Showing posts with label war within. Show all posts
Showing posts with label war within. Show all posts

15/07/2026

The War Within Recap

I have seven characters at the Midnight level cap right now, and I've hit that point where I feel the itch to do some more levelling again but at the same time don't really want to do it in Midnight. While Blizzard have made improvements over the years to make levelling alts less repetitive, I still think it's a weakness of the modern game that the last ten levels always have to be done in the current expansion (or in timewalking dungeons).

Therefore, I was quite delighted when I logged into my level 70 Worgen rogue the other day, still stationed in Dornogal, and was prompted to do the War Within recap. Something different to do! I was very curious how much XP it would give me, as well as what it would look like gameplay-wise.

I don't know about you, but when I hear the word "recap", I tend to think of those brief snippets at the start of a new episode of a TV show, where they say something like "previously on [show]" and then cycle through a few clips from previous episodes that will be relevant to the current episode. I knew that an expansion recap in an MMO was bound to be more meaty than that, but I couldn't really wrap my head around how it was going to work.

It quickly became clear that a perhaps more appropriate title for the experience would've been something like "The War Within abridged", as the "recap" is basically the expansion's main storyline with a good chunk of gameplay chopped out of it, while still leaving you with a pretty considerable amount of content to go through. I didn't time myself, but it still took me several hours (which included watching a lot of cut scenes; it's probably quicker if you skip them) and my rogue gained two levels throughout the whole thing.

In terms of gameplay, the conceit is similar to lorewalking in that a narrator tells you the gist of what's going on but you are given some of the old quests to play through certain events yourself as well. Instead of Lorewalker Cho (or now Li-Li), it's just a magical flying book, which also serves as a taxi between locations sometimes. Where parts of a longer story are skipped, the book just gives you a brief narration along the lines of "then this thing happened" and off you go to the next step.

My rogue flying across the Isle of Dorn on a giant magical lorewalking tome
The first section on the Isle of Dorn is pretty lengthy and includes the destruction of Dalaran, meeting the Earthen, learning about the Unbound and the big fight at the Meadery. I was wondering just how long this whole thing was going to be if they only took so (relatively) little of the storyline out, but in subsequent zones things sped up considerably.

In the Ringing Deeps we are briefly introduced to High Speaker Eirich , get the cut scene where Magni becomes fleshy again while saving the Awakening Machine from corruption, fight Eirich and that's largely it. Nothing about kobolds or anything like that.

In Hallowfall we are introduced to Faerin and the Arathi but then move on to fighting the Order of Night very quickly, passing through the zone without really engaging with the Arathi's background and culture at all. I also found it noteworthy that the whole bit with Faerin helping Anduin find his connection to the light again was not included either.

Azj-Kahet is again glossed over pretty quickly, and you mainly just play through the section where Alleria, Anduin and you disrupt Ansurek's speech, and then the final confrontation with Xal'atath at the end of the main campaign. As far as the Haranir go, you get to play through the quest where you first meet Orweyna and then they are never mentioned again.

The major patch zones are included in the recap as well but are even quicker affairs, with Undermine being reduced to the few quests where you try to get the Dark Heart from the goblins, and the story on K'aresh basically just telling you that you have to work with Xal'atath for the Reshii wraps before throwing you into the single-player version of the Dimensius fight.

It felt like all the focus was on Alleria and Xal'atath, with everything else taking a backseat. I guess in some way that makes sense, especially if the goal of this recap is to prepare players for the start of Midnight, but I've got to admit it also felt a bit weird, because to me at least, the dynamic between these two was possibly the least interesting thing about the War Within and I cared much more about the parts of the story that told us about the cultures and different societal developments in each zone.

Also, while the argument can be made that a lot of the stuff they cut out was "fluff" or grindy quests, I've got to admit that being left with gameplay that's mostly just listening to narration and watching cut scenes is a bit dull in WoW; it's not really optimised for that kind of experience.

When I first read about the recap on reddit, word was that it was decidedly not good, mainly because of how buggy it was. I'm happy to say that I didn't encounter any major stumbling blocks myself at this point, though it still wasn't exactly a smooth experience. I think I had to relog once to unbug a phase, and while I did get confused a few times because quests disappeared from my quest tracker and I was unsure whether I'd lost the plot, that's a bug that I've also encountered in the regular game several times and which is not limited to the recap experience.

The thing that did disappoint me at the end was when I found out that the recap is a lot more like lorewalking than I expected, in the sense that it's completely self-contained and not connected to the actual War Within campaign at all. So while the game makes you feel like you're getting a speed run through the story, the open world isn't actually updated as it would be if you had done the campaign properly. You may have been to K'aresh to do quests there, but the K'aresh portal will not be unlocked when you finish for example, and you'll still have to go through the proper K'aresh starter experience to unlock it, which is just... why?

The most comical example of this for me was that Dimensius dropped a quest item which the game said I wasn't eligible to use. It turned out that in order to be allowed to turn it in, I had to go back to K'aresh the normal way and do the Dimensius quest again outside of the recap, which just felt bizarre and nonsensical.

I guess I could see the recap experience being okay for players who just want to understand the very basics of what happened in the story, but to me personally it was pretty unsatisfying. At the very least it should count as a proper campaign skip and unlock all War Within content/portals etc. in the open world. As it stands, it left me with the feeling that I'd rather have redone the campaign "properly".

16/03/2026

Exploring Midnight (Professions & Abundance)

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

01/02/2026

Was War Within a Better Expansion than Dragonflight?

With only a month left until the release of Midnight, I wanted to take a bit of time to look back on The War Within as an expansion. (Truth be told, I already wanted to do this a couple of months ago, but other things kept popping up.)

Aside from people who are negative about modern WoW in general, I think you'll struggle to find many who'll say that War Within has been a bad expansion. There've been some ups and downs, as there always are, but all things considered, it's felt like a positive experience and solid addition to the game. However, as far as the question goes just how good it was exactly - I find that one much more difficult to answer.

What makes it particularly tricky for me is that I had a really easy time calling Dragonflight great, and War Within made some improvements that caused me to play even more this expansion, so you'd think I'd obviously consider it also great, but for some reason saying that doesn't feel quite right.

I had a lot of concerns about War Within before it came out, and I'm happy to say that none of them turned out to be as big of a deal as I originally feared. Nonetheless, it's still felt "lesser" compared to Dragonflight in many ways, at least to me. The Earthen actually turned out to be pretty cool, but still not as good as getting a whole new race and/or class. The War Within zones were beautiful, and the world designers did a really great job at minimising the impact of the whole underground thing potentially making things feel oppressive, buuut... I still didn't really like "hanging out" in any of the subterranean zones, always "fleeing back" to the surface at the end of each play session. I may rank Dornogal slightly above Valdrakken as a hub city, but outside the capital, none of the zones felt as homey to me as nearly every Dragonflight zone did. And while I don't think the story "regressed" in any of the ways I had feared, it didn't feel very cohesive either, or even like the proper start of a trilogy to be honest.

That said, there were other areas in which the War Within was really strong. While I may have found the overarching story kind of "eh", individual character arcs were much more well-defined than in Dragonflight, and the quality of the in-game cinematics went through the roof, with incredibly smooth and detailed facial animations in particular (I also think a big reason the Legacy of Arathor side story got so much backlash was that it suddenly regressed to BfA-era weird cartoon animations just for that one quest).

Delves, after being off to a very bad start at least as far as I was concerned, soon turned into the perfect duoing activity for me and my husband and came to dominate our weekly play time for many months.

Professions, which I actually cited as one of Dragonflight's weak points, received changes that completely turned them around for me, and I went from barely paying attention to them in Dragonflight to getting the "Algari Master of All" achievement in War Within for maxing out all profession skills.

Finally, the introduction of warbands in the expansion pre-patch was also huge for me. All my characters becoming connected in a more organic way actually made me revive old alts on long-forgotten servers (since they could now contribute to my warband) and I even levelled one of each class to the level cap, something I'd never done before. (And then I did it again for Legion Remix, but that's a whole other story.)

If we were to look at nothing but raw hours played and number of characters levelled, War Within should be my personal favourite expansion of all time! Why isn't it?

I find myself weirdly thinking back to Burning Crusade and Wrath of the Lich King, the original ones that is. I technically started playing in late Vanilla, but the original Burning Crusade was definitely my "golden era" of WoW. I didn't do all the content and was pretty bad at the game to begin with, but I loved to explore and learn. I've often said that I'm not sure whether the original vanilla endgame would've managed to capture me in quite the same way at the time.

And then Wrath of the Lich King came along, which many still consider the superior expansion, and it occupied this weird space between good and bad for me. I clearly enjoyed a lot of the content as I ran hundreds of random dungeons and daily quests throughout the expansion's lifetime and levelled several alts, but it was also the first time that Blizzard made some decisions that I found actively off-putting, such as taking away my shadow priest main's utility role, or the way the Lich King fight played out.

In a similar vein, Dragonflight was the expansion that really got me back into retail (after some extremely casual dabbling in Shadowlands) and actually made me feel invested in the world and my characters again, even if that didn't necessarily result in hundreds of dungeon runs or whatever. War Within had the advantage of me already starting off at a much higher point in terms of engagement, so that I could roll right up and immediately do ALL THE THINGS, but it didn't quite have the same "magic" for me as Dragonflight did.

Ultimately I think I'd consider them both similar in terms of quality, with Dragonflight retaining a slight edge for me personally. 

How did the War Within compare to Dragonflight for you? Or to other expansions, if you'd rather look at it that way?

26/01/2026

A (Futile?) Endeavour

In my last post about first impressions of the Midnight pre-patch, I mentioned checking out endeavours and being disappointed that they seemed to consist of nothing but two new daily quests in the town centre. I wanted to write a follow-up since I've found that there is more to them than that, but they are messed up in an entirely different way.

First off, I learned that several endeavours are live at the same time, but your neighbourhood has to pick one (if it's managed) or gets one assigned randomly (if it's public). Mine was assigned the dracthyr (with a portal to the Forbidden Reach), but there are also ethereals (with a portal to Netherstorm), grummels (Kun-Lai Summit), mechagnomes (Mechagon) and niffen (Zeralek Cavern).

The endeavours window on the housing dashboard, showing a brief description of the chosen endeavour (Reaching Beyond The Possible), 34 days remaining, a list of endeavour tasks and an activity log

There is an endeavours tab in the housing window now, which shows you a bar to progress and activities to do so, similar to the Traveler's Log. Unfortunately the UI is not very intuitive. Still, once I understood the assignment, I travelled to the Forbidden Reach (now scaled to level 80) and went at it like it was 2023 again: chasing rares, mining Dragonflight ore, opening Zkera vault doors. Since the indicators on the UI weren't very clear, it took me a bit to figure out that the game discourages you from doing the same task over and over as there are diminishing returns on each completion, which is something that sounds sensible in theory but in practice there already aren't that many tasks to begin with, meaning you can quickly run out of things that give points.

Worse, a single person's progress is basically not even measurable. The overall endeavour progress gives you no details about how many "points" you need or have earned, it just has those milestones dividing the bar into quarters, and all my efforts seemed to do virtually nothing. There's also an activity tracker to show you who else has been working on the endeavour in your neighbourhood, and over the past day it's all been me. Before that I saw a few people getting credit for "killing a raid boss" or "doing a delve", which were probably not done specifically for the neighbourhood, and maybe one or two names actually doing things in the neighbourhood or in the Forbidden Reach. I'm guessing the complete lack of visible progress put them off after a while though.

Apparently the progression bar is supposed to have some sort of dynamic scaling, as people in small guilds were able to fill up the whole bar in a matter of days, but if you're in a public neighbourhood where most people don't really care about endeavours and only put down a house because the UI kept nagging them about it, it seems you're just out of luck. Five days into the forty-day endeavour, I reckon we've achieved less than five percent progress. If we wanted to hit the final reward in time for the end, we'd need to be at least halfway towards the first milestone already (12.5%?).

I'm not that bothered because I'm currently not that invested in this housing system anyway, but it's still a shame that the devs have been so far off the mark on this one. I'm sure the numbers will be adjusted eventually, but the whole thing just feels badly thought out. They wanted neighbourhoods to be a thing "for the social aspect" and gave us endeavours as something to work on together, but there isn't even a way to properly communicate with the people in your public neighbourhood.

So far, endeavours have only managed to make me feel more lonely in retail WoW than I've felt in a long time. It seems to be commonly agreed that retail is not good at fostering cooperation and community spirit, but it does generally feel lively enough to me. Dornogal is always busy, and I always see people out and about in the world, whether they are gathering, doing world quests or what have you. However, being the sole person in a public neighbourhood who's trying to progress the endeavour on their own while achieving absolutely nothing is a decidedly isolating experience. If they want this to be viable for public neighbourhoods with mixed engagement levels, they'll have to do a lot more than just tweak the numbers.

My female draenei warrior on her windsteed looking out into the sunset at Founder's Point

22/01/2026

Midnight Pre-Patch Impressions

The Midnight pre-patch landed this week, and I feel like I approach this kind of update with more and more trepidation as time goes by. Where I used to be excited to see what's new, now I just sigh. Oh, all my alts' talents are reset again? Addons stopped working again? These changes always just seem to mean more and more chores.

That said, the addon situation actually wasn't that bad. For all the talk about the "addon apocalypse", I was pleasantly unaffected as someone who never used many combat addons to begin with, and the few utility addons I do have all had updated versions available for once (I think because Blizz disabled the "use out-of date addons" option for this patch from what I read, which forced all the addon creators to get a move on). It's rare that all my addons have been this up to date all at once!

The warband screen was simultaneously an amusing and horrifying surprise. I knew that part of the pre-patch was a revamp of the transmog system, but what I didn't anticipate was that this was going to strip all my characters of their current transmogs, which made the lot of them look like hideous clowns.

Eight of my alts in various horribly mismatched outfits. One of them seems to wear a green Chinese dragon head as a hat, which is hard to beat.
I kid you not, the random shaman alt that I last played through Burning Crusade Chromie Time and who hadn't mogged any of her gear actually looked the best of the lot. We used to make fun of the BC "clown suits" but at least everything you got back then still looked like armour, even if it was easy to end up with a lot of mismatched colours. In modern WoW, so many of the armour sets are these ridiculous fortresses of spires and wings and god knows what, they often look awkward enough when you wear the full set, never mind jumbling pieces from different ones together. Basically, this experience taught me that modern WoW needs trangsmog or we'd all look unbearably hideous.

Bluu the female draenei shaman looking pretty solid in a mix of levelling mail in tones of red, blue, grey and brown

My little BC-levelling shaman actually looking pretty good. 

So I logged into my warrior with the intent to get her good looks back and immediately hit a snag. Over the course of War Within, my six-year-old PC has increasingly started to struggle with retail WoW, with the most common symptom being the game freezing up and the screen temporarily going black for a second or two, before assets start to slowly load back in one by one. Most frequently this happened after hearthing to Dornogal or - you might have guessed it - when I opened the transmog window.

I was hoping that the revamp would result in a more streamlined UI that would perhaps be easier on my machine, but the opposite was the case: now the game actually crashed entirely whenever I tried to open the transmog interface. Fortunately I wasn't the only one who's been struggling with variations of this problem for a while, so Google led me to a variety of tips that were supposed to help: changing from DirectX 12 back to 11, adding an additional command line argument to my Battle.net launcher for whenever I start WoW, marking my WoW folder as "do not index" in Windows... in the end I'm not sure what eventually did the trick, or maybe each step helped a little, but I eventually got the game back into a playable state. It still chugs and struggles with the transmog window, but at least it no longer crashes and I was able to update some looks. Going through all my dozens of alts will be a lot of work though...

Wanting to distract myself from the impending chores, I decided to revisit the random neighbourhood where I had plopped down my house a few weeks ago. It was interesting to have a bit of a look around and see what my neighbours had been up to in their yards. One guy's house was floating high in the air, something I'd only read about previously.

Endeavours were also supposed to finally be live, one of the housing-related features that had initially intrigued me. So I visited the town square and two dracthyr gave me one daily quest each, one to help with smelting some ore via a short mini game, and one to pick up some vegetables from a nearby farm. That was it. I got two pieces of some new currency that I didn't know anything about but which I guess will probably be good for buying decorations. I honestly expected a lot more out of this feature. Something to make us actually leave the neighbourhood and then come back.

Anyway, Midnight is coming. I'd like to write up some thoughts about that in the next few weeks, as well as a little War Within retrospective.

10/01/2026

Bringing Order to the Isles

There's a little more than a week left in Legion Remix, and a few days ago I finished my last achievement for this special mode. According to Data for Azeroth, Bringing Order to the Isles is now the rarest achievement I've got to my name, with less than one percent of all accounts having earned that one. That's rarer than even some of the old achievements I have that are no longer available, such as Champion of Ulduar or The Ancient Keeper, though I expect a few more people will get those last few quests in and tick the box before Lemix ends.

Bringing Order to the Isles required completing all class order hall quests for all classes, meaning both the basic campaign and the quest chain for the special class-specific mount. I had a lot of thoughts on these but I think I'll save those for another post because obviously twelve different storylines and mounts are a lot to talk about!

For this post I'll limit myself to the general experience of playing Legion Remix, especially compared to MoP Remix. Here's my final roster of timerunners and their /played time:

A warband camp screen showing a female Kul Tiran death knight called Kinta, a female blood elf demon hunter called Flerence, a female vulpera shaman called Clar and a female dracthyr priest called AxalA warband camp screen showing a female tauren warrior called Floo, a female worgen hunter called Bith, a female tauren paladin called Bosan and a female Zandalari druid called FangryA warband camp screen showing a female undead warlock called Whie, a female pandaren rogue called Tenderpaw, another female pandaren called Rockpaw (this one a shaman), and a female blood elf mage called Emb

  • Kinta, blood death knight: 4 days, 18 hours
  • Flerence, havoc demon hunter: 14 hours
  • Clar, mistweaver monk: 10 hours
  • Axal, discipline priest: 12 hours
  • Floo, fury warrior: 6 hours
  • Bith, beast mastery hunter: 10 hours
  • Bosan, retribution paladin: 14 hours
  • Fangry, feral druid: 8 hours
  • Whie, affliction warlock: 11 hours
  • Tenderpaw, assassination rogue: 9 hours
  • Rockpaw, elemental shaman: 7 hours
  • Emb, fire mage: 6 hours

I felt a bit stumped initially, having to create twelve new characters when I had just levelled one of each class to 80 this expansion, but eventually I simply opted for some race/class combos that I'd never played before. Coming up with a fitting transmog for each one was actually the hardest part. As you can see, comparatively little play time was required just to level up and get through all the class order quests, with my death knight main being the only one with a significant /played time due to the fact that she did all the zone storylines, dungeons, raids and other achievement-related activities. And yes, I mained a tank again, how strange. It wasn't a choice with a lot of intent behind it; it just kind of happened that way.

Overall, the experience of levelling twelve new alts in such a short time frame felt weird. It's not that it's difficult exactly, what with how fast it all was, but from a gameplay experience it was honestly kind of terrible. I quickly gave up on even trying to sort out my action bars or understanding my talents, because it was all flying past way too quickly anyway. I just tried to remember a handful of buttons on each character and that was it. I'm someone who very much enjoys levelling alts in general, but the way Blizzard actively encouraged you to pump out new ones at speed in Lemix just felt weird. There isn't even a semblance of RPG left in playing that way, you're just trying to catch them all like some sort of Pokemon trainer, while also collecting and discarding shinies like you're in Diablo. It's bizarre.

In general I think I preferred the way the Remix experience was a bit more free-form in MoP last time around. I'm sure all the new structure they introduced for Legion helped with player retention, as the staggered content releases forced you to come back every so often if you wanted to see and do all the things, while the endless infinite research assignments for gear tried to hook into that part of your brain that likes to do dailies, way harder than anything in MoP did. And it worked, including on me! But it also shifted the experience towards being a bit more chore-like as opposed to the way MoP Remix just gave you all the content and was like "have fun, you figure out what you want to do".

And well, there was the whole "levelling twelve characters" side of it of course, compared to the five I chose to level up in MoP. It's weird because the moment I learned that Lemix was going to be a thing, doing exactly this in order to see all the class order halls was something I immediately considered, but only as a kind of "wouldn't it be crazy if I went that hard" type of idea. The fact that Blizzard put levelling one of each class in with the standard achievements for this event felt like it shifted the goal posts in way that I didn't really enjoy, and it's not something I'd ever want to do for a limited-time event like this again to be honest. They asked me to play this one a lot, and I did, but now the only direction for my investment to go in future Remixes is down.

But I guess that's Legion in a nutshell, isn't it? I already observed previously, after levelling through it for the first time in Chromie Time, that I could see why people loved it so much when it first came out, what with the expansion's coherent theme and steady progression with ever rising stakes. Revisiting Suramar was a delight, as I genuinely enjoyed seeing that story and all its characters again. (I love Oculeth!) But after Argus... where was there even left to go?

Doing all the class order halls this time around only drove home just how badly Blizzard screwed this up, actually. It kind of reminded me of how Bioware more or less made you the most powerful person in the galaxy during SWTOR's Knights of the Eternal Throne expansion. It was insane, something that was always going to be a terrible idea in an MMO, even one with a personal story in which you are the hero, because it was a high that wasn't sustainable and climbing back down from that peak was always going to feel bad. (People still grouse about it ten years later.)

And Legion (which actually came out around the same time) did a very similar thing with the artifact weapons and class order halls. I'm not sure the quest to deplete your artifact weapon is still in the game, but basically giving you the Ashbringer and then making you throw it away was always going to feel bad, no matter how they spun it. But the class order halls are just as bad in my opinion! These should always have been a permanent feature, not something for one expansion only.

For any character that was actually played during the Legion expansion it must have felt utterly insane to, I dunno, ascend to Skyhold in the heavens (as a warrior) and then just... stop going there once BfA came around. Same with the "Highlord" paladin no longer caring to hang out under Light's Hope Chapel. It's just nuts that they built the player character up to this level and then just shrugged and expected you to move on from it without a second thought.

I guess in that way, Legion Remix mirrored the vibe of the original expansion. All those achievements to level one of each class made sense in the context of all the unique class-specific content, but no other expansion has that much of it, so it wouldn't make sense to ask people to do it again in whatever comes next, and I expect it will feel somewhat less exciting. My bet is on a Wrath of the Lich King Remix next, to get us ready for returning to Northrend in The Last Titan (the expansion after Midnight). 

31/12/2025

Retail WoW & Me in 2025

What with the 80/20 split in play time mentioned in my previous post, it seems hard to deny that I'm more of a retail player now, even if it still feels weird to me. I still prefer the way many things work in Classic, but with retail being the mode that both my husband and many of my friends prefer, it's easy for me to end up spending more time there.

I'll have to change the way I do the character round-ups this time, since we got the new warband character selection screens this year! It's technically still possible to take individual shots of each character by dragging them out of their groupings, but that's too much extra effort for me, so I'll just follow the groupings I've created for myself in this post as well.

Oh, and I've decided that I'm not going to get into Legion Remix at all in this post. I'll just note that I created twelve new characters for it, most of whom have had very little play time, have no professions (since those are disabled in Remix) and I don't quite know yet what I'm going to do with them going forward. I intend to make a separate post about that whole experience later down the line. Meanwhile, let's look at the best of the rest:

Mains

A warband camp screen showing a female dranei warrior called Milita, a dracthyr called Shindragosa, a female lightforged draenei priest called Tilarea and a female pandaren called Shinfur

My main warband screen contains the four characters that I've played the most throughout the year.

Milita - Quel'Thalas

  • Level 80 draenei warrior
  • 16 days, 16 hours /played (+11 days, 23 hours)
  • War Within professions: 100 Blacksmithing (+17), 100 Mining, 48 Cooking (+12), 139 Fishing (+91)
  • Other professions (changed from 2024 only): 66 Outland Blacksmithing (+66), 15 Cataclysm Blacksmithing (+15),  5 Kul Tiran Blacksmithing (+5), 58 Dragon Isles Blacksmithing (+58), 300 Classic Mining (+5), 75 Outland Mining (+75), 75 Cataclysm Mining (+62), 28 Pandaria Mining (+28), 14 Kul Tiran Mining (+14), 100 Dragon Isles Mining (+100), 7 Outland Fishing (+7), 4 Kul Tiran Fishing (+4), 7 Archaeology (+7) 

Towards the end of last year, the warrior I levelled in MoP Remix was still kind of transitioning into being my new main, but 2025 was definitely her year entirely, as no other character came close to accumulating even half as much play time. At the start of the year I was still tanking M+ dungeons for guildies, but I dropped M+ entirely at the end of season one, for a variety of reasons. I continued to have lots of fun duoing delves with the husband though, which probably took up the majority of our time. I also did some work on professions though, some of which I talked about in this post. (No, that second Thunderfury binding still hasn't dropped.)

Shindragosa - Azjol-Nerub

  • Level 80 dracthyr evoker
  • 27 days, 2 hours /played (+2 days, 13 hours)
  • War Within professions: 100 Leatherworking (+17), 100 Skinning, 100 Cooking (+27), 250 Fishing (+106)
  • Other professions (changed from 2024 only): Legion Leatherworking 3 (+3), 218 Classic Skinning (+89), 69 Outland Skinning (+8), 5 Pandaria Skinning (+5), 31 Draenor Skinning (+31), 100 Legion Skinning (+15), 36 Kul Tiran Skinning (+6), 31 Kul Tiran Fishing (+1)

I still feel attached to my Dragonflight main because I loved that expansion so much, but she got the least play time of the four characters in this group because preservation evoker just hasn't felt good to play for me ever since War Within dropped. It's not terrible, it's just felt slightly off all expansion, leading me to prioritise my priest whenever I felt like healing.

Tilarea - AN

  • Level 80 lightforged draenei priest
  • 12 days, 9 hours /played (+4 days)
  • War Within professions: 100 Tailoring (+35), 100 Enchanting (+39), 39 Cooking (+18), 88 Fishing (+15)
  • Other professions (changed from 2024 only): 75 Northrend Tailoring (+44), 75 Cataclysm Tailoring (+30), 76 Dragon Isles Tailoring (+2), 300 Classic Enchanting (+204), 51 Outland Enchanting (+25), 25 Cataclysm Enchanting (+10), 78 Dragon Isles Enchanting (+4)

... this being the aforementioned priest. She remains that character that serves no particular purpose in our little group's adventures; I just really like playing holy priest sometimes. I also did some real work on her professions this year, levelling up enchanting and tailoring skills from several old expansions. 

Shinfur - Earthen Ring

  • Level 80 pandaren monk
  • 4 days, 20 hours /played (+3 days, 16 hours)
  • War Within professions: 100 Mining, 100 Engineering (+17), 36 Cooking (+30), 63 Fishing (+59)
  • Other professions (changed from 2024 only): 12 Classic Mining (+12), 7 Legion Mining (+7), 3 Classic Engineering (+3), 5 Outland Engineering (+5), 6 Draenor Cooking (+6) 

The monk I levelled during MoP Remix ended up supplanting my human monk from Shadowlands somehow, maybe because I'd levelled the latter primarily as a healer while this one gets played as windwalker all the time. She's the one dps character I have on whom I feel moderately competent and who was also the one on whom I beat Zekvir's Lair on ?? difficulty.

Melee dps alts

A warband camp screen showing a female night elf demon hunter called Mehg, a female undead death knight called Hekatie, a female worgen rogue called Grogue and a female human paladin called Isadora
I've had kind of mixed feelings about my melee dps alts all year. I mostly decided at one point that I wanted to have one of every class at 80, plus more alts allowed me to work on more professions. But when push comes to shove, I only have so much time to grind delves or whatever other gameplay to gear up, which was mostly invested in the mains, meaning all of these ladies came out only now and then whenever the mood struck me.

Mehg - AN

  • Level 80 night elf demon hunter (+8)
  • 12 days, 12 hours /played (+1 day, 15 hours)
  • War Within professions: 100 Mining (+70), 100 Jewelcrafting (+75), 40 Cooking (+40), 53 Fishing (+53)
  • Other professions (changed from 2024 only): 290 Classic Mining (+274), 39 Outland Mining (+39), 44 Cataclysm Mining (+17), 11 Classic Jewelcrafting (+11) 

Hekatie - ER

  • Level 80 undead death knight
  • 12 days, 16 hours /played (+17 hours)
  • War Within professions: 100 Herbalism, 100 Inscription (+29), 43 Cooking (+13), 63 Fishing (+21)
  • Other professions: no changes this year

Groghue - AN

  • Level 80 worgen rogue
  • 3 days, 15 hours /played (+17 hours)
  • War Within professions: 100 Herbalism (+13), 105 Skinning (+35), 25 Cooking (+25), 12 Fishing (+12)
  • Other professions: no changes this year 

Isadora - Norgannon 

  • Level 80 human paladin (+61)
  • 3 days, 8 hours /played (+1 day, 10 hours)
  • War Within professions (new in 2024): 44 Blacksmithing, 100 Mining, 25 Cooking, 30 Fishing
  • Other professions (changed from 2024 only): 43 Dragon Isles Blacksmithing (+43), 15 Northrend Mining (+15), 94 Dragon Isles Mining (+94), 23 Dragon Isles Cooking (+23)

The paladin (who was the very first character I ever created, located on a German server) probably had the most interesting journey as I decided to level her up on a whim during a Winds of Mysterious Fortune event

Ranged dps alts

A warband camp screen showing a female human hunter, a female human warlock and a female draenei mage
Yes, that's right, there's only three of these! I guess there's a job opening here for whenever I hit level 80 on another ranged class.

Tharisa - AN

  • Level 80 human hunter
  • 5 days, 19 hours /played (+1 day, 4 hours)
  • War Within professions: 88 Leatherworking (+32), 100 Skinning, 32 Cooking (+6), 53 Fishing (+20)
  • Other professions (changed from 2024 only): 20 Outland Skinning (+14), 53 Legion Skinning (+4)

Hunter is a class I kind of want to like and play more since I loved classic hunters so much, but for some reason Blizzard just keeps making the retail version of the class worse and worse. I still think that turning survival into a melee spec in Legion was a mistake, and trying to take MM hunters' pets away in War Within just to appease raiders was even worse. They just don't seem to have any kind of clue what hunter players want from the class, and this reddit post on the subject I saw this year really resonated with me.

Willowie - QT

  • Level 80 human warlock (+6)
  • 1 day, 16 hours /played (+1 day, 3 hours)
  • War Within professions: 100 Alchemy (+52), 100 Herbalism (+38), 37 Cooking, 45 Fishing
  • Other professions (changed from 2024 only) 2 Classic Alchemy (+2), 11 Classic Herbalism

My perception of warlock gameplay tends to oscillate between "this is terrible" and "wait, this is fun" but then Blizzard changes something again, I get confused and lose interest again. This is the warlock I levelled in MoP Remix by the way. 

Daerys - Darkspear

  • Level 80 draenei mage (+10)
  • 31 days, 6 hours /played (+21 hours)
  • War Within professions (new in 2024): 100 Mining, 53 Jewelcrafting, 25 Cooking, 1 Fishing
  • Other professions (changed from 2024 only): 4 Legion Mining (+4), 6 Legion Jewelcrafting (+6) 

Honestly, I just levelled this one so I would finally have all classes at 80. And so someone could wear the banging tier one mage transmog once I'd finally completed the set. 

Tank and healer alts

A warband camp screen showing a female night elf druid called Berrine, and two female dwarves, a paladin called Helena and a shaman called Shimeri
Yeah, so... I already have a tank and two healers in my "mains" group, how much time could I realistically have left for these guys? They just exist for the occasional change of pace at this point. 

Berrine - QT

  • Level 80 night elf druid
  • 2 days, 16 hours /played (+1 day, 5 hours)
  • War Within professions: 100 Herbalism, 100 Skinning, 1 Cooking, 32 Fishing (+16)
  • Other professions: no changes this year

I'll say that my bear druid came close at one point to getting some more play time, after I kind of ran out of things to upgrade on my warrior main, but for the rest of the year Blizzard was very good at drip-feeding me just one more upgrade over and over again, which kept me chugging away at the warrior until the very end of most seasons. 

Helena - Darkspear

  • Level 80 dwarf paladin
  • 4 days, 12 hours /played (+22 hours)
  • War Within professions: 100 Mining, 100 Skinning, 4 Cooking, 9 Fishing
  • Other professions (changed from 2024 only): 7 Northrend Mining (+4), 300 Classic Skinning, 28 Northrend Skinning (+16), 56 Archaeology (+6)

Shimeri - AN

  • Level 80 dwarf shaman (+10)
  • 5 days, 2 hours /played (+18 hours)
  • War Within professions (new in 2024): 93 Alchemy, 100 Herbalism, 25 Cooking, 1 Fishing
  • Other professions: none 

Recent levellers

A warband camp screen showing a female blood elf hunter called Surly and her lynx pet, a female gnome monk called Spinny and a female Kul Tiran shaman called Tidella
The last grouping I'm going to feature here is... a bit of a lie, because none of these have actually been levelled "recently". They had been when I named the group though. 

Surly - QT

  • Level 25 blood elf hunter
  • 5 hours played
  • Professions: none

Surly was originally created because I had picked up a "bound to warband" polearm that I thought would be good for a survival hunter. Not that I ever levelled her that far. Instead I just got a bit of a first impression of melee survival (extremely clunky in the first few levels) and got to revisit the blood elf starting zone (pretty nostalgic). She was also my first test subject for doing Lorewalking on a low-level character.

Spinny - QT 

  • Level 21 goblin monk
  • 3 hours played
  • Professions: 34 Classic Herbalism, 20 Cataclysm Skinning

Spinny was created so I could refresh my knowledge of goblin lore before the release of Undermine. After that I couldn't quite decide where to level next and ended up going nowhere.

Tidella - AN

  • Level 55 Kul Tiran shaman (+1)
  • 2 days, 1 hour /played (+4 hours)
  • Professions (changed from 2024 only): 292 Classic Mining (+186), 9 Cataclysm Mining (+6), 245 Classic Engineering (+105) 

When I first looked up this character I was like "what, I gained a level, I didn't think I even played this character this year" but then I checked the profession stats and oh right, I guess I worked on her Classic mining and engineering at some point. ¯\_(ツ)_/¯

Also ran:

No more warband screens, just two more characters for whom I noted down some minor changes: 

Shinlu - AN

  • Level 71 human monk (+3)
  • 22 days, 16 hours /played (+2 hours)
  • Professions (changed from 2024 only): 12 War Within Skinning (+12)

Again, I hardly remember playing my old monk from Shadowlands this year, but apparently she gained three levels. I think I took her to Khaz Algar and did a couple of easy delves to explore more variants back before they made it so you can see the delve variant of the day on the map.

Eartha - AN

  • Level 52 earthen shaman (+26)
  • 8 hours /played (+6)
  • Professions: none 

Finally, this character! I mentioned last year that I'd created her to benefit from the earthen racial bonus to exploration XP and that I was going to write about that... but then I didn't. We'll see whether I eventually get around to it or not.

26/12/2025

Starting to Wrap Up Legion Remix

Legion Remix has less than four weeks left to run, and I'm slowly starting to think about how to wrap things up. The phased approach Blizzard has been taking with Lemix makes the whole experience a bit odd, as they added a couple of quests with the release of the last phase that are all about how the timeline is collapsing and we need to say goodbye! Except then we still had more than a month left at that point.

I've ticked off all the Lemix-specific achievements except for needing to level four more classes to 80, and there's one lesser invasion point commander that keeps eluding me. Not much to be done about that last one other than going back to Argus over and over again for another roll at the dice.

The whole "levelling all the characters" experience has been nothing but wacky. By character four or five, thanks to the stacking XP bonus, it was no longer a matter of timerunning but more like... time-tumbling. XP was just happening to me. You could no longer call it "earning" experience by any stretch of the imagination. Even with every quest rewarding a gear box, the constantly rising levels made it impossible to keep up with even the game's most basic gear requirements, and the last leg of each levelling journey was once again a painful struggle even in normal world tier as I tried to kill things with gear that's thirty levels too low for the intended difficulty. Your best bet at that point is to hope for an easy carry through some random dungeons and raids, which does work a lot of the time (it only takes one extremely OP person in the group) but not always. Not exactly my idea of fun, which is one of the reasons I've been stalling on the last four characters. But I'm still working on it.

Most other achievements have been easy and unremarkable enough. Do all the quests once, do all the dungeons once etc. I did want to take note of a few that stood out though.

First there was "Building a Heroic Army", which required you to earn 200 points in Withered Army training in heroic world tier. The trick there is that your Withered don't scale at all and are basically a bunch of fragile little dudes that will die almost instantly if any mob so much as sneezes at them. This turns the whole thing into a challenge of avoiding mobs that do AoE damage and/or that take a while to kill, while guiding your little "army" through the area in a way that allows you to more or less one-shot any opponents you encounter so they don't have a chance to hurt your guys.

I only really engaged with the Withered Army Training briefly during my first run through Legion, meaning I was vaguely familiar with the system but with no real understanding of the details. I had quite a bit of fun running through normal difficulty a few times to learn the lay of the land and collect the various upgrade chests (even if it's my understanding that these don't really make a difference on heroic mode either). Once I finally felt like I knew what I was doing it only took me two or three more tries to get it right and I felt quite accomplished for finding a good route.

The "Building a Heroic Army" achievement pops up at the end of Withered Army Training
The other achievement that truly excited me was the one to either earn 999 ranks of the inifinte power progression or beat a M+ dungeon on level 49 or higher. I didn't think I was likely to have the motivation to grind out the power ranks (even at the time of me writing this, my Lemix main is only sitting in the 300s), but the M+ way seemed achievable. Together with the husband and a guildie we slowly increased our key level over the weeks as our power levels increased.

Ironically, at the higher key levels I saw way more boss mechanics than I've ever seen while running any of these dungeons in other modes. We failed the timer on our first Return to Upper Karazhan because we'd gone in blind and hey, it turns out you actually need to do mechanics on Medivh!

Our worst week though was the one when we had an Eye of Azshara level 40-something, failed the timer but decided to power through to the end anyway, just to then have to abandon the key at the very end as it turned out the final boss had an unavoidable mechanic that had buggy scaling and would one-shot even players at max gear and power level. (We confirmed this on the forums after a few wipes.)

However, the very week immediately afterwards I got a really easy key, which when we timed it turned into another easy key, which finally turned into a Neltharion's Lair (another easy key) 49, which we managed to time for the achievement. That felt pretty great. 

A pop-up announces that Dagrul the Underking has been defeated, earning the achievment "Putting the Finite in Infinite"

The reason we were always three-manning was that there was unfortunately less interest in this version of Remix in our little guild than last time. For raids we could also only get three to four people together. Still, we managed to make our way through all the mythic raids including Tomb of Sargeras (Archimonde was a pain but we got him eventually).

Mythic Antorus turned out to be the final obstacle and we were pleasantly surprised that we managed both Enonar and Imonar (though the latter was a hilarious shitshow - definitely a memorable experience, especially me always having to push him through his first phase by myself while the other two were put to sleep). The unexpected dead stop came at Aggramar, since we couldn't burn through his first phase before he did his knockback, and since the strength of that move is inversely proportional to how many people it hits, the three of us were always yeeted into space the moment he used the ability.

We eventually ended up building a normal pug for it, which I simply titled "Antorus for all" (since we knew we were capable of doing most of it with the three of us anyway and just needed more bodies). People applied faster than I could click "accept". It was a fun breeze that eventually ticked off my last raid achievements too.

I'll probably want to write another full post or two about Lemix once it's over, similarly to how I did for MoP Remix. The experience of levelling all these characters and playing through their class order hall campaigns has definitely been something. It's also been another generally enlightening reminder of what worked and didn't work about Legion in general - some of which I already wrote about a few years ago, but I think I have an even clearer picture of it now.

09/12/2025

No Guild Housing for Me, I Guess

Housing has arrived in modern WoW, something Blizzard Watch referred to as "the biggest week for Warcraft since 2004". My feeds are filled with screenshots of some admittedly pretty creative houses. Yet strangely... I feel nothing. Except maybe some slight jealousy that people are so clearly excited for something that simply seems to do nothing for me.

The thing that had me the most intrigued about WoW's version of housing was the promise of guild neighbourhoods and endeavours, as the things I read about those things reignited fond memories of tending to our guild stronghold in Neverwinter for me. That not all of these features are part of the early access is fair enough, but unfortunately I also learned that a guild neighbourhood will require ten continuously active players to be maintained, or else it will be closed down.

It's not entirely clear to me how "active" will be defined in this context, as Blizzard has understandably been cagey about restrictions that could generate any negative press, but it's clear that it won't work like creating a guild, where you just need ten people to sign the charter at the beginning and then everyone but one person can leave and the guild still remains.

Our little guild only has seven active members right now, and while we could probably coax a few friends of friends into moving an alt over to make up the numbers, I wouldn't trust those players to remain whatever definition of "active" is required, and opening a guild neighbourhood just to have it get shut down the moment that tenth player stops playing would just be too depressing. I understand that for logistical reasons there probably had to be some limitations to avoid spinning up too many empty neighbourhoods, but I don't have to like this particular implementation.

So that immediately dampened my enthusiasm, but then everything else about the new housing system also left me weirdly cold. I did the tutorial, bought my first house in a random public neighbourhood, spent a few thousand gold on vendor decos, placed a few of them, and then logged out.

I actually went back to my first post about SWTOR's housing to see whether I felt similarly aimless and confused back when that came out over a decade ago but no, I was actually significantly more excited back then, so I'm not sure what it is about WoW's housing that just seems to miss the mark for me right now. I knew I was never a huge housing enthusiast, but based on how I feel about it in SWTOR, I expected it to speak to me in some way?

The best guess I can hazard is that for me, housing is less about building and decorating and more about a sense of place. Re-reading the above blog post about SWTOR, I had to chuckle at this little tidbit that I'd completely forgotten about: "I did unlock all the rooms on Coruscant though, and promptly felt the urge to throw myself off the balcony just to see if it was possible or if I'd get stopped by invisible walls. (The answer is, I died.) Since it was advertised in the description as offering freedom from safety restrictions, I just had to know!"

I've seen people enthusiastic about the way things work in WoW make comparisons to the Sims, and as someone who went through her own Sims phase about twenty years ago now, building and setting up a house was always my least favourite part of that experience. I just wanted my Sims to have a comfortable space to have their adventures in.

WoW's housing feels like it's purely optimised for builders, with very little sense of immersion and worldliness. Every house is a Tardis whose inside bears zero resemblance to its outside. And while the "neighbourhood" is a space, I was shocked to find that it's a space in limbo. What I mean by that is that I knew it was going to be instanced, but I thought it was going to be instanced the way something like Warsong Gulch is instanced - which still has a marked location on the map, and the instance just allows us to have a little more space on the inside of the instance than there should strictly be available on the world map.

From all the screenshots I'd seen of Founder's Point, the Alliance neighbourhood, I was convinced that it would have a similar sort of entrance somewhere around where Westfall, Duskwood and Elwynn Forest meet, so that people could pretend to have a house somewhere on the edge of either of those zones. But no, Founder's Point is just an island in the middle of nowhere, like Exile's Reach, devoid of any real connection to the rest of the map and only accessible by portal. I hate that, even if I'm fairly sure that it's the kind of thing that won't even register with most players. I thought I was going to be able to plop down a house at the edge of Elwynn Forest. I don't care about living on some random island.

I also thought that we were going to get a second hearthstone, one for an inn as before and one for our new home. Instead there's just a "teleport to plot" button in the housing window. It's convenient, but nobody cares about how any of this is supposed to fit in with the rest of the world.

Lumber, the new crafting reagent to make housing decos, is also weird. I feel like woodcutting should really have been a profession, even if it was a secondary one. Instead you have to buy an axe from one specific vendor, and then this item works as a tracker for lumber while in your bag, independent of the normal tracking UI. Also, all the wood you gather is warbound, so you can't even trade any of it. Why is regular old lumber of all things bound to me? It's just weird.

Finally, maybe the complete lack of utility of housing right now is another thing that's putting me off. SWTOR's strongholds were initially required to access the legacy cargo hold, though I'm not sure whether that's still a requirement now that there are some of those on the fleet as well. Again, I get that the Blizzard devs wanted to avoid another WoD situation where everyone just sits in their garrison all day, but I'd say it's possible that they've perhaps been a bit too aggressive in their efforts to avoid giving housing any utility whatsoever. Would being able to have a mailbox at your door hurt anyone for example?

A female draenei warrior looking a bit forlorn, sitting in a patch of grass next to a small, plain house

I'm not writing the whole feature off entirely at this point - it's very possible that I'll loot a decoration one day that'll make me want to go back to my house to proudly place it on my wall, or maybe I'll suddenly discover enthusiasm for crafting decorations, but right now it just feels like a lot of... stuff with zero appeal to me, which is strange - and a bit sad to be honest, as I'd love to have fun along with everyone else. I know it's easy to say "housing just isn't for everyone" but... it has been for me in some contexts, so the fact that nothing about this particular implementation has clicked for me in this first week has been surprising to me.

16/11/2025

Living in the Moment

One thing I personally find kind of off-putting about the wider retail WoW community is how a large chunk of it seems to spend more time looking forward to the next thing than actually engaging with the current content. Where the Classic community sometimes gets bogged down by nostalgia and wishing they could play the game again like it's 2006, retail content creators often strike me as the opposite, always laser-focused on what the next patch will bring, seemingly in a race to be the first to report on what's new, and by the time it actually goes live, they've already moved on again.

I've been finding it particularly noticeable recently because while we don't have a launch date for Midnight yet, I'd say the expansion is definitely still at least three months away (probably more) but I swear anything WoW-related in my feeds that's not about Classic has been about seemingly nothing else for months already. Don't get me wrong, I'm not going to pretend that I'm not at all curious about what the expansion will bring, but I don't want to hear about every time an NPC passes wind in the Midnight beta either. I like having a vague idea of what's to come, plus maybe a couple of more specific things to look forward to, but primarily I want to see things for myself once the expansion launches! The other day a weird headline popped up in my reddit recommendations and all I could think was: "That sounds like it must be alluding to some major story spoiler or something; I think I'll just scroll past as fast as I can." At times, it can feel like navigating a minefield.

It doesn't help that a lot of the expansion discourse I have seen has been extremely tedious as well. To give an example, as a more casual player who uses minimal addons, I really don't think the removal of combat addons is that big a deal. There are millions of us already playing that way just fine! It's obviously going to lead to some changes, but if this game is good at anything it's constantly changing things around, so hey, it's another day ending in y. Another example would be people getting extremely up in arms about Blizzard being open about wanting to monetise housing the way pretty much every other MMO with housing monetises it. I can understand feeling a degree of disappointment if you were hoping for something better/more generous, but let's not pretend that anything they've announced is hugely surprising if you know anything at all about how housing works in other MMOs.

Meanwhile, I'm finding it weirdly challenging to find people talking about things going on in the game right now. I'd like to hear how other people are experiencing Legion Remix for example! Or if you're not playing Lemix, what are you doing? I've picked up running a few delves a week on alts again and it's wild how absurdly buggy they've been for many weeks now (in a way that actually benefits players too). Brann has become stupidly OP as one of his abilities can one-shot an entire group on tier 11, and several of the delve-specific abilities have become similarly overtuned to a ridiculous degree, such as the phase cutter ability in Archival Assault or the footbomb dispenser you can get from treasures.

At first I shrugged it off as "haha, patch day, right" but it's been literally weeks now and I'm finding it weird how nobody seems to be talking about it. Are we just keeping quiet in hopes that Blizzard doesn't notice? I would have expected their "fun detected" sensors to go off pretty much instantly, and I keep thinking that surely they must at least be aware of this bug and have it their backlog somewhere. Are they just too busy with Midnight and Legion Remix to care about things being wonky in the mainline game, where it's presumably a bit more quiet at the moment?

The funny thing is that it's only because of this bug that I've actually started doing delves on my healers again - I'd previously stopped because while they were doable, they were just too slow and tedious. With Brann one-shotting things occasionally (not all the time, but frequently enough), the pace actually feels much better and fun. I now kind of dread Blizzard actually fixing the bug and taking that away again. With how long they've left it in the game at this point, I honestly hope they just leave it in for what remains of the expansion as well. When Midnight arrives with its gear reset, it's going to be enough of a slog to get geared up and powerful again anyway.

05/11/2025

Legion Remix: What Am I Even Doing?

Legion Remix continues to enthrall retail WoW players, and that includes me. The other week I went to K'aresh for a bit and it was like a ghost town. Rares I'd never seen before were up everywhere, only surrounded by tumbleweeds. Meanwhile in Lemix, seemingly every part of every zone is popping, as are all the activity queues.

Almost a month in, I'm working on levelling my third character, but I'm also feeling a bit lost. Looking back at how I wrote about MoP Remix last year, I actually had similar feelings back then, though I eventually found purpose in replaying all the Pandaria story quests, selective hunting of achievements, and grinding Bronze to be able to buy all the cosmetics.

I thought I'd just do the same thing again this time around, but the changes made to the system make everything hit differently. I feel like I'm getting showered in Bronze as a mere side effect of everything else I'm doing, and I've actually been holding off on buying too many things as I know that some rewards can be earned by simply playing too, and I want to avoid spending currency on an item that I would've gotten naturally a week later anyway. (I read several comments from people who fell into this trap.)

In terms of doing the story quests, the husband and I made our way through the original four zones as well as the entirety of the Suramar campaign, which meant we were "caught up" until today's patch release opened up the Broken Shore. I'm actually not sure how I feel about the more staggered content release cadence they are doing for Legion. I kind of liked how MoP Remix was just completely open from the beginning and everything felt like you'd simply get there when you got there, but I figured maybe slowing some of the rushers down a bit this time around wouldn't be so bad to maintain interest in Legion Remix for a little longer. Now that I'm seeing it in action though - I don't know, it feels like instead there is this unspoken pressure to always do the newest bit of content quickly while everyone else is there, because in two weeks everyone will have moved on again. It's probably only in my head, but either way I'm not sure this change actually feels like an improvement to me personally.

The fact that there's an achievement for levelling one of each class during Remix, combined with my interest in seeing the different class order halls, has made me consider making that a personal goal for myself, but I'm still not 100% sure I've truly got the motivation. Yeah, seeing different class order halls is cool, but the shtick of being made "leader of your order" or whatever less than an hour after creating your character just grates a bit, even with the humorous explanation given by the infinite dragons. My most recent alt is a monk and having famous NPCs like Chen Stormstout or Taran Zhu fawn over a derpy little level 30 vulpera as "Grandmaster" just feels wrong.

Everything's also flying by so fast it kind of makes my head spin. Does playing a few hours to make a number go from 10 to 80 at super speed even still count as "levelling"? Can I really think of these new alts as characters when they have so little history and have had no real adventures of their own? They feel like dress-up dolls for different transmog sets more than anything else.

A female blood elf demon hunter called Flerence stands on one of the floating islands near Legion Dalaran and looks up at fel lightning flashing in the sky

It kind of highlights a problem I have with retail WoW in general: that it gives rewards too quickly and for too little, to the point where they start feeling a bit meaningless and I eventually get sick of them. I used to have a similar problem back when I played Neverwinter, whenever they'd have some sort of bonus event and I'd grind like crazy until I just felt burnt out. WoW does something similar to me nowadays, where they'll provide loads of activities that are quick and rewarding, and I keep thinking "wow, that was fun and took no time at all, I should also do that on my alt" or something along those lines, but even a quick task starts to take up significant amounts of time once you repeat it ten times, and eventually I hit the point where it just becomes too much and too repetitive, so that I end up needing a break. It's like when someone gives you a cookie and at first you just think that's nice but if they then expect you to eat twenty more you'll just want to get away from the craziness eventually.

Remix is like that too, only dialled up to eleven. I definitely enjoy it in small doses, but I'm honestly not sure I can deal with the way it attempts to inject dopamine straight into my veins seemingly every five minutes.

17/10/2025

First Thoughts About Legion Remix

Legion Remix is here and I've finally had a reason to spend more time in official WoW again. As mentioned in a previous post, I wasn't quite sure what to expect - while I enjoyed MoP Remix, the news I'd seen coming out of the PTR about this new installment didn't sound particularly encouraging, and unlike many, I don't have any nostalgia for Legion since I wasn't subscribed for that expansion. I only experienced its story for the first time about four years ago, when the husband and I levelled a pair of demon hunters through Legion Chromie Time, and while I came away with a vague feeling of "I can see why people enjoyed this at the time", it's not the same thing as when you were there yourself.

Anyway, last week "Lemix" finally arrived, and it's been pretty fun! In a departure from our usual tendency to roll tank/healer duos, and considering how superfluous I'd ended up feeling as a healer in MoP Remix, I created a Kul Tiran blood death knight as my first character, and my husband accompanied me as a gnome warlock. I'd forgotten just how fast you fly through the levels in Remix, and we levelled this first set of characters all the way to the cap right there on that first weekend.

A female Kul Tiran death knight sitting down at Krasus' Landing to be face to face with a male gnome

When you have to sit down to be at eye level with your spouse. 

I will say that I was also reminded of some of the things that I didn't like about the last Remix at the beginning - the sheer speed of progression is extremely good at/bad for making you feel larger than usual levels of FOMO, because you log in for the first time on day three and people who've had nothing else to do during that time are already running around one-shotting everything, making you feel like you're hopelessly behind and will never catch up. But of course that's not true - progression is very quick for everyone; I just can't deny that it's a bit intimidating at first. Never mind the prompt on the character selection screen that constantly tells you that there are only X days left in Remix.

I'd also forgotten about my ambiguous relationship with the dungeon rushing meta. Sometimes it's funny to zone in and see some demon hunter just zoom ahead and kill everything before you can even get anywhere close. Other times though it just feels tedious to spend the whole dungeon jogging after someone else, unable to actually contribute anything and possibly not even getting any loot (the Postmaster will only recover certain types of items). It just requires a certain mental adjustment that whenever I zone into a pug instance, I can't expect to have much fun and have to accept that I'm just gonna be in and out to get something specific done/get my participation medal.

(The glorious exception to this that actually made me squee with delight was the Court of Stars run in which I was the one to successfully identify the spy at the end. People have explained to me in the past how that puzzle works, and I figured I'd understood it, but in practice I'd just never been the first one to find and talk to the right NPC. Actually having that honour for the first time felt weirdly validating and exciting.)

Anyway, I'd like to talk a bit about what's the same and what's different in Legion Remix compared to the MoP variant.

Lore-wise, the Infinite Dragonflight is experimenting again and we're time-travelling to help them out. I think the quest writers must have had a lot of fun coming up with explanations for certain mechanical changes that poke fun at the game while also making a weird kind of sense in-universe. Legion is one of those expansions where everyone addresses you as "champion" because the presumption was that your character would've levelled through the five previous expansions and defeated all kinds of potential world-ending threats. How do you reconcile that with dropping a freshly created level 10 into the storyline at this point? Your Infinite Dragonflight companion has answers:

A WoW "talking head" quest pop-up. Moratari, a dragon with a female blood elf visage, says: "I've discovered why you have amnesia! When you entered this timeline, you took the place of "another you," a hero of vast renown."

Even better is what happens a bit later, when you get various quests to do table missions in your class order hall, and she outright says: "Like Eternus mentioned before, this experiment will eventually end. So, we have to be wise about how we spend our time." And then the quest just auto-completes. Considering they included these kinds of mobile-style waiting games in four expansions until they eventually left them behind with Shadowlands, it just cracked me up to have your in-game guide effectively admit that these systems are a waste of time, never mind.

Gear-scrapping and Bronze dropping as a currency everywhere are back, though the latter can no longer be used to increase your item level and only serves as currency to buy cosmetics this time, something that many people requested after the last Remix. I'm actually not sure how the gearing up works this time around. I tried to read up on it but found even the guides a bit unclear. It doesn't seem to matter though as simply doing various bits of content every so often rewards me with gear boxes that increase my item level ever so slightly, so I guess I'll just keep doing that and maybe it'll become more clear over time.

Instead of a magic cloak that constantly increases in power, we got the Legion artifact weapons growing with us this time. This generally seems to work well, except (in my opinion) for the missions to acquire the artifact weapons for your other specs, as these force you to respec and unequip your current artifact, making you feel terribly weak for the duration of those quests. There's also no power transfer to alts this time around, not even a little bit, with the exception of the event's XP bonus.

The tooltip for "Infinite Power" shows that my alt has +83% experience gain but only +1 stamina.
Things that are new are "heroic world tier" and obelisks, which are basically temporary power-ups that sometimes appear after you kill things in the open world. The latter led to one of my most memorable Remix experiences so far as it turns out there's at least one type of obelisk that doesn't actually power you up but summons a doomguard instead that you have to fight. Worse, these have a variety of different abilities, one of which involves them turning the floor to lava instantly and this floor then doing insane damage - that exact encounter and ability were what caused both of us to die for the first time and it was quite amusing and surprising. (For real though, I feel that particular ability needs a nerf. At least give it a cast time so you have a chance to start moving without the floor just disappearing from under your feet instantly.)

Heroic world tier is basically a separate phase of the world where everything has more HP and hits harder. I think you also earn more rewards but I'm honestly not even sure. The husband and I just accepted the prompt to try it out when we were level 30 or 40 and then continued to spend most of our time in there as it made playing as a duo feel a lot more beneficial and rewarding. I hope that this is a sign that my dream of a simple two-phased Azeroth is something they are at least considering for the future. (I'd want one version where you can simply out-level things if you want, and one where you are always in sync with the world, regardless of where you go, instead of the limitations of all the different Chromie Times.)

My death knight fighting a Cove Skrog that glows from having additional Remix-specific buffs

With enough random buffs applied, even regular mobs can suddenly turn into what feels like world bosses. 

After rushing our first characters to the cap, the husband and I are now as usual butting heads a bit about how to proceed. He just wants to binge nothing else while I still want to do other things on the side (such as work on my seasons objectives in SWTOR), even if I'm enjoying myself.

I'm also a bit uncertain just what kind of goals I want to set myself in this Remix. We'll work our way through all the quests for sure, and ultimately I'd like to buy all the rewards from the vendors, but that's not something I'm too worried about at this point, especially as some of them can also be earned directly from gameplay, so I'd like to see where that gets me first.

I'm actually also not that fussed about making my character super powerful to be temporarily OP, but more interested in the class-specific bits of the story I haven't seen before. Legion is an expansion with an unusually high amount of unique content for each class, and I only ever played through it as a demon hunter before. I get the impression that these class order hall stories contain a lot of "side lore" about more minor NPCs, which is very much my kind of jam.

I remember at the start of Shadowlands for example, I was surprised to see the former Inquisitor Whitemane among the ranks of the Ebon Blade death knights, wondering when the heck that happened. I haven't completed my death knight's order hall story yet, but I have found out the answer to that question, so that was very interesting to me.

But do I really have it in me to level another character of every class just to see all the order halls? Even if the process presumably speeds up a lot as your account-wide XP boost grows (I saw on reddit that people have already found out that it caps out at 400%), that still feels like a considerable effort. I'm just going to roll with it for now and we'll see.