Showing posts with label combat. Show all posts
Showing posts with label combat. Show all posts

20/07/2025

Comparing Zekvir and the Underpin

Towards the end of War Within season one, I made a whole post about my journey into Zekvir's Lair, from being largely oblivious to what it was all about to finally beating him on double question mark difficulty. I figured that season two was going to be less exciting now that I knew what this whole challenge mode thing was all about, and that turned out to be true, but that's not to say that it wasn't interesting at all.

Fighting the Underpin (the season two delve boss) on normal mode did admittedly turn out to be a bit underwhelming, as I defeated him on my warrior on what I think was only my second or third attempt. I wouldn't say that's because he was much easier than Zekvir though, it's just that it made a big difference that I actually had some gear from the previous season as well as a better idea of what I was doing.

The Underpin also seemed to be a lot more imbalanced in terms of how the fight played for different roles, and playing tank was actually one of the easier ways to do it. Based on how easy of a time I'd had, I immediately jumped back in on a healing alt and was horrified at how different an experience it was. I think I wiped about half a dozen times and then just gave up, because it was impossible for me to break his healing shield with my piddly healer dps, and dps Brann's AI was seemingly not smart enough to help me focus on the shield, instead getting distracted and shooting at adds instead. I was really put out by that and there was little helpful advice on this problem to be found online at the time, so I kind of just left things there and largely forgot about the Underpin again.

But of course! We're now at a point where the next major patch is barely two weeks away, bringing with it a new season and the removal of a bunch of content and achievements that are currently still live. With my FOMO kicked into overdrive, I remembered that I had yet to beat the Underpin on hard mode, and that I should better get to it.

I don't know exactly how long or how many attempts it took me, because the attempt counter is part of Deadly Boss Mods, which for some reason I just couldn't get to work on this encounter. Reading around, it sounded like there should've been a module for it, but even though I had the latest version installed, the Underpin just wasn't on the list of available delve fights in the addon. I made do anyway.

I still spent more than a few hours wiping on ?? difficulty and trying to improve my gameplay, but compared to the weeks-long project that was Zekvir ??, I got there relatively quickly. I wouldn't say the fight is necessarily easier than Zekvir, but it helped that this one actually played to the strengths of my warrior main, and that she was about as well geared by this point as a character not doing M+ or raids can be (not counting her cursed boot slot). This meant that unlike last season, I didn't have to worry about learning to play a different class/spec or gearing up an alt.

I managed to record my victory again and uploaded it to YouTube since I did the same last season:

You can see that I was still far from perfect, and there's one point around the 4:11 mark where I ate a huge chunk of damage that probably would've been a one-shot in lesser gear or on a non-tanky spec. But still, it was good enough and I'm happy that I was able to check this particular achievement off my list.

So how do I think the Underpin and Zekvir compare? Honestly, I'm a bit conflicted. Thematically, I found Zekvir kind of annoying and loved the Underpin. Zekvir wipes were really frustrating to me because I hated the way he went "Yeees, she will be pleased" whenever I died, because I didn't want Xal'atath to enjoy my wipes! (I guess that's a credit to Zekvir's voice actor though.) Meanwhile the Underpin was the complete opposite in that I loved the goofy music and all his silly voice lines. ("Tick tock, tick tock, ya interlopin' mooks!" is without a doubt my favourite.)

Also, it may sound a bit lame, but I can't deny that I liked the fact that he didn't take me as long to kill and that the fight was actually very doable on my main, even if that feels more like luck on my part than anything to do with good balancing and encounter design (refer to my horror at what it felt like to do even the normal fight as a healer as mentioned above).

Purely in terms of mechanics, the Underpin was a lot more messy and random, which I don't necessarily consider a good thing, though it did feel to me like there was also a bit more leeway there than there had been on Zekvir - on the latter, a single mis-timed interrupt could mean that it was a wipe. I did enjoy that the Underpin's "dance" was a little less rigid and more fluid in comparison.

That said, one thing it really suffered from was the fact that it forced you to spend a lot of time fighting your UI instead of the boss. The mechanic that requires you to kick bombs into the adds is just extremely clunky, as it's literally impossible to mouse-target them sometimes due to boss and camera positioning, meaning you had to enable the "interact key" to be able to kick blindly sometimes, and even then - well, it's right there in the last sentence, kicking the things around blindly was not very satisfying or fun.

Nonetheless, all in all I still enjoyed this encounter as well, and I've now made it my new goal to at least do the normal mode on all classes again, like I tried to do with Zekvir. I do kind of have to wonder how sustainable this "delve challenge boss" model is going to be in the long run though. I mean, isn't it bound to get kind of repetitive? I suppose you could say the same about raids, but at least there you have different roles and a much larger number of players to mix things up mechanically, while any fight that's meant to be something to do for solo players of any class is by necessity always going to be much more limited in terms of what it can demand. 

14/07/2025

Lorewalking Impressions

Retail WoW is going a bit crazy with the new content at the moment in my opinion. There are at least three different events going on simultaneously, and while I'm not someone who has to do ALL THE THINGS in WoW, I do think it's getting a bit hard to keep track of what's what as a more casual player, especially when some events are only running for a limited time and you want to prioritise things accordingly.

One permanent new feature that was added recently and that had me very intrigued is called Lorewalking. Whether you enjoy the current story updates or not, it's hard to deny that WoW's story is a tangled mess to newcomers and anyone who isn't constantly keeping track, so I'm always interested when Blizzard makes some kind of attempt to invest in story catch-up, regardless of what form it takes.

Lorewalking is no replacement for actually playing through any given expansion, but what it does attempt to do is string certain storylines, that were previously featured in the game in very scattered bits and pieces, together into a more coherent whole for easier digestion. The framing device is that Lorewalker Cho sits with you on a bench in a capital city and tells you the story of how certain things came to be, with the accompanying gameplay being that you get teleported all over the place to do small tasks here and there, in a variety of very different locations.

Playing as Arthas inside the Lordaeron garrison

I'll talk about the Lich King one in more detail, since there's no new story here and it's quite well-known, so there's no real spoiler territory to worry about. It starts with you being given a (new) quest in which you play as young Prince Arthas inside the Lordaeron garrison, talk to some NPCs and spar with a few guards. It's extremely basic but gives you an idea of who he was before he got corrupted and who the important people in his life were.

Next we're off to the Culling of Stratholme to see him cross that infamous line, and I thought it was kind of ironic that there's now a feature in the game to specifically watch all the RP at the gates that people used to hate back when Culling was a current endgame dungeon in Wrath. I was starting to wonder whether the expectation was to do the whole instance, but no, the moment the RP inside the gates finishes, you get whisked away straight to the end of the dungeon to see the confrontation between Arthas and Mal'Ganis.

Then it's off to Northrend - remember those quests in Dragonblight where you interact with the ghosts of Arthas' expedition, and get to see a vision of him claiming Frostmourne? Yep, you get sent off to do those again.

A female blood elf with green hair sits next to Lorewalker Cho in Orgrimmar, witnessing a vision of Arthas uttering his famous "succeeding you, father" line

Cho briefly tells you about Arthas killing his father (I was kind of surprised they didn't use this opportunity to play the Warcraft 3 cinematic here, especially considering that they did actually create an up-resed version of it for Reforged) and then you get sent to Halls of Reflection with Jaina.

Interestingly, here the game does actually make you do the whole dungeon, but I've got to admit I didn't mind because I was just reminded of how freaking cool that instance was back in the day. Also, you get to play the Alliance version with Jaina even if you're Horde, which does get funny at the end when you get rescued by the Skybreaker and the Alliance on board all attack you immediately after rescuing you.

The story gets wrapped up with two more short new bits where you get to play as Arthas again, first ascending the steps of Icecrown Citadel, vanquishing certain memories along the way, and then fighting a group of 25 Horde adventurers until Tirion does his whole kill-steal thing and you get to watch the cinematic of Arthas' death one more time.

Reading around a bit, this seemed to be many people's least favourite of the three Lorewalking entries, but personally, I liked this one the best. It doesn't take very long but gives you a good introduction to who Arthas is, making good use of existing content already in the game. I had no idea who or what the Lich King was when I started playing back in 2006, and back then Warcraft 3 had only been out for a few years. I would've appreciated this kind of interactive "lesson" back then and I imagine it's going to be even more useful to people coming to the game almost twenty years later (if they are interested in the story at all).

The other two Lorewalking entries are about the Ethereals and about Xal'atath and are clearly more aimed at getting people up to speed with the current storyline, which is also fine. However, I kind of thought the quests in these were somewhat less fun and felt like a bit more of a drag. (I was never a huge fan of all the Ethereum stuff in Netherstorm back in Burning Crusade, so I wasn't exactly dying to replay that part of the game for example.) What was interesting was that both of these end with new bits of lore about their subjects being revealed at the very end.

BRIEF SPOILER SECTION

The reveal that BC's Ethereals and the Brokers from the Shadowlands seem to be the same people was amusing in so far as I couldn't help but wonder whether this was actually planned or simply a reaction to the player base openly struggling to tell the two apart when it came to lore conversations.

The reveal of Xal'atath's true form and origin was also quite interesting, though the associated gameplay was a bit of a mess for me personally as I'm apparently the worst old god minion ever, as it took me forever to find the first thing I was supposed to click on (I had literally been everywhere else first except at the correct location).

END BRIEF SPOILER SECTION

I did all three Lorewalking stories in my current warrior main first and initially figured that nothing was scaled as everything was dying in one or two hits and doing seemingly no damage to me. However, after reading around a bit I noticed people mention scaling, which made me realise that the mobs did show up as being technically my level, they just seemed to all be made of paper.

Now, my warrior is close to having the best gear you can currently get as a solo player, so I figured maybe it was due to that. I then decided to take a low-level alt through two of the stories for comparison.

A female human hunter with green hair watches Arthas send Uther and Jaina away in front of the gates of Stratholme

My blood elf hunter had just dinged level 20 from finishing her last quest in Eversong Woods and was dressed in mostly whites that left her with an awe-inspiring item level of 10. I was getting ready to struggle, but to my surprise all the enemies in the Lich King story still seemed to be made of cardboard and continued to die in one or two hits, even in Halls of Reflection. It was only at this point that I noticed that I was actually immune to all damage (though my poor pet wasn't and paid the price multiple times). I can't quite tell whether this was intended or just a temporary fix for a scaling problem as I found some complaints from people who had done the chain closer to its release, saying that the mobs were hitting too hard and killing them.

In the Ethereal story I wasn't immune to damage, though my damage taken still seemed pretty mild - until I walked off the beaten path during the bit on Argus and decided to attack a star mob, which - while nominally also scaled to my level - hit literally ten times as hard as any of the other enemies and killed me in four hits. So... I'm not really sure what's going on there or even what's supposed to be going on.

I will say that the damage immunity in the Lich King story makes that particular bit of Lorewalking an excellent way out if you ever find yourself stuck in outdated gear and unable to quest due to the curse of scaling, as the damage immunity inside the story will protect you and you'll get several level-appropriate gear rewards along the way. My blood elf hunter for example gained a little less than two levels but her item level increased from 10 to 43. The other stories don't work the same way though - as mentioned, I wasn't immune to damage doing the Ethereal story and while I gained almost four levels in that one, I was given only a couple of pieces of gear during that time.

Anyway, I'm curious to see whether Blizzard will add more stories to this feature as time goes on. I'd quite like that, because even for the bits of lore you already do know, it can serve as a nice refresher. That said, let's be clear that this in no way solves the problem of new and returning players being unable to tell what's going on and struggling to connect to the world in general. For that, it's simply too limited in scope and too passive (sit here and listen to me tell you stories about other people instead of getting to know the world on your own).

05/07/2025

MoP Pre-Patch Impressions

A female pandaren monk running across the Wandering Isle. Just off screen, an NPC asks "You're departing so soon?"

Mere days after I hit the level cap in Cata Classic last week, the Mists of Pandaria pre-patch dropped. I wasn't particularly excited about it, but I couldn't help but notice some changes as I logged into my hunter to do the daily cooking quest (like I said before, the profession dailies were easily one of my favourite things about Cata, so I'm still doing those until I max out my cooking and get the achievement for completing all the variations in all three capitals). 

The new talents were there, which I didn't particularly like in original MoP and still don't like now. Most notably though, my bow was in my bags and my hunter only had her staff equipped. Re-equipping the bow resulted in the staff going back into the bag instead.

Ah yes, remember how I said last month that one of the things I was enjoying about Cata was that hunters could still wield both a ranged and a melee weapon? R.I.P. to that particular class fantasy; I just never realised that this was a change that happened in MoP.

It actually made me realise that class fantasy aside, it's really kind of bizarre how Blizzard handled this. Survival didn't become a melee spec until Legion, so why would you let hunters equip a melee weapon only and then have them be locked out of using every single one of their combat abilities? Talk about a giant noob trap.

In fact, this is something that's still confusing in retail as I noticed the other day when I rolled up a survival hunter, because you still start with a ranged weapon and then when you hit level 10 and spec survival, you initially have like... one ability you can actually use, with everything else suddenly greyed out. It just feels terrible. Also, I only found out at that point that retail hunters no longer start with a pet for some reason? But you don't get a quest to tame one either, so... I have no idea how new players are supposed to figure this shit out. Anyway, I digress.

I had also logged into my feral druid briefly before the patch, to make the boat ride to Valgarde now that I'd remembered where to get on the right boat. Checking on her after the pre-patch, I was dismayed to be reminded that MoP was also when they did away with the whole notion of being a bear-cat, as feral was split into new feral (cat only) and guardian (bear only). I hadn't realised just how many gameplay changes that I didn't like actually came about in Mists of Pandaria. Both Wrath and Cata did things that I felt at least ambivalent about at the time, meaning I saw both pros and cons to them, but it seems MoP was when stuff got really bad, considering how many of its gameplay changes are triggering a pure "oh yeah, I remember hating that" response in me.

A female night elf druid riding the boat to Valgarde in Howling Fjord. Above her you can see the burning ship wedged between the cliffs.
Anyway, with all those bad feelings, that likely would've been it for me and the pre-patch (other than to continue my daily cooking), but then I learned that Pandaren were already available and that you'd earn a free mount in retail for completing their starting zone in Classic, mirroring the promotion they had going on with a protodrake and the death knight starting zone during Wrath. I did that one in spite of feeling less than lukewarm about WotLK Classic, so re-doing the panda starting zone this time seemed like a no-brainer.

I'd actually only been through the Wandering Isle once before, about three years ago, so I was happy to pay it another visit. I also thought it would be interesting to do it as a monk this time, since I didn't create my first monk until BfA and therefore had no idea how different the class was going to be in its initial iteration.

The first difference was in fact immediate and very noticeable as my first ability was a move called "Jab" that actually hit my opponent with my staff, which I thought was delightful. In retail, monks don't use their weapons for anything, ever (which also makes the first Pandaren quest, which asks you to pick up a weapon and show that you can use it, quite nonsensical).

I made it to about level five, slowly jabbing things to death, when it occurred to me that while the Wandering Isle was very pretty, it was also quite boring to hit things to death so slowly. It was only then that I realised - oh right, we're in MoP, where you learn new abilities automatically and I guess they don't even show up on my bar? (Looking back, they did used to go on your bar in original MoP if there was space, so maybe this is just a bug.) Checking my spell book actually revealed new abilities I hadn't even realised I had access to, and that sped things up considerably, even if it was very weird to me to see Tiger Palm be a Chi spender instead of builder, which is the polar opposite of how it works in retail.

I was kind of surprised by how busy the island was, because on a lark, I had decided to create this "throwaway panda" on Hydraxian Waterlords, my old RP server home. Even though it was soft-merged into the regular PvE servers back in Classic BC and was meant to be closed down entirely in the run-up to Wrath, it's somehow still there, not just not closed, but not even locked for new character creation like most of the other old servers are. I figured it was going to be more pleasant to level in this more quiet environment without too much competition for mobs, so still seeing ~40 characters in the zone every time I played was a surprise.

When I got to Stormwind on the other hand, there were only about ten people there, and the auction house looked mostly empty. I wonder if there are any genuine holdouts still playing on this server or if it was mostly players like me who decided that levelling a throwaway character was more pleasant to do in a low pop environment.

A hot air balloon flying away from Shen-zin Su, the giant turtle carrying the Wandering Isle.

But I'm getting ahead of myself. Completing the storyline on the Wandering Isle, it was still a bit too linear for my personal taste, with a lot of running about, but overall pleasant. It's probably a better "island introduction" to the game than Exile's Reach to be honest. I was kind of surprised by how emotional the ending still made me.

The Alliance intro for Pandaren was new to me and was actually pretty funny! You meet with King Varian and he lectures you a bit about what it means to join the Alliance, but finishes by asking you to spar with him, because he's curious about the Pandaren fighting style. Now, when this duel starts, he has a buff that gives him 100% dodge chance, so all your attacks miss and he taunts you about it. Until... one hit suddenly goes through, and you get this slow-motion cut scene of him falling backwards and your companions looking absolutely horrified that you just punched the king of Stormwind, which I thought was hilarious. He just laughs it off and simply wanders off afterwards.

Anyway, with my free mount claimed and nothing else about the pre-patch looking particularly appealing, I'll probably coast by just doing those cooking dailies until the expansion releases properly and I can start my journey to the Vale. Though probably even that will have to wait at least a week or two, as I have no particular desire to compete with the launch day crowds.

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.

24/02/2025

Zekvir's Lair

If I recall correctly, Zekvir's Lair was promoted pre-expansion as being somewhat similar to the Legion mage tower challenges. I didn't play during Legion, and as I've stated previously, I'm generally happy to play at a somewhat more chill pace nowadays, but I do like a personal challenge occasionally. My personal journey to and through Zekvir's Lair has been quite an interesting one I think.

The husband and I didn't exactly rush to level cap, so it took a little while until we even considered visiting Zekvir's Lair for the first time. I think it was around the time that people were farming it to get quick vault credit for completing eight delves a week. If people are farming it eight times a week because it's easy, it can't be that much of a challenge, we thought. We went in together... wiped a few times on normal difficulty and then left again, deciding that clearly what we were doing wasn't working.

I decided to read up on the fight a bit and soon decided to give it another go by myself on my protection warrior, which quickly led me to success. Curious about how other classes/roles would fare, I then proceeded to do the fight on several of my alts as well.

As I levelled more characters to 80, it became a sort of tradition for me to have them fight Zekvir. It may not be that hard a fight on normal mode, but if you're someone like me, with a lot of alts you don't really know how to play, it pushes you towards learning a bit more about your class and spec. It won't teach you your optimised damage rotation, but it does encourage you to take a look at your action bar and figure out which buttons increase your mobility, which ones reduce your damage taken, and which ones temporarily increase your damage output.

At the time of writing this, I have all but one class at 80 (the slowpoke is my mage) and they've all done Zekvir's Lair on normal.  Even my crappy subtlety rogue, whom I still don't know how to play, got him down eventually, even though it took more than a few attempts. The point is though that you don't need to do great dps to beat him, you just need to figure out how to move and memorise both your offensive and defensive cooldowns, which I eventually managed to do.

I didn't give the hard mode much thought for the longest time. A guildie posted about beating it relatively shortly after the expansion launch, but at the time I didn't even know what the heck they were talking about so it didn't mean much to me. At some point I must have stuck my head in the door out of sheer curiosity, was probably killed by auto-attacks within a few hits, and decided that this was something to come back to at a later time.

With patch 11.1 creeping ever closer, I decided a few weeks ago that it was finally time to look into beating Zekvir on ?? difficulty properly (since there are feats of strength tied to doing so before the next season). I figured it couldn't possibly be too bad now with my prot warrior having geared up a bit to about 620 item level - but I failed horribly. I could just not do enough dps to get the egg down, and the slows from Zekvir's spit were also giving me trouble.

I decided to do a bit of research again, and while people had a number of tips for how to do better as a warrior, the general consensus seemed to be that the fight is a very different experience depending on your class and spec, and that prot warrior was one of the weaker ones for this particular challenge. Maybe I levelled all those alts for a reason after all, I thought... and decided to put them to the test.

I gave the fight a try on my warlock next. You may recall that warlock was another class that I didn't get on with while levelling... but when she hit 80, it was strangely as if somebody had flipped a switch and she suddenly turned super powerful overnight. I did an Awakening the Machine and everything absolutely exploded, even though I had no idea what I was doing. I tried Zekvir on normal mode and it was an easy one-shot, even though I had never even cast Demonic Circle before.

Giving Zekvir ?? a try on the lock didn't seem like that much of a stretch as a result. And I did feel immediately that it went a little better than on the warrior, but killing the first egg was still a bit hit and miss. Now, this character was actually around 35 item levels below the warrior, but I thought I had read somewhere that the fight scaled with gear anyway. I decided to double-check that, and it turned out to be wrong, so I took a break to do a bit of gearing up. I returned with an item level of just above 600, and my performance at egg killing did feel improved... but still not 100%, and other weaknesses of the class became more apparent now:

  • Zekvir's melee attacks hit ridiculously hard, and as a clothie I would often die to random auto attack crits that had nothing to do with mechanics.
  • My movement speed felt slow and I had difficulty dodging out of the deadly one-shot cones.
  • While Demonic Circle worked to cleanse the snare from Zekvir's spit, it was only off cooldown for every other cast. Now, the theory here is that Brann in healer mode can cleanse the others, but his AI is kind of... inconsistent. I'd get the debuff, wait for a second to see if he'd cleanse, he didn't, and since it ticks for so much damage that you can't just wait around, I'd teleport back to my Circle, just to see his cleanse go off at the exact same moment after all... and then I had nothing for the next cast and would wipe. It just felt too unreliable and I found myself wondering whether there wasn't a class with an even better toolkit for this.

I eventually landed on windwalker monk, since this was a class/spec I actually felt I could play at a decent level. (I later read that ret pally might be even better, but my paladin is holy and I have no idea how retribution works at the moment.)

There was a bit of trial and error here too as I had to adjust my talents, but the experience immediately felt a lot better. With Tiger's Lust and no fewer than three charges of roll I had great mobility and didn't have to worry about Brann's skill at cleansing. Touch of Death made every other egg trivial to kill. However, progress still felt glacial, and after seeing comments that the recommended item level for hard mode Zekvir was apparently around 620 or so, I decided that more gearing up would still be helpful (I believe my monk was around item level 608 when I started).

So the next week I spammed bountiful delves pretty much daily. I had taken part in a lot of world activities but hadn't actually done that many delves, so I had dozens of keys saved up. It was remarkable how quickly I was able to get myself into a full set of champion gear, even while being dependent on RNG to an extent. I couldn't help but wonder if this was what my delve-loving guildies' experience of the expansion's early weeks had been. Aside from the delves, I also farmed valorstones wherever else I could get them, from buried wax and Siren Isle weeklies to world quests. After claiming my prize from the great vault the next week, I stood at a pretty solid item level 616.

And then I got serious about progressing the fight, parking my monk at the entrance to Zekvir's Lair and getting some attempts in whenever I had some time and could stand it.

This turned out to be... an experience. The extra gear meant that I was finally able to kill all the eggs almost all the time, but that didn't stop me from still finding other things to die to. It didn't happen nearly as often as on my warlock for example, but there were still times when Zekvir would just randomly crit with his auto-attacks and flatten me for no particular reason whatsoever. Sometimes I just failed to dodge a cone... usually when an add spawned on the little raised dais at the back of the room, which made moving to and from it less smooth. At other times, he just had to spawn an add at the complete opposite of the room and then cast every single ability to block my path consecutively. It felt so random and was infuriating.

Now, the truth is, there is a lot of randomness to the fight and you can absolutely get screwed over by RNG, but you can also mitigate some of those issues by just playing better. Positioning matters a lot for example - by keeping Zekvir in the middle of the room, the egg should never be too far away, no matter where he spawns it. But there was just so much going on in terms of dodging, running away, closing in again, finding where the heck Brann dropped his last set of health potions... it was exhausting and made me feel very old.

On Saturday I dedicated several hours to practising the fight, but quickly found myself demotivated. After more than fifty attempts on my monk it still didn't feel like I had made significant progress. Sure, I'd get into phase two every so often, but then I'd just wipe within ten seconds on the next attempt. It didn't feel consistent and like I was progressing at a good pace.

I thought about just abandoning the whole idea, but the sunk cost fallacy kept pulling me back in. Surely I hadn't spent all those hours grinding gear for nothing? Would I really have to go into the next season admitting failure after coming this far?

I kept looking for more ways to improve. I actually enchanted my gear and cooked some buff food, something I usually never bother with. I looked up a guide for how to dps as a windwalker - I thought it was interesting that every guide for Zekvir tells you that it's a marathon and not a dps race... but because you need to dance so perfectly for close to ten minutes, being able to shorten the fight even just a little, having one less egg phase and so on, made quite a noticeable difference to me.

I also decided that instead of banging my head against the wall for hours, I was going to limit myself to just a couple of attempts at a time, and then do something else for a bit, as I'd noticed that my first try of any given play session was usually the best, with my performance in subsequent attempts often deteriorating. By enforcing these breaks, I was able to make more attempts with a calm mindset and started to get to phase two more consistently.

The thing that killed me there most frequently were the "fucking fear balls" as I once swore out loud while my husband was looking over my shoulder. I even kept thinking about what an unfair mechanic they were, shooting out of his body at random angles at high speed, without giving you as much as a chance to dodge. Imagine my amazement when I finally realised that there was actually a visual indicator for where they would appear before they spawned, and that I could therefore dodge them reliably after all.

And today, it finally happened. I logged on in the early afternoon with the goal of just giving it one or two tries... and finally got him down after what must've been around 150 attempts across all characters over the last few weeks. My hands were shaking when the achievement finally popped, especially as I'd made a big mistake during the last few percent of the fight that had almost killed me.

Shinfur the monk earns the achievements "Let Me Solo him" and "Hunting the Hunter" for defeating Zekvir on ?? difficulty before the release of War Within's season two

I may be getting on in years but it's comforting to know that I haven't lost my reflexes completely yet, and I can still be unnecessarily stubborn as ever. I also feel properly ready for the patch now.

P.S.: The husband and I also did all delves on tier 11 over the course of the past few weeks. That was less of an adrenaline rush, but still required some care and patience at our item level, and I was still quite pleased with that achievement as well. According to Data for Azeroth, fewer than 1% of people have that achievement right now compared to 6% for Zekvir.

29/05/2024

Draenei Heritage

It tickles me that every post I made on this blog in May has been about a different version or mode of World of Warcraft. First I talked about Classic Cataclysm, then Hardcore, then the upcoming War Within, then Classic era, and finally Pandaria Remix. The only thing missing at this point is something about what's currently going on in regular Dragonflight, so why not do that?

I wrote a little about what I thought of various heritage quest lines last year and always meant to continue doing more of them, but other things ended up distracting me and caused that particular project to fall off my radar again for a bit. However, the most recent patch added heritage quest lines for both Draenei and trolls, two races I associate with characters that are particularly dear to me, so I figured it was a great opportunity to have another go at this. I decided to start with the Draenei.

My first ever Draenei lives on the same server as my original priest and has gathered a similar amount of dust over the years. I originally created her back when Burning Crusade came out, and levelled her with a group of friends I'd made early in the game and who also rolled new Draenei alts for the expansion. (I also met them in real life at one point... those were different times. I was always a bit sad that we didn't really manage to stay in touch after that.)

I remember we jokingly referred to our little posse as "The Blue Man Group". One person quickly lost interest in that particular alt, but the rest of us levelled all the way to the cap together from what I remember, even if that meant doing dungeons with a group of four and without a dedicated healer. Our pally tank mostly spent a lot of time healing himself... For some reason I have a particularly vivid memory of us struggling with the last boss in Uldaman due to this but we eventually figured out a way to beat him. (This was before any of us knew about the trick with pulling him into the room upstairs to make add management easier.)

Anyway... even after the group drifted apart, I kept levelling my little blue mage through the following expansions as I quite enjoyed playing her. Though I must have given up in Cataclysm as she was level 30 post-level squish, which would have been something like... 83 in the old times? Which would mean that she saw some play time in Cata, but not enough to get to the cap.

I accepted the gear upgrade at the character selection screen and chose to stay arcane spec, though I was surprised to be presented with this as I thought she'd been frost or fire last I played. Since I'd opted not to clear my quest log, I had a breadcrumb to talk to the guy in the Cataclysm portal circle, which I thought was the introduction to Deepholm, but when I handed it in, there was no follow-up. I decided to go there anyway, first questing in the "regular" version of the world and eventually switching to Chromie Time when things started to go green.

Finishing Deepholm felt like it didn't take all that much time, though it also struck me that Cataclysm really was kind of a low point for the game's questing, regardless of whether you prefer Vanilla's more "worldly" approach to questing or the more modern storylines. By Cata they had streamlined the hell out of the process so there was no exploring or finding quest hubs involved at all anymore, but at the same time the voice acting and cut scenes were still pretty sparse, so you didn't exactly get a "cinematic" experience either... just a looong chain of formulaic quests (always in sets of threes, usually one kill quest, one collect quest, and one that required you to talk to someone, use an item or kill a boss), many of which gated access to things like portals or quartermasters back in the day and required doing on every character.

Anyway, after completing the zone storyline I was still only level 45, so I started doing Therazane dailies for nostalgia's sake, until it hit me that levelling up without collecting any more gear upgrades was probably not a good idea. On returning to Stormwind I found intro quests for Hyjal and Vashj'ir waiting for me, which confused me because surely I must've done at least one of those back in the day? Either way I opted for a bit of questing in Mount Hyjal until I hit level 50, though I didn't get many gear rewards there either.

I just mention this as I've often expressed annoyance with the way Blizzard's scaling really affects your character's performance if your gear can't keep up with your levels, and by the time I hit 50 I reckon my gear was about 40 item levels lower than it should've been once again. Combined with the fact that I found arcane spec confusing and didn't really know what I was doing, this didn't make for the best experience with the combat portions of the heritage quest line.

For example there was one part where I was suddenly put in combat with two mobs and managed to die... on top of a ledge. I spent a couple of minutes trying to get back to my body until I gave up and just took the spirit res, just to be reminded that the debuff you get from that in retail only lasts a minute nowadays anyway. And the final fight with the add waves followed by a boss was quite a pain too. I actually thought it was kind of funny that I complained in the context of the night elf heritage quest line that it felt kind of boring to have three powerful NPC escorts, and as if someone from Blizzard read that, the NPCs you get to help you out in the Draenei scenario do almost nothing and might as well not be there in terms of how helpful they are in combat.

Anyway, my 100th rant about awkward world scaling aside... this quest chain was really good. It starts a little slow, and I was once again reminded that I've become too good at recognising certain voice actors as I immediately spotted Darin De Paul and Max Mittleman again, but things quickly became more interesting.

Because it was such an enjoyable quest line, I don't want to spoil too much, but I'll say that it was interesting that the Draenei quest chain used the same framing device as the orc one, that of a people reviving an old celebration to look towards a better future... though the Draenei's problems are of course a bit different from those of the orcs.

We got to revisit several important Draenei locations, including the Exodar, Auchindoun and Bloodmyst Isle, a lot of known Draenei NPCs returned, and there were some nice touches with the dialogue. For example the Soultender in Auchindoun noted that he could sense that I had "already partaken of our ritual to see the dead", which I think was a callback to that one Burning Crusade quest line which I clearly must have done back in the day. I'm told there are also some dialogue variations for characters that have one of the new red skin customisations. I didn't look up anything until after I'd finished the quest line myself, but I wasn't surprised to find that reddit absolutely loved this one as well.

The ending definitely tugged at my heart strings... though I wonder if anything will ever come of the Draenei's plans to build a new city for themselves in game. Either way, it was a great piece of content that really struck the right tone and did a lot of world building.

08/08/2023

The Returning Player's Plight

It's strange to think that Classic turns four in less than a month, and even stranger to think that I've also been playing retail again (if casually) for almost three years now. I originally started playing WoW in October 2016 - add three years to that and you're about halfway through Wrath of the Lich King. By that point, the game had had a huge impact on me but was also changing a lot already.

Things are certainly very different now, as the last three years of dabbling in retail haven't felt like a big deal at all. What's also interesting to me is that I still struggle to feel properly at home there, even after three years of refamiliarising myself with it. My returning-to-retail journey has been a long and slow one, from the initial desire to just have a quick look at some new stuff and being confused by everything, to falling into a routine playing with my husband with only moderate enthusiasm for the game itself, to slowly starting to work on some goals of my own. However, even now, with me logging in quite regularly to do my own thing without the husband, just for fun, I remain somewhat detached. Even after three years, I still feel like a "returning" player, perpetually confused by the fact that things aren't the way I remember them.

This probably isn't a problem for the average person, but for me those early years in WoW really made a huge impression on me and shaped my ideas of how a lot of things "should" work. This is very apparent when it comes to classes for example. I don't think it's a coincidence that the classes I've played the most since picking up retail again are monk, demon hunter and evoker - all three of which didn't exist yet when I last played WoW in the past. (Okay, monks technically existed during my stint with Mists of Pandaria, but I never played one so I still knew nothing about them.)

It's much easier for me to accept the way a class works nowadays when I've never known it any other way. With pretty much every other class, there's always that feeling of things being slightly off, as I find myself looking for abilities that are no longer there, keep forgetting to use (to me) new abilities and just generally get confused by things not working as I remember them. It's honestly been surprising to me just how strongly some of those ancient memories are influencing my perceptions, even on classes I barely even played back in the day, such as warrior or warlock.

The world of Azeroth has also changed in a lot of ways that makes it confusing to navigate sometimes. This post from 2020 mentions a lot of them, and while I've gotten a little better at finding my way around, it's still an issue for me three years later. On the day I drafted this I was playing a Horde alt for example and found myself wondering where to find the portal room in Orgrimmar. Can you ask a guard where it is? Nope. I tried to instead ask for directions to a place which I knew would require a portal to get to, which did prompt them to mention its existence, but still with no map marker or directions. As it turns out, I had to ask for one specific location that is accessed via the portal room and that then also prompts the guard to tell you where it is.

Or there's that whole zone phasing thing. I appreciate that Blizzard didn't want to do another Cata and just remove old zones whenever they made major changes to them, which is why they introduced the "bronze dragon phases you between different versions of the zone" mechanic, but it's still sooo opaque. I remember flying to Uldum during the Fire Festival on a level 49 alt, clicking on one of the bonfires, levelling up, and having the zone phase around me, with the fires suddenly disappearing before I could click on the second one. I thought I was lagging out at first! It took several relogs and some googling for me to figure out what was going on, that the game had decided to automatically switch me from Cataclysm Uldum to BfA Uldum the moment I dinged, and that the bonfires only existed in one version but not the other.

It's these kinds of things that make me feel tired and estranged from the game. These aren't fun little secrets to uncover, just messy systems that really make you feel confused about what's going on.

The reason I've been thinking about the "returning player experience" recently is that Blizzard added a "welcome back gift" in the latest patch that can be applied to any character of level 60 or lower that hasn't been logged in for at least 60 days. This is independent of your subscription status, so it also showed up for a bunch of my old alts.

If you do pick the "gear upgrade" option, the character is auto-equipped with a level-appropriate set of gear, four 22-slot bags, and teleported to their capital city. Unless you were in BfA or Shadowlands, you also get the option to fully wipe your quest log. Any old gear, old bags, and anything you had in your inventory appear in your mailbox instead.

I tried this on some old alts just to see what it's like and... I can see it being useful. It's not been that much of an issue for me in WoW personally, but as a general rule, a cluttered inventory can indeed be off-putting when returning to an MMO you haven't played in a long time. I don't like the quest-clearing myself since I do like the way my log helps me remember where I last left off however many years ago, but it's fine since that step is optional.

The free gear is an interesting workaround to deal with the broken level scaling and the way many returning characters will find themselves way too weak to fight anything (I've found out that this hasn't just been a problem for me) but I wonder if it's enough of a band-aid. To use a personal example again, I used the gear boost on a level 10 void elf mage that I had literally just created and never played. The starter gear with which she was originally spawned was replaced by much more powerful items, and as I ran around doing my first few quests, I was effectively one-shotting many mobs. However, as my level increased and I didn't get gear upgrades from quests equally as fast, I quickly started to feel weaker again, taking us back to the same old problem of the triad of levelling, gear acquisition and scaling being somewhat broken for players without heirlooms right now.

It's nice that they're trying to be more welcoming to returning players, but at the same time I feel like this is barely scratching the surface of the kinds of obstacles you're faced with if you skipped a few expansions.

19/07/2022

Classic Rogue Thoughts

One of the first things I noticed while levelling my new rogue on era was how good the levelling felt, to the point that I constantly found myself looking for opportunities to play just a little more - and that despite of not being too keen on rogue as a class. I ended up looking back at this post from September 2019, a month after Classic's launch, in which I noted how well levelling in Classic seemed to be balanced, with everything tying into everything else just so.

That was less than three years ago - it's funny how quickly we forget. A few months ago I noted how levelling in BC Classic felt ever so slightly "off" to me, and I did remember it feeling better before the levelling nerfs, but I'd forgotten just how good it feels, with everything always driving you forward.

As for my dislike of rogues, there are mainly three reasons for it: Firstly, I prefer playing support over dps, so therefore I'm not a fan of classes that can't spec into the former. Secondly, when it does come to playing dps, I vastly prefer range to melee - and thirdly, stealth is slooow, especially at low levels.

Fortunately I'm in no rush whatsoever when it comes to this character - after all, it's just me, and as far as the game itself is concerned, Classic era itself isn't going anywhere either. I can take my time slowly stealthing around things without feeling too bad. I think just finishing business on Teldrassil took me almost eight hours of /played.

I'm still not great at being a rogue - which is actually the fourth reason I don't like rogues and which I almost forgot to mention. Rogues are all about careful movement, choosing your targets, going directly for the kill and then disappearing again. When properly executed, this actually feels pretty cool and almost overpowered... but if anything goes wrong, you're usually toast, especially at low levels (WTB Vanish). If you're caught out by an extra mob in the middle of an area you stealthed into, it's not even like you can run away, because you'll be surrounded on all sides. This has already happened to me quite a few times and caused a number of deaths.

However, this is Classic and I've been able to (mostly) take these setbacks with grace, especially since the penalty for reviving at the spirit healer is significantly reduced at low levels. And it's not as if it's been death and frustration all the time. That one time I was sent to assassinate a furbolg chieftain, I managed to sneak into his camp and hide on a grassy knoll until he walked past, at which point I pulled him with my throwing knife and then proceeded to take him out by himself. Perfect assassination! As a bonus, a rare mob walked past as well and could be taken out the same way. (One upside of the levelling zones being very quiet is that there are rares everywhere.)

The level ten rogue quest was also pretty fun. I mentioned in the comments on my previous post that I'd had trouble finding the rogue trainer in Darnassus, but once I did, she sent me to pickpocket from a satyr, which resulted in one of those "I can't believe I've done this zone how many times and yet I never knew this was here" moments as I found myself sneaking out onto a (relatively) thin limb of Teldrassil to steal from a mob that promptly teleported away before I could reach him and then reappeared some distance behind me. I was so startled by this development that I fumbled my movement and plummeted to my death, because of course I did. Death by falling off Teldrassil, once again: very old school.

Also, despite my preferences, the gameplay has actually been kind of fun (whenever I'm not dying). Remembering that Gouge was a good move to combo with Backstab, especially if I failed to open from stealth, was like being reunited with an old friend. Rogues have some very interesting skills, if you're only able to figure out how to best use them.

And all the while I'm keeping an eye on chat to find out more about the community of era. It's not super obvious that there is one if all you do is log on in Stormwind or Ironforge and count the people idling by the bank. My first attempts at selling something on the auction house were all returned to me unsold, but since then I've been successful at auctioning off about half of my finds. I've also seen a couple of guild recruitment messages, as well as someone asking for people for an MC pug. That one almost tempted me to log one of my clones, but ultimately I decided that it's too soon to get dragged into anything like that. I want to observe and learn some more first.

21/04/2022

Dragonflight Announcement

I got to watch the new expansion announcement stream live on Tuesday evening because it actually happened at a convenient time for me. Sadly, all the "live experience" added was a scrolling chat full of the WoW community's worst dregs being juvenile and bigoted every time there were female devs on screen, which was distracting and not in a good way. One star, cannot recommend.

The expansion cinematic was a bit of a weird one. It was of course beautifully rendered as always, and I liked how people got really invested in Stony Tony's fate (or however the golem dude ended up being called in your circles) and were instantly meme-ing about him ("already a better character than the Jailer" etc.), which was quite fun to see. As Rohan also observed yesterday, players who meme affectionately are happy players.

However in terms of content and hype, the trailer felt like a bit of a nothing sandwich to me. Looking back at previous expansion cinematics, they always tended to include at least one of three things:

  • cool fight scenes
  • depictions of one or more of the expansion's new features
  • an iconic lore character

Dragonflight doesn't really deliver on any of those - we do see a bit of the Dragon Isles, but what we see is very barren and not really showing much other than the big beacon thing. And Alexstrasza is technically an important character in lore, but considering that we've been on a first-name basis with her since Wrath, never mind the commodification of dragons in WoW in general, just seeing her fly past and roar isn't really that awe-inspiring anymore, sorry.

The actual dev round-tables were interesting, though my first thought was simply: "God, does Ion look old and tired." The past few years clearly haven't been kind to him. The general presentation style was also somewhat stiff - not insincere, but like everything was heavily scripted, and even with that in mind the general vibe (as I perceived it anyway) was that of people who are a little timid and very aware that anything coming out the wrong way would lead to them being torn apart by the community later. I'm all too happy to acknowledge Blizzard's corporate failings, but it's also impossible for me to not feel compassion for the people who are still working there on the ground because they enjoy what they're doing and who've clearly been having a rough time.

Now for the actual expansion-related content reveals... like many, I was kind of surprised/impressed to see Ion actually admit that they'd heard the feedback about players being sick of all these temporary systems and that they want more long-lasting additions and improvements to the game. And to be fair, a lot of the feature bullet points seemed to indicate that Blizzard have listened!

First off, there's a new race and class, the "dracthyr evoker". This one was a big surprise to me because for all the speculation that had been going on about the dragon theme beforehand, the idea of playable dragons always seemed ludicrous to me. But no, Blizzard are actually doing it! Sorta.

Mechanically, everything about the new class sounds very sound and appealing. It's going to be another hero class with its own starting zone, and it will be a ranged dps/healer that wears mail, which seems like a sensible decision in terms of balance. (Did you know that until now, every single class that has been added to the game since launch has been melee?) The fact that the new race and class are a package deal, meaning that you can't have one without the other, is unusual by WoW standards but again, pretty reasonable under the circumstances and certainly not a novelty in the MMO space as a whole. (The most frequent parallel I've seen people draw here is to the Beorning in LOTRO.)

I have yet to see anyone comment that they really love the aesthetic of these new dragon people though. What's been shown of their animations reminded me of the Worgen (whose animations I used to loathe, though I got used to them over time) and overall the closest thing to these dracthyr that we've seen in WoW before is probably Maloriak, the raid boss from Cataclysm, who was created by Nefarian fusing the body of a young human with the corpse (!) of a dragonspawn. There's even a parallel in the origin story here as the dracthyr were apparently created by Neltharion wanting to combine the best humanoid and draconic traits. It's not a good look, is what I'm saying!

Then there is dragonriding, a new form of flying exclusive to the Dragon Isles, and the mechanics of which appear to be a wholesale copy and paste job from Guild Wars 2's Skyscale mount - honestly, I recognised that even as someone who's never played GW2. I see no shame in copying good features from other MMOs though - it's what WoW used to be good at, after all. I personally can't judge how fun this will be, but it does seem like a potentially neat idea and like it would offer a different kind of non-combat gameplay. The dragon mounts are also supposed to be super customisable. If this takes off (pun intended), we can only hope that it or something similar at least will also become an option for other mounts/in other expansions eventually.

There will be a long overdue revamp for professions, with crafting supposedly becoming more involved - I guess we'll see how that pans out in practice, because WoW's crafting has never been great even at the best of times, so I'm a bit sceptical of whether the team has the design chops to get this right... but I do appreciate them making the effort at least. There'll also be a new "work order" system where you can advertise that you want people to craft stuff for you, and they can even turn your soulbound materials into gear for you. This sounds great! Makes me wish we could have buy or sell orders for general goods as well though, instead of being stuck with an auction house where everything needs to be relisted every two days.

Talents are making a comeback! Now, having lived through times when Blizzard changed the way talents work every expansion, I can't fault people for being a bit wary of this, but the system introduced in MoP never grew on me, so personally I'm happy for them to revisit this. From my point of view almost anything they can do in that area can only be an improvement.

And finally, while I'm sure that a lot of addon lovers won't care about this, as someone who's been playing with the default UI for most of my time in WoW and who generally wants to avoid dealing with addons as much as possible, I was very pleased to hear that they're planning to upgrade the default UI. While they've made some tweaks to things like raid frames over the years, I've generally been quite astounded by how little they seemed to care about the UI, seemingly because they assumed that if you didn't like it, you could always download an addon. Which is an approach that's fine for some things in my opinion, but not so much for the basic window through which the player interacts with your game.

I've been trying to get an idea of how to characterise the community response to Dragonflight, and it's been somewhat difficult, because the reactions have honestly been all over the place, with most of the ones I've seen sitting somewhere in the middle. I guess in a way that's telling in itself, seeing how I used to joke that it was typical of the WoW player base in general to always be hyped for every expansion when it's announced and then hate it two weeks after launch. So things have definitely changed... then again, maybe that will give Dragonflight a chance to prove itself on its own merits instead of having to live up to made-up hype. I don't think it's a coincidence that Mists of Pandaria is now remembered so fondly by many while also having been the expansion that probably had the coolest reception at the start.

I'm also in a strange position myself since I have little interest in classic Wrath of the Lich King at this point (which was also confirmed during the announcement by the way), and it's the first time since Cataclysm that I'm actually an active (if casual) retail player at the time of an expansion announcement and could potentially see myself playing it when it comes out. From that point of view I've got to say that I like what I've seen, even if I'm not "hyped". Things like a new race/class, updating the UI, re-thinking talents and revamping professions are long-term investments in the game - and dragonriding could potentially be developed beyond this expansion (though I'll be honest and admit that I kind of doubt it will be), which to me is a better way of managing the game than the modus operandi of recent years where stuff gets added and then trashed again pretty much on a schedule.