yes, really), and the latter asks you to put out the Horde's Wickerman at the entrance to the Undercity.

I started in Stormwind and then realised that due to my monk having been ferried straight to Kul Tiras after Exile's Reach, she had zero flight paths unlocked anywhere in Azeroth. No biggie though, she'd unlocked the ability to fly on her own at this point, so I put on auto-run/fly and set off northward. Making it to Ironforge and finding the relevant quest NPCs there was easy enough.

After that I continued northward to Tirisfal. I actually saw the Wickerman but there was an optional objective to speak to Ziodormi to "visit Tirisfal Glades in the past". I'd read somewhere that the zone had been revamped after the BfA intro that saw the Alliance attacking Undercity and now existed in two versions, and that a member of the bronze dragonflight could be consulted to allow players to switch between both states.

As there was no quest marker for this optional objective however, I got a bit lost and eventually had to consult Wowhead. I couldn't find the NPC in the location described there either, however there were helpful comments talking about also being unable to find her, and finally one that stated that you had to be in the past version of the zone to be able to see the Wickerman and do the quest. At this point it dawned on me that I was apparently already in the past by default... just with no option to go into the future. Or at least the whole Battle for Lordaeron scenario had not been part of the new levelling experience; I'm not sure if you can still go back and do it later. Either way, I accepted that the optional objective was clearly not for me, doused the Wickerman and moved on.

This is where things got tricky because I realised that to complete the second quest, I'd have to move to the western continent. My last memory of retail was that they had changed the boats in some manner that confused me, but I flew back down towards Menethil Harbour anyway. As I picked up the flight point there, I was reminded that it's been underwater ever since the Cataclysm and that boats were redirected to the (then new) Stormwind Harbour at that point.

So I continued my trip back down the map and flew around the waterfront in Stormwind for a bit. There were some boats parked there seemingly as decorations but I couldn't find anything that I could clearly identify as a functional pier. I tried looking for an NPC that would tell me what boats were going where since I remembered that being a thing at one point but had no luck on that front either.

Remembering the portal room in the mage tower, I decided to try my luck there instead and found a portal to the Exodar. Close enough!

From the Exodar, I rode to the Azuremyst Isle pier, where I was greeted by... another portal? This one lead to Darkshore, so once again I clicked on it. It took me until my arrival there to remember that Darnassus does in fact not exist anymore in retail, and that Darkshore, too, has undergone a transformation in the latest expansion. Fortunately I had no trouble finding the time-travelling person in this zone, who sent me right back to the Cata version of Darkshore, from which I could then fly to Darnassus, casually defying space-time to have a cheerful innkeeper there hand me some marzipan.

At that point I was glad that my hearthstone was on cooldown, because hell if I knew how to get back to the Eastern Kingdoms manually.

I don't know if my scattered memories of how things used to be are actually helpful or more of a hindrance at this point... but navigating a world with all these portals, no directions, and now also time-travel on top honestly seems pretty confusing to me.

23/10/2020

Level 50 in BfA

We didn't quite get there last Sunday since we didn't end up having as much play time that day as expected, but it didn't take long afterwards. For the curious, my /played time to get to 50 was just under 26 hours. For comparison, my two 60s in Classic took 9-10 days to level each. Even in SWTOR, which I consider to have an extremely fast levelling track these days, my last max-level character took a few hours more to get there than my monk. And even that was with reading quest text and plenty of idling. Blizzard weren't kidding when they said that they just wanted to get you to max level asap with this new system.

In terms of content, we cleared all of Tiragarde Sound (which is mandatory to do first on this new levelling path) and most of Drustvar. We probably would have had to finish Drustvar to ding if we hadn't padded our XP gains with some Cataclysm profession dailies and Halloween event quests. My understanding is that there's a lot of story content left to do, not just Stormsong Valley but also the zones added in later patches and the whole of the war campaign. We'll see how far we get before I lose steam as I so often do with questing once the XP gains stop.

I do want to say though that the immediate experience of hitting max level was awkwardly and hilariously disconnected from everything that had come before. In terms of look and feel, the trip through Exile's Reach and into BfA provides a fairly coherent tale of adventuring in a classic fantasy environment and even if you're a new player or don't have much of a lore background, the story should be straightforward enough to follow. But then you ding 50 and you get this pop-up quest from some crystal dwarf who wants to see you urgently in Silithus, a place you've never been. There's a handy portal to get you there in Bolarus, but other than that there's no real context for what's going on. In the Chamber of the Heart there's a console that lets you watch the Legion end cinematic if you like, but again... if you don't already know these characters and what's been going on, it's pretty incomprehensible and just teaches you that apparently some giant fire dude stuck a sword into the planet while you were hunting witches in Drustvar and you didn't notice.

Then the Heart of Azeroth and your first piece of Azerite armour are dumped on you with little to no explanation. I even needed my husband to point out that the heart's Azerite level had now replaced my XP bar. I know that with Shadowlands coming it's all going to be irrelevant anyway, but why bother new players with this thing at all at this point? It just breaks the flow big time and is unnecessarily confusing if you ask me. It's like saying: "Hey, I know you're enjoying your questing at the moment, but please come and pick up your pointless grind mechanic first, it's very important."

17/10/2020

Strange New Retail World

This week the Shadowlands pre-patch dropped for retail WoW, and my feed of WoW blogs is full of people complaining that it's a "nothing patch" for them. Of course, for people who don't own the current expansion it's an exciting time because it means that BfA is now accessible to all subscribers without an extra purchase, and without all the grindy crap to boot.

As I mentioned back in July, I was quite interested in the new starting zone and general changes to the levelling experience. It's not the sort of thing for which I would resubscribe, but since it basically comes "free with Classic" for me I thought that I might as well have a look.

I started by rolling up a Draenei shaman on Azuremyst Isle and revelling in the general confusion of someone who hasn't played retail since Mists of Pandaria. For example the intro cinematic had been updated to narrate about the Draenei's current status post-Legion (I think?) but the quests were still the same old "we just crash-landed here". I also kept looking at my mana bar, daring it to move when I used abilities, but it seemed impossible to make it budge in any meaningful way. There was a first aid trainer that only had tailoring recipes on offer since first aid doesn't exist anymore as far as I can tell. And so on.

By the time I reached Azure Watch, I was level 7 just like in the good old days, but considering that the level cap has now been squished to 50, this seemed kind of unsettling. It doesn't feel like Blizzard really tuned the XP gains in the old zones much at all. I wonder if you still end up being level 20+ by the time you finish Bloodmyst Isle?

I didn't get to find out, because by that time my husband had reinstalled WoW and we were off to our scheduled duo levelling adventure - eventually. The first few days after the patch the EU servers were plagued by login issues (my Classic guild had to cancel its Wednesday raid night since half the guild couldn't even log in), but eventually we managed to roll up a pair of humans on Exile's Reach. He made a warrior because he always defaults to tanky classes, and I made a monk because I'd never played one and this seemed like the best setup to avoid feeling like the class I was playing was all wrong (compared to how I remembered it).

I originally thought that I was going to make a whole post about Exile's Reach, but to be honest I don't have that much to say about it. From what I can tell, happy retail players seemed to praise it for being more in line with the way questing works in the modern game, while salty Classic players considered it a somewhat dumbed down/childish experience. From what I can tell, they are both right? It's a fun little romp that gets you to level 10 quite quickly, but it's also very "generic tutorial level" if you get my drift, and the writing is super on the nose, seemingly assuming that WoW players are unable to pay attention to or retain anything for more than five minutes. (Take a shot every time the Garricks reference their familial relationship for example, just in case the player already forgot again that they are mother and son.)

We had originally planned to level the rest of the way by revisiting Wrath of the Lich King, but the new starter experience segues so smoothly into the BfA intro that we just rolled with it, as it was new content for both of us anyway. (The husband actually played through the BfA story at launch, but only on Horde side.)

The start felt like quite a long stretch of just passively watching cut scenes and listening to NPCs talk, which made us a little stir-crazy, but ever since we've been set loose to make our own fun it's been an enjoyable enough experience. They really weren't kidding about the increased levelling speed though - after about 8 hours of casual play, our duo is already level 26. At this rate we might even hit the new level cap of 50 before the weekend is over! We'll see what happens then.

05/08/2018

What happened to you, Sylvanas?

I was going to pen a few words about the recent "Sylvanas burns down the world tree" drama, but I kept putting it off, public opinion kept meandering, and by the time I finally found the energy to sit down and put my thoughts into writing I didn't really care enough anymore. After all, I'm only an outsider looking in these days.

I did go back through my archives though and found this post from seven years ago, in which I made the case for Cataclysm's (then) new quests showing that Sylvanas and the Forsaken were actually becoming slightly less evil and more relatable. I had forgotten about most of that. (Though it also made me chuckle to be reminded of just how long people have been suspecting Sylvanas of getting ready to become the new Lich Queen any day now.)

Taking that into consideration, it seems even sadder though that her character appears to have regressed to the point of simply being all about "death to the living", even if any of the expansions or books that have been released in the meantime might provide an explanation for it. Do they, though?

04/11/2017

BlizzCon News - Official Vanilla Servers Inc.!

I'll admit that even though I haven't (officially) played a Blizzard game in years, I still like hearing the news coming out of BlizzCon. Blizzard knows how to put on a good show, and the trailers are often neat to watch even if I don't play the game they are for. However, this year, something was actually of interest to me.

First off, as expected, they announced the next WoW expansion. That wasn't what interested me, but I wanted to say something about it anyway.



"Battle for Azeroth" is probably the most uninspired theme for an expansion they've come up with to date. Pretty much anything people were speculating about before the announcement would have been more interesting.

It also made me think about just why I find it so uninteresting. I often see people complain that factions are an outdated concept and should just be done away with, and I always disagree. I love factions as a narrative device. When I rolled my first Horde character back in the day, it was literally like a whole new world. The other faction presented a totally different culture that was so at odds with the Alliance way of doing things that they pretty much couldn't help being hostile to each other.

Yet at the same time, they weren't openly at war. There were areas where open fighting was happening, such as Ashenvale, but at the same time there were also groups/personalities that were striving towards peace, such as Thrall and Jaina. It struck me as realistic that attitudes towards the other side weren't unified, and it made for an interesting environment that was always on the edge of war, yet not quite. It's like "will they or won't they" in romance. The tension is what's interesting, and never quite knowing which way any given situation might swing. Open war, with people just bashing each other's heads in while shouting "For the Horde!" or "For the Alliance!" is not.

That said, going by the YouTube comments on the trailer, there seem to be a lot of people for whom this is exactly their idea of a good time. Good for them, I say.

No, what really interested me was this:



Yes, Blizzard has actually committed to creating their own Vanilla servers! I once said that I couldn't ever see them doing this, but I'm absolutely thrilled to be wrong, even more so after my recent disenchantment with the private server community. I will definitely be playing this when it opens. I don't mind playing a sub and will be happy that Blizzard is finally offering something again that I'm interested in paying for.

As for how long it will last? We'll see. If I end up playing it the same way I have been playing on private servers in the past few years, on and off for a couple of months throughout the year, it will feel like a good deal. I'm not looking to go back to "no-lifing" it.

That said, it's advisable not to get too hyped just yet. We don't have a release date yet and they said that they want to take their time to get it right. While they won't have to come up with content and art assets, which should save a lot of time compared to an actual new expansion, getting the coding just right will certainly be a challenge. I won't be at all surprised if we won't see this for another year or even longer. Not that I mind - gives me more time to "forget" my recent experiences and dive in fresh when the time comes.

The other big caveat is of course: "What is Vanilla WoW?" In the private server community, the most common model seems to run on patch 1.12 mechanically while introducing content such as dungeons and raids slowly over time, but there's nothing to guarantee that Blizzard will emulate that. Not to mention that there will probably be a certain temptation on their part to meddle with "quality of life features", for example by using the new character models or bringing in achievements, which could be disappointing for those of us who don't like these things. We'll just have to wait and see. It's still hugely positive news.