Showing posts with label npcs. Show all posts
Showing posts with label npcs. Show all posts

23/05/2026

Turtle WoW's Version of Gilneas

I said I had one more post about Turtle WoW's custom content coming up, and this is it - about the Turtle WoW version of Gilneas. I'm glad I still managed to make it to this zone before the shutdown (it was designed for levels 39-46) because it was uniquely interesting in the sense that it was the first custom zone I encountered that had a direct retail counterpart.

I mentioned in my post about Grim Reaches that in terms of location and vague themes it had connections to retail's Twilight Highlands, but they weren't exactly the same zone. Gilneas though, that's the same place at its core as in retail: the werewolf-infested kingdom beyond the wall, ruled by Genn Greymane. Somehow, that made the differences all the more fascinating.

A female high elf on a unicorn riding up to the open gate to Gilneas in Silverpine Forest

As I hadn't come across a breadcrumb quest to lead me to the zone, I simply rode over to the Greymane Wall from Southshore and stepped through the now open gate, bursting with curiosity. Visually, it was very much a continuation of Silverpine with slightly fewer trees.

The first quest hub I encountered was a refugee/rebel camp whose residents needed help with fending off the local wildlife and gathering food - pretty standard fare, but it did make me wonder what these people were fleeing from/rebelling against. My eyebrows shot up some more when further down the road, I encountered hostile mobs with names like "Greymane Enforcer" - followers of Greymane are the bad guys here?! What the heck is going on?

Fortunately I didn't have to wait too long to find out what was happening, as the town of Ravenshire contained an NPC called Lord Darius Ravenwood that was more than happy to provide an exposition dump about what the zone was all about. In short, Gilneas' isolation led to famine and unrest, which was only exacerbated by Genn having outsiders that were stuck in his castle whispering in his ear and ultimately led to him seizing the nobility's lands to provide food. After his wife Mia was killed in a riot, Genn completely withdrew from the public, and the population is now in open rebellion.

The first of several dialogue pages with Lord Darius Ravenwood: "I'll try to keep things short. Genn Greymane sought to shield Gilneas from the troubles that plagued the rest of the world. He firmly believed that we possessed the strength and resilience to stand alone, that the outside world brought nothing but strife. And for a time, it seemed he was right. Soon after the completion of the formidable Greymane Wall, the dread Scourge descended upon the North, leaving only desolation and ruins in its wake. However, isolation came with its own trials. Food became scarce, trade collapsed, and the Scourge and worgen began to infiltrate our lands. Despite these hardships, King Greymane remained steadfast, refusing to open our gates. This stubbornness only deepened the divide between the king, his nobles, and his people."

Now, I hated the bit about Mia dying because it seemed pretty much like a copy and paste of Tiffin Wrynn getting a rock to the head, and I don't consider the fridging of female characters a classic trope to be preserved. However, other than that, I thought it was an interesting twist. Genn is no werewolf in this alternate history of Azeroth - in fact, most Gilneans aren't.

This got me thinking about how the worgen lore in Vanilla is a bit confusing - in Pyrewood Village in Silverpine they are basically classic werewolves, living like normal humans by day, but the Scythe of Elune quest chain, somewhat contradictory to this, describes them as these demonic beings from another dimension that were summoned onto Azeroth. I can see on Warcraft Wiki that this has since been recontextualised so that the first worgen were actually druids... but regardless, the point is that in Turtle WoW's Gilneas, the worgen are still more like these strange, demonic creatures that are to be avoided at all costs, not like in Cata where they were made more obviously werewolf-like and Worgen and Gilnean became largely synonymous.

Anyway, to get back to the point - I had a feeling that Lord Darius' quest would result in more story about all that Greymane business, but I made it a priority to explore and do basically every other quest first instead, which led to some interesting discoveries.

In a crypt I found a cult of worgen worshippers that did want to become werewolves, so that idea was also present in Turtle WoW after all. It wasn't quite clear to me from the quests whether they were already capable of turning or were still working towards that part, as they were all normal humanoids and friendly towards me.

The view up towards the tree high atop a mountain in central Gilneas
It took me embarrassingly long to notice because I so rarely look up in MMOs, but the centre of the zone was a tall tree on top of a mountain, and in a cave under said mountain I encountered the Pellars, a word I had to look up. They're kind of... nature-aligned witches friendly to the populace, but also a bit weird. One of them spoke in rhymes for example.

There was also a ruined town where the Scourge had broken through once, and a naga incursion from the south. The beach with the naga was a bit wonky as there was an invisible border where you could suddenly phase, with the current mobs around you disappearing and different ones suddenly popping into existence. It also made me realise that for all the love and care the Turtle devs put into their zone design, I don't think they were very good at beaches, as those always seemed more dull than the ones designed by Blizzard.

Zone map of Turtle WoW's Gilneas, showing the circular design around the central mountain, the town of Ravenshire and Gilneas City on the west coast

Regardless, I did decide to follow what I'd call the "main story chain" eventually, which tasked me with freeing Liam and Tess Greymane - yes, Liam is alive in this one! I already knew that Tess had escaped as I found her hanging out with the Pellars before I actually got sent there, but Liam was chained up at the back of a cave. Rescuing him was pretty tedious as I had to fight my way in, back out to get the key to his shackles, and then back in again - this was probably less annoying when there were more other players around than there were towards the end of my play time. I was half expecting that I'd have to escort him out as well, but escort quests are one thing I didn't see the Turtle WoW devs port over from Vanilla actually, and there wasn't one here either. Liam just finds his way to Ravenshire on his own once you've freed him.

In a nutshell, you then go on to fight some more Greymane soldiers, as well as recruiting the werewolf worshippers and the Pellars to your cause. Then you get given a quest to do the local dungeon, Gilneas City, to "save" Genn Greymane. Yes, it's in quotes in the quest text as well, which gives the game away a bit.

Unfortunately I didn't get to run the dungeon before the shutdown, but I did pop my head in the door and used my hunter's Eagle Eye to look around a bit. I could tell from the map at least that this one wasn't another mega dungeon like Dragonmaw Retreat or Stormwrought Ruins, but much smaller, so I don't feel I missed as much. I also watched a YouTube video that someone recorded of the place and it's basically a few streets full of Worgen and then a tower in which you kill Genn, who I presume has gone mad with grief or something (still not a werewolf though).

The Gilneas City dungeon map, which just shows a few streets similar to parts of Stratholme, leading to a "Greymane Tower"

So I ultimately didn't get to see everything the zone had to offer - there were also a couple of elite quests I wasn't able to complete, and in a small house I found a guy that taunted me with a grey exclamation mark over his head, but at 45 I was apparently still too low to see what he wanted people to do.

However, I do think I got the gist of the zone, and I really enjoyed it. I might even go so far as to call it my favourite of all the Turtle WoW custom zones I played through, possibly outdoing even Northwind and Balor (and I did like both of those a lot as well). The people who designed it really seemed to get what makes a Vanilla WoW zone great, with lots of little stories woven together to form rich tapestry of everything that's going on in the zone, culminating in a big finale in the zone's dungeon, similar to how the lawlessness of Westfall makes you wonder just who these Defias guys are, until you eventually take the battle to the Deadmines. That's pretty much the highest praise I can give I think!

12/04/2026

More Notes from Midnight

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

Delving Deeply

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

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

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

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

Soloing Nullaeus

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

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

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

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

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

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

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

Majestic Beasts and Where to Find Them

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

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

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

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

Nightmare Prey

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

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

28/03/2026

Casual Midnight Endgame

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

Story

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

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

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

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

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

Dungeons

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

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

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

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

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

Delves

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

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

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

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

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

Prey

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

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

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

PvP

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

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

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

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

08/03/2026

The Quiet at Midnight

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

11/02/2026

The New and Improved Exile's Reach

One thing that's always fascinating to me is how little the wider WoW community cares about the starter/levelling experience. I guess it's what you get when you've spent the last two decades fostering an environment where endgame is the only thing that matters, but it still takes me by surprise whenever Blizzard makes changes to what new or returning players see and I almost miss it just because of how little publicity it gets.

One such change that actually already happened a whole patch ago now was a revamp of Exile's Reach, to improve the transition from the tutorial island to the Dragon Isles levelling campaign. I don't know why I suddenly remembered about that the other night, but I decided to start up my US trial account again to make another alt there and see what's new.

I stared in wide-eyed surprise when my little troll hunter loaded in on the boat and instead of finding myself face to face with Warlord Grimaxe, I was greeted by Thrall himself. (I think for Alliance it's Jaina.) Not to mention the two dragons gliding casually alongside the boat, Kalecgos and Wrathion. (Warlord Grimaxe was still there by the way, but as more of a background character.)

A newly created female troll hunter on the boat to Exile's Reach. Thrall is standing in front of her, and Kalecgos the blue dragon is gliding alongside the boat behind him

You can't see Wrathion because he was behind me, gliding along on the other side of the boat. 

The framing is still that you're looking for a missing expedition, but not just any expedition now, but one that was on its way to the Dragon Isles. That... actually works surprisingly well.

You still go through the whole shipwreck routine (Thrall's control of the elements really isn't what it used to be) and all the other minor NPCs you meet along the way are also still there. Grimaxe's daughter also shows up at some point but without any fanfare - instead the person who needs rescuing from the big bad ogre is Wrathion.

The only gameplay change I noticed was that when you get out of the spider cave, the game forcibly breaks your gear. As someone who's kind of OCD about repairing I noticed that immediately, and though I was confused about what had happened, I instantly stopped by the repair guy to get it fixed. Funnily enough, the next quest I was given then said something like "Oh no, your gear was damaged during your last adventure! You should repair it!" and then everything made sense. I guess that's not a bad thing to add to the tutorial.

The final confrontation in the ogre citadel has also been changed, as you no longer need to prevent the raising of an undead dragon, but instead rescue Kalecgos from being mind-controlled. (Though Blizz hasn't been 100% thorough with cleaning up the NPC chatter, as I encountered at least one instance of a character still talking about the raising of an undead dragon.)

A small group of adventurers fight a hostile Kalecgos, who exclaims: "I can't... control my actions! Survive while I... dispel this foul magic!"
After this, instead of a group of Alliance/Horde arriving on gryphons/wyverns to whisk you away to the capital, Kalec offers you a ride to the Dragon Isles, completely skipping the introduction to Stormwind or Orgrimmar. That definitely made me raise an eyebrow, but I can't objectively say that I think it's a bad change. My own nostalgia just wants those places to feel important, but truth be told they haven't been core to the retail experience in many years.

A few months ago I winced at this reddit post illustrating how someone can get very invested in the modern game without having the slighest clue about many classic locations. When I shared it with my guild, the guildie who's gotten the most into raiding and M+ in WoW revealed that he had no idea either where or what Thunder Bluff even was. There's a part of me that wants to grab players like that and shake them, shouting "These places are amazing, you've got to go there and see them!" but realistically, the modern game doesn't work that way.

And in fairness, seeing all the old stuff that people loved in the past is not necessary to fall in love with WoW. I had never played any of the Warcraft RTS games when I started playing in 2006, so I had no idea about who Arthas was or any of the lore behind anything, but I was fine and had fun learning as I went. It seems fair to posit that players new to retail WoW in 2026 can also be plopped directly into newer content without having all the background on anything, as long as the new stuff is interesting and somewhat coherent. And I think the Dragon Isles are pretty good for that. You could do worse than leading players into that as their first adventure.

Of course, they'll get to explore a world that is very different from how Vanilla was twenty years ago. In the classic world, it took a long time to encounter your first dragon, which is very different from buddying up with allied dragons from level one. And that does feel a bit weird to me, but to be honest that's just where the game's lore is at right now. It doesn't have to be bad; it's just different. (Though I do think it's a bit funny that your first lesson about dragons is basically that they're not very impressive and will immediately need rescuing from random ogres.)

Thrall and Wrathion looking up at the citadel on Exile's Reach, with Wrathion saying: "Kelacgos and his power will be theirs if these rituals finish!"

Anyway, I cheated a bit and made a quick trip back to Orgrimmar for my own peace of mind, and also detoured to Valdrakken to pick up some professions. As someone who always enjoys levelling professions I bristled a bit at their complete absence from this tutorial, but then they were always treated as a lower priority feature. And there is a brief intro to them in Dornogal if I recall correctly, which might be a better time for it nowadays so as not to front-load too many systems I guess. Anyway, after that I continued my journey across the Waking Shores as seemingly intended. There's another Winds of Mysterious Fortune event going on right now, so gear drops were aplenty.

Learning how to ride my red protodrake felt a bit weird now that Blizzard basically took away the whole skyriding mini game and it's just pressing buttons on cooldown, but oh well. I guess it's still not bad to ease first-timers into it slowly.

The one hitch I encountered was that I was unable to do Ruby Life Pools as a follower dungeon when I got there. I'd get the loading screen for the instance, followed by the Dragon Isles loading screen, and then I was back at the entrance with a note that I'd been removed from the group. Are free-to-play players not worthy of being boosted through dungeons by NPCs? I found some reports of other people encountering the same issue and finding it odd, but no real confirmation on whether it was an intended restriction for trial accounts or a bug, and whether there's anything you can do about it.

Regardless, I soon hit level 20, the cap for free accounts, and stopped playing. With world scaling I could technically keep going for a while longer I suppose, but I don't think I care enough about seeing the new solo version of the Raszageth fight they supposedly added for levellers as well.

Still, all in all I was kind of impressed, honestly. Obviously the real judges of whether this new experience is any good will be genuinely new players, but it did seem like a real improvement to me. I was sceptical when I first heard about it because I thought it sounded cheesy to shoehorn all these important NPCs into the starter experience for seemingly no reason, but it actually works alright in context. Thrall gave players a quest at level ten in Vanilla as well, so it's really not that strange.

I feel like the changes embrace retail WoW as it is - when you have more of a focus on stories involving named NPCs for example, it makes sense to introduce them earlier on, even if it's in the context of a minor, relatively inconsequential adventure. There's time to learn more about them later, but it makes for a better starting point. And the whole skipping Stormwind and Orgrimmar bit really hurts me as a veteran player but is true to the reality that these old capitals aren't places where anyone spends a lot of their time nowadays - better to just lead the newbies straight to the hubs where there are actually other players.

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.

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).

16/09/2024

I Dislike Delves but Not for the Reasons I Expected

So, hey! My first negative post about The War Within! Like I said, the bad things always take a bit of time to come out. To be clear, I'm still enjoying the expansion overall, but this post is about the one major gripe I have with it so far.

Delves were actually on my list of TWW features I was concerned about, but those original concerns could basically be summed up as me expecting delves to be boring and inconsequential, which is how I felt about Mist of Pandaria's scenarios.

As far as the inconsequential part goes, delves have actually been the opposite: This past week they have been the best way to get gear, giving higher item rating than was even possible to acquire in dungeons or raiding, meaning they were the "meta" thing to do. As I was already feeling only lukewarm about delves at this point, being made to feel like I "should" be doing them to gear up didn't endear me to them any further. But let's start at the beginning.

A bountiful delve icon but instead of a friendly golden glow inside, it contains the Eye of Sauron
I did my first few delves duoing with my husband, and my first impression was actually that they were pretty alright. Unlike scenarios, they didn't throw you into the middle of some ongoing story or overwhelm you with gimmicky mechanics. Earthcrawl Mines, the first delve and the one you get led into as part of the story, was a pretty straightforward little mini-dungeon in the sense that you go into a hole in the ground and clear out some baddies. There were some unique mechanics like the sticky spider webs, but it wasn't too much. I actually enjoyed that it seemed to reward slow and thorough exploration over speed-running, as there were little treasures to be found in every corner.

As we continued to explore different delves, the gimmicks started to ramp up a bit, like the candle circle that shrinks with each step you take. Having the husband yell at me to stand still with the candle while he pulled all the mobs was a bit less fun (thankfully the devs added a "drop candle" button later so I could do that and move too). Then we found that there were delves that were underwater, with constant fear of drowning. Ugh! There are air bubbles you can run through but they are finicky in their respawns and positioning. We had more than one death from drowning or falling off a cliff when trying to pick up a bubble close to an edge. (Why do you die from "falling off a cliff" in an underwater setting anyway?!) These definitely feel like something you shouldn't even attempt without a warlock or underwater breathing potions.

I also kept being a bit baffled by the delves' length, as Blizzard had been promoting them as something quick to do when you only have fifteen minutes, but I don't think we ever managed to do a delve in less than half an hour. They looked shorter than a dungeon based on the map, but every mob was a massive hitpoint sponge that took forever to die, which made things quite tedious gameplay-wise.

At one point the husband and I were about to do Waterworks together when he suddenly felt a bit unwell and wanted to lie down for a bit. I thought I'd give soloing it a try, as we were only on tier four and my item level was way, way higher than the recommended one already, so I figured I was going to be okay even as a healer.

My preservation evoker ended up being absolutely destroyed by the very first mob. I immediately decided that this clearly wasn't going to be worth my time and left again.

On reading around a bit, scaling for different specs, classes and group sizes has apparently been all over the place, and Blizzard has been applying hotfixes pretty much daily that could vastly change your experience even on the same character from one run to the next.

So you simultaneously have people talking both about how delves are a big cakewalk and should really be made a bit harder considering the high-level loot they give, and people saying that the bosses they're encountering are numerically impossible to beat even on lower difficulties. And both groups may be telling the truth, because depending on your class and spec, both of these scenarios, plus a number of ones in-between are all possible.

However, because you don't really know what others are experiencing, people just end up resenting each other over the whole thing, because if they are having an easy time, they think that WoW is full of bad players who are entitled and want loot for nothing, and if they are having a hard time, it's no fun to listen to others humble-brag about their easily earned loot showers while you're being told that you just need to learn to play.

Oh, and I haven't even talked about Brann yet! Brann Bronzebeard is your companion in this first season of delves and just... bloody hell. It's funny to me that Blizzard made such an effort to turn Magni back into a more serious character after how much of a meme he had become in BfA with his constant yells about the wounds of Azeroth, and then they went ahead and turned his brother into an even worse meme. He's just an absolute ball of chaos, firing off random abilities accompanied by voice lines non-stop. It's honestly pretty funny at first, but gets kind of annoying quickly. (I'm not surprised that there's already an addon to mute him.)

I've heard people complain about companion pathing in SWTOR on occasion, but after seeing Brann in action, I feel the SWTOR devs deserve more mad props than ever, considering how much our dwarven friend just leaps and teleports all over the place. "Where is Brann now?" is a question you'll find yourself asking often.

Oh, and unlike SWTOR companions, Brann can only be set to dps or heal, not tank, and his performance in either role also seems completely random, just to add to the pile of massive imbalances already described above. I've heard both reports of him being supposedly absolutely godly, making you unkillable while he's healing, or basically soloing the entire delve for you while dpsing, while others say that he's utterly useless, doing virtually no dps or healing, and that he just dies at the drop of a hat.

So ultimately, what we're left with is a mini-dungeon that somehow takes longer than a regular dungeon, with gimmicky mechanics that are sometimes fun and sometimes annoying. Promoted as TWW's new solo progression path, it can technically be soloed, but you gotta be the right class and spec. Healers (which is what I still main at the moment, but more on that another time) seem to be having a particularly terrible time, what a surprise. I actually think an argument could've been made for this kind of content simply not being designed with solo healers in mind, but apparently Torghast was perfectly fine to do as a solo healer during Shadowlands (I didn't try that myself) so I'm not sure why it's suddenly a problem.

I guess you can always go in with a group, but another thing I haven't mentioned yet is that there's a death counter as well, and if there are too many deaths during the run you lose the big prize at the end of the delve. Just to make sure healers don't have too much fun while doing these in a group either I guess.

It's just an all-around unappealing situation from my point of view, to be pushed into content that seems broken and un-fun in so many ways. I can only hope that Blizzard will eventually achieve some kind of balance for delves, or more importantly that they will lose relevance as the gear rating from other game modes ramps up. I feel like I'm clearly not the target audience for these so having them be the most optimal way to gear up right now is just not something I like.

01/09/2024

Early Musings on The War Within

The War Within's official launch happened less than a week ago, and as usual with new WoW content like this, the husband has been binging hard while kind of dragging me along for the ride, meaning that I've spent most of my limited free time last week exploring the new expansion with him.

So far I've hit level 80 on one character and started levelling a second. I'd heard in a dev interview prior to launch that they'd trimmed down the main storyline to only events they felt were absolutely necessary for players to take part in to understand what was going on, while moving a lot more optional story content into side quests. This sounded reasonable enough to me, but seeing it in action was still kind of weird.

The husband and I started with our usual modus operandi of just doing all the things, which meant that we were level 75 by the time we'd finished the first zone, and keeping in mind that access to a lot of endgame activities is tied to campaign completion, I suggested that we should just push through the main story for the remaining three zones to not delay unlocking this additional content for too long. This resulted in us gaining access to endgame at level 79, meaning that the main storyline plus all side quests in the first zone did more for our levelling than the entire rest of the storyline spread out across the remaining three zones. That was more than a little surprising, though I don't mind having to do more than just the campaign to level up.

It's not as if there is a lack of fun things to do. If anything, I'd argue that the number of indicators for things to do on your map gets a bit overwhelming, especially once you unlock world quests and all that jazz at the end of the campaign. At one point the husband and I touched down in the third zone near some farms where it looked like there were a few world quests right next to each other... but then it turned out that there were more than just a few, plus there were also bonus objectives, and rares kept spawning in, and if you lit a fire in front of any of the many farm houses an NPC would come out and offer you a daily quest - something that was only visible to the original clicker and not to other members of the group and which caused us quite an amount of confusion. We just ran in circles killing and clicking things for what felt like ages and the whole thing just made my head swim.

Overall I've been having a lot of fun though. Not that that's saying a lot - the first few weeks of a WoW expansion are always fun; the discontent with this or that feature usually follows a few months later. Still, considering I had a lot of reservations about what I'd seen and heard about the War Within pre-launch, it's not doing too badly so far. I wouldn't say that all my concerns have been dispelled - while the zones are big and beautiful for example, I'm definitely feeling that difference between overground and underground in my head, with an urge to always return to the one overground zone at the end of each session. We'll just have to see how things feel a few months into the expansion.

I looked back at my first impressions of Dragonflight for comparison, and Blizzard did sadly ditch some of the things that charmed me about that expansion from day one. I loved the boat ride to the Dragon Isles for example, but this time we're back to having to go through an auto-granted scenario, which I can already tell will either be a nuisance in the future (I think of every alt that's been auto-granted the quest telling them to go to the Shadowlands while levelling up) or make it confusing how to actually start the expansion later down the line (to this day, I don't know how you start the Legion story outside of Chromie time).

Dragonflight's sense of hope and optimism coupled with whimsical exploration is once again replaced by a sudden, potentially world-ending threat that overrides everything else. I remember last expansion I saw some lore discussion about just how the Dragon Isles "awakened" so they could be found after being hidden for so long, but this time around there's remarkably little excitement surrounding the fact that we're going to a place that seemingly hasn't had any contact with the outside world in forever. Magni just has a vision of where to go I guess, and Jaina and Thrall know where to point the boats later on in the story. The Earthen reject us as trespassers for about five seconds before we're actually all welcome and wander about as if we owned the place. It's a bit odd in my opinion how much is just taken for granted here.

The "story regression" I was worried about hasn't really been in evidence yet, exactly... a lot of the main levelling storyline actually had a similar vibe to Dragonflight, with conflicts between factions needing to be resolved and people talking about their feelings. The intro scenario though was chock-full of throwbacks to tropes I can't say I've missed, such as having a bunch of death and destruction for shock value, our characters being dumb and accidentally helping the baddie do something awful, and a well-established, powerful character suddenly being completely useless in the face of the newest villain to show how cool the latter is.

Still, overall I enjoyed what I've seen of the story content so far, though I can kind of see at this point why some of it may be a bit too touchy-feely for people's tastes. In Dragonflight, the storyline for the black dragonflight was one of my favourites, as I thought it painted an interesting picture of the messy nature of people trying to change and improve, and the dynamic of Wrathion and Sabellian as both allies and rivals was really interesting. But there was still a plot beyond that, such as the question of who should become the new leader of the black dragonflight, and just what Deathwing had been up to in Aberrus.

In War Within so far, both Alleria and Anduin have an emotional journey in the early questing, but there's very little meat to that part of the story beyond their feelings (if that makes sense) which did feel a bit weird to me. I much preferred spending time with Moira and Dagran, because while they also had a few emotional moments, they were also curious and engaged with the world around them, actually doing stuff and driving the plot forward.

I have been kind of surprised to see a lot of content creators and people on reddit praise the new story to the heavens because while I think it's been engaging and fun enough so far, it doesn't feel dramatically different to me from anything that came before. I've been rather bemused to see Preach for example talk about how this expansion is going to be different and the story is so worth it if you can only prevent yourself from skipping everything... like, are you saying you've been skipping those previous expansion stories that you've done so much complaining about? No wonder you're not enjoying what you're not actually paying attention to; any story is better if you actually engage with it...

I'm very curious to see how reception of The War Within is going to evolve over the coming weeks and months. In some parts I'm seeing huge hype, but I'm also seeing some pushback against it, and anecdotal reports of people's friends lists remaining empty as fewer people have decided to come back for this expansion than for the last one. In the week or so leading up to launch, I was getting absolutely bombarded with marketing for the expac, with every other reddit ad encouraging me to "play The War Within now", and I'm still seeing those ads a week later, while we haven't heard any proud announcements from Blizzard about what a great launch the expansion had.

I thought the call of Chris Metzen would surely bring a lot of old-timers back (and maybe it has; I just don't know), plus Dragonflight's overall good reputation should've gotten the word out that retail WoW has been in a solid place gameplay-wise for a couple of years now. But maybe there's just too much of a divide now between entrenched players loving their new Warbands and those who cynically left during BfA and Shadowlands? The people who are actually playing mostly seem to be having a blast, but is that good enough at this point?