Showing posts with label gear. Show all posts
Showing posts with label gear. Show all posts

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the few utility addons I do have all had updated versions available for once (I think because Blizz disabled the "use out-of date addons" option for this patch from what I read, which forced all the addon creators to get a move on).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.

29/10/2025

Turtle WoW: Interesting Changes for a Slightly Different Sort of Vanilla Experience

I've mostly written about Turtle WoW in terms of their custom content and how it compares to real Vanilla WoW, but I wanted to also dedicate some time to writing about mechanical and quality of life changes they've made to the game because I think they've made some interesting decisions in that area.

To begin with, what we call "Turtle WoW" actually runs three servers in the West at the moment, two designated as RP-PvE and one PvP. (There are some Chinese servers as well, but I don't really know much about those.) I actually find it interesting that there are no "normal" PvE servers - you've got to be accepting of roleplaying or GTFO. Now, I don't know how much RP actually happens on these servers - I've occasionally seen people that looked like they might be roleplaying but nothing I could identify as such with certainty. However, it sends a message that the devs support RP and immersion and I kind of like that. It strikes me as a virtual application of the broken windows theory - show that you care about the small stuff and it makes a better environment for everyone.

My hunter is on the older of the two PvE servers because I wanted to avoid the new server crowds on the more recently launched server. It's still plenty busy where I am and I've had no issues finding people to group with.

I also accepted a random guild invite at one point just because I thought the name looked kind of neat and I was curious whether there were any new guild-specific features to discover. The answer to that was yes. I wasn't surprised that guild banks are a thing, considering that's one of those features that everyone but the most hardcore Vanilla purists would be quite happy to import from Burning Crusade, however my ears perked up when I saw people mention a "guild house". My first thought was, WTF, Turtle WoW has housing? How come nobody mentioned that before? Well, the reason is that it doesn't really. What it does have is the ability for a guild to designate an existing inn as their guild's "base of operations" so to speak, and your guild tabard then serves as a second hearthstone to that inn. In that same building, you also gain rested XP at a heavily accelerated rate, similar to what you get while standing under a tent. It may not be "housing" but it's still a neat feature. 

Speaking of tents, I previously mentioned benefiting from the rested XP boost of a tent in Darkshore, but I didn't go into any detail about them (to be fair, at the time I also didn't really know much more about them than that standing under one was beneficial). The Turtle devs added a secondary profession called survival, which is not very fleshed out to be honest - but it does allow you to craft this item called Traveler's Tent, which you can plop down anywhere in the world to let people benefit from a quick boost to their rested XP. There's a two-hour cooldown on crafting them and you can only carry one at a time, so you can't spam them, but there's pretty much always at least one active right outside the gates of Stormwind.

A bunch of lowbies crowding under a tent just outside the gates of Stormwind
It's a lovely way of encouraging player interaction and makes breaks feel more meaningful, but I also like that it's just one more way in which Turtle WoW let's you fine-tune the rate of your XP gains. Basically the tents allow you to almost permanently have an XP boost up if you want it and plan for it, but there are also levelling challenges that intentionally reduce your XP, and you can toggle XP gains on or off entirely via your portrait at any time. Giving players this much agency about just how fast or slowly they want to level has felt very refreshing to me compared to Blizzard's accelerationist approach that likes to just apply huge XP bonuses to everyone to get them to the end already. In Turtle, I made a lot of use of tents earlier on when I just wanted to get to the newer content, but recently I've stopped as I started to feel like I was going too fast. I appreciate the implicit acknowledgement that not all players like to level at the same speed, and that even the same player may prefer to go slower or faster at different points depending on their mood.

Aside from obvious XP adjustments, other changes to questing make it feel smoother and more fun than in "normal" Vanilla, without jumping straight to the extreme streamlining that was introduced in Cataclysm. For example, just the addition of all these new zones with things to do helps to ease any potential stresses about where to go and how to get to the next level. I often hear people say that back in Vanilla, there weren't even enough quests to get you to max level so you had to grind mobs to get there, which was never my own experience. What is definitely true though is that as the available quests become more sparse, you spend more time running around for fewer rewards, and if it's not your first character, you'll be going through a lot of the same quest lines and zones over and over.

On Turtle WoW, due to my exploration of their mid-level custom zones, my hunter is approaching 40 without ever having stepped foot into the Scarlet Monastery or having done any questing in any of the traditional level 30+ zones. It's kind of remarkable what that does for pacing and personal motivation, as this freedom to go to half a dozen different places helps maintain that early explorer energy you have coming out of the starting zones, and you never get that feeling of "oh well, guess it's time for [insert zone you're not particularly fond of] because there's not much else left to do in my level range". It genuinely made me wonder for the first time how WoW's history would have gone differently if they had made the first expansion a lateral one instead of adding ten more levels on top.

Another thing that contributes to a smoother questing experience is a change that took me some time to notice - that quests never go grey; they always stay green. (Or rather, I technically don't know about never at this point, but as I mentioned I'm getting close to 40 and haven't seen one go grey yet.) In line with that, the exclamation marks for low-level quests never disappear, which I feel sends an interesting message: that it's more important to make sure players know where there are stories to see than that they only see what gives them the best XP per hour for their level. I've gone back and done some random low-level quests a couple of times, and while a level five quest won't move your bar much past a certain point even if it's technically green to you, it still felt nice to me. I also noticed that this gets rid of the sometimes disappointing experience of completing a green quest, levelling up before you hand it in and then seeing it go grey and close to "reward-less".

Also filed under "subtle but interesting levelling changes" we have rented mounts. I've written about the turtle mount you can get at level 18, but at some point I also started to occasionally notice low-level players riding around on slow horses with odd tooltips on their buff bar. I eventually figured out that at the gates of some towns, you can rent a mount for a few copper, which then puts you on a horse for five minutes. This may not sound like much, but again, if you're a lowbie wanting to get from Menethil harbour to the other side of the Wetlands, it's actually a worthy investment! It's just another small thing that gives low-level characters more options without completely trivialising travel.

Another unrelated quality of life change that surprised me and made me think "it's actually weird that Blizzard never did this" is changed icon art for some items. Now, it would be unreasonable to expect every single item in the game to have unique icon art and for the devs to never recycle anything ever, but there have definitely been instances of this that tend to feel worse than others. For example the drinks Bubbling Water and Morning Glory Dew share the same icon, but while one is only useful for characters around level 20, the other is an endgame consumable. I have definitely been in situations where I got these mixed up in my bag, sometimes with even more items that share the same icon.

Not on Turtle WoW though, as they gave Bubbling Water a new, different icon. Same with all the spices on the trade goods vendor - I remember back in the day I used to buy the wrong spices by accident a lot, because it was just so easy to get them mixed up since they all look the same. This is a lot less of a problem on Turtle WoW, with each spice packet having been given a different colour. Again, I'm kind of surprised Blizzard never seems to have given this any thought, especially after I heard stories of people using recycled icons to scam people in retail. (The specific case I heard about was during BfA when someone would make people believe they were buying valuable Midnight Salmon but would then trade them comparatively worthless Darkmoon Daggermaw at the last second.)

A trade goods vendor window on Turtle WoW, showing that the icon for mild spices is the traditional brown, but hot spices are red and soothing spices are green

The way things look makes for a good segue to the subject of transmog, which is another thing that Turtle WoW has. Personally I'm someone who enjoys transmog in retail, but at the same time I like Vanilla not having it as I do think it changes the feel of the world around you, so I was quite surprised (and initially a bit put off) that this was a feature that the devs included. However, as I've learned more about it, I've been finding it kind of interesting.

In a nutshell it does not work like in retail where you can transmog very freely by simply paying some gold. Instead every piece of gear requires a special token to change its appearance. These tokens can be bought in the cash shop (naturally) but they can also be acquired via certain material hand-ins and as drops from higher-level dungeons. This means that the feature is generally not used much by levellers and more of a sign of prestige at high level. As a result of that, most people ambling about in town look like you'd expect random Vanilla WoW levellers to look, and only the high levels stand out through their transmogs, and only a very small number of them are ridiculous Playboy bunny style outfits. I'm not sure how I'd feel about this in the long run, assuming that the population at high level and the number of ridiculous outfits increases, but at least superficially this system seems to strike an interesting balance between giving people more options to change their appearance while also preserving a good-looking outfit as something to aspire to.

Finally, the last thing on my list of changes to discuss (for now) is the day/night cycle, which was again something that I only became aware of slowly over time, after first getting confused because I noticed that it wasn't what I expected but couldn't quite figure out yet why that was. Basically what Turtle WoW has opted to do is to treat Kalimdor and Eastern Kingdoms as opposite sides of the planet - meaning when it's night time on one, it's day on the other. I'm not sure of the reason behind this change to be honest. In retail we're not even 100% sure that the map of Azeroth we use is actually showing us the entirety of the planet. I remember there's a globe decoration in Halls of Lightning that people used to cite as "proof" for a while that the continents we know are all there is, but nothing has ever been stated explicitly and you'd think that if there was nothing in the way, there'd be some boat routes connecting the western part of Kalimdor with the eastern coast of the Eastern Kingdoms. Either way, the Turtle WoW devs have locked in on the map we know being all there is to the planet.

There may be more interesting things to discover but these were just some that stood out to me. Most of them are positive in my book, and whatever else you may think of Turtle WoW, I think they've displayed a great understanding of how certain aspects of Vanilla can be improved without harming the overall experience. I wish the WoW Classic dev team was similarly creative with their innovations instead of just coming up with new ways to tweak dungeons and raids.

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.

14/07/2025

Lorewalking Impressions

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

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

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

Playing as Arthas inside the Lordaeron garrison

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

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

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

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

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

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

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

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

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

BRIEF SPOILER SECTION

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

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

END BRIEF SPOILER SECTION

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

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

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

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

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

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

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

05/07/2025

MoP Pre-Patch Impressions

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

28/06/2025

Cata Continued

I finally hit level 85 in Cataclysm Classic! About time too, as the Mists of Pandaria pre-patch is only a few days away. 80-85 took me a little longer than expected mainly because I took a bit of a break about halfway through, otherwise it probably wouldn't have taken much longer than 70-80 did.

Tiirr the night elf hunter triggers the level 85 achievement while fighting orcs during an introductory quest after having just arrived in Twilight Higlands
I ended up loitering in Northrend for longer than expected, since there were a few milestones I wanted to hit before moving on and the XP I got along the way wasn't as bad as I had anticipated. I have this memory of many years ago, that XP gains in Outland became absolutely abysmal the moment you hit level 70 and the game wanted you to move on to Northrend, and it's stuck with me ever since that Blizzard hates you lingering in old expansion content. However, I'm starting to wonder whether I didn't exaggerate that effect in my mind over time, because as I said, continuing to quest in Northrend past level 80 wasn't all that bad. Sure, XP was reduced, but it wasn't abysmal. I actually ended up making it to 82 and about a third into level 83 before moving on to Cataclysm properly.

The main things I did in Northrend were the cooking and fishing dailies, as well as finishing up my exploration of the continent by uncovering all of Storm Peaks and Icecrown. In the former zone I also did the Loken quest chain, because unlike many players back in the day, I absolutely loved the Sons of Hodir. I briefly contemplated doing the Argent Tournament in Icecrown as well but ultimately decided against it as I didn't want to get bogged down with doing jousting dailies.

A female night elf hunter and her lynx pet watch Thorim and Loken fight in the Storm Peaks. Loken exaclaims, "You seem eager to join your beloved Sif, brother."
The last goal I finished up was getting my leatherworking skill caught up to the appropriate level, which required me to do a bit of farming for leather and other mats. I actually found it strangely zen to farm yetis in Storm Peaks and revenants in Wintergrasp, and it made me realise that this is an activity that I kind of miss in retail. Skinning as a skill still exists of course, but since skins - like all gathering nodes - are shared, the best way to farm leather is not to farm by yourself in a quiet corner of the map, but the opposite: to find an area where lots of people are killing skinnable mobs and then clean up behind them (and since the skins are shared you won't be "stealing" from any other skinners). It really drove home for me that while these shared gathering resources are a good thing in many ways, they have also taken something away from the game.

Anyway, once I was finally ready to get started on Cataclysm content properly, I did what I had planned and hauled my butt over to Vashj'ir, as I felt that it had been ages since I last visited that zone and I figured that it might actually be nice and nostalgic to replay after all this time. This turned out to be... partially true.

A female night elf hunter sinks into the sea in Vashj'ir after her ship was destroyed by a kraken

My initial review of Vashj'ir back in 2010 was pretty positive, but already a few months later I noted that replaying the zone on alts felt like "a massive drag". This time around, the first few quests felt pleasantly familiar and nostalgic. Back in original Cataclysm, mounts were not account-wide yet, so I had to do at least the first hub and a bit on every alt in order to earn my underwater breathing buff and seahorse mount to be able to navigate the zone.

As I continued deeper into the zone, my memories became fuzzier and I realised that there were some bits I barely remembered at all, such as the whole Nespirah chain. However, by the halfway point or so things definitely started to drag again this time too. I got the "2000 quests completed" achievement at some point and it struck me that almost 10% of those quests took place in this one zone alone, which is insane.

There's nothing wrong with any of the quests by themselves (and the Battlemaiden chain provides nice insights into the world of the naga), but it's just the fact that you have to go through almost 200 of them in a strictly linear chain just to cover a plot that can be summed up in two sentences. The same story could have been told in less than half the number of quests; there's just way too much "kill 15 naga" filler.

It's funny because at the time, I didn't think Cataclysm questing was that bad, but having revisited several older expansions in recent years it seems undeniable to me that Cata was an absolute low point in terms of questing. Mists of Pandaria was a noticeable step up again, but even BC and Wrath have aged better than Cata - in my opinion at least.

Gear progression was another interesting thing to observe. I'd started my journey in mostly tier five from BC and only replaced a few pieces of that while levelling through Northrend, and for very marginal upgrades at that. And then I started doing quests in Vashj'ir and the stats on the green quest rewards just went through the roof. By the end of level 83, after questing in Vashj'ir for a while, my health had nearly doubled compared to what it had been at level 82.

Finishing all of Vashj'ir got me most of the way to level 85. For the rest, I did the introductory quests to the other four Cataclysm endgame zones to unlock all the portals in Stormwind, as well as a bunch of cooking and fishing dailies. (I'd forgotten how much I used to love those in Cata.) At some point the Midsummer Festival also started, adding more supplementary XP from bonfire visits and torch tossing dailies.

A female night elf hunter and her pet lynx surrounded by flames

I also got the "Stood in the Fire" achievement while doing the Uldum intro thanks to Deathwing paying the zone a visit. 

I was surprised to see the Darkmoon Faire return after only two weeks, but then I recalled reading somewhere that Blizzard increased the frequency of its visits in Classic due to the sped up expansion schedule compared to the game's original run.

I even paused to do a bit of archaeology when I found myself flying past dig sites. I was surprised how good they were for XP and pleased to see that Blizz had already increased their yield a bit to five fragments or more per unearthed relic - I vividly recall that when archaeology was first added, you only got about three to four pieces per successful survey.

Now my plan is to perhaps continue doing the cooking and fishing dailies as well as possibly level my leartherworking some more. I'm not planning to dive into Pandaria the moment it launches as I expect things to be very crowded and I'd rather avoid all the mayhem tied to that. With my modest goal of wanting to see the Vale of Eternal Blossoms, I should have plenty of time to get there at my own pace, as long as I do so before the release of the later patches.

I've got to admit I found myself wondering why I still care so much about this night elf hunter. Sure, part of it are the fond memories I made with her during Vanilla Classic, and another part is that I simply enjoy things like levelling professions, regardless of how useful it might turn out to be. However, I think at this point it's also that I'm kind of hoping that eventually she'll be united with my warband in retail. I don't think she'd bring anything particularly rare to the table, but she may well have collected some transmogs that I don't own in retail yet.

A female night elf hunter on a hippogryph hovering above Uldum. The whole zone is on fire after a recent visit from Deathwing.

I know Blizzard hasn't even hinted at Classic merging with retail, and in fact said at the start of Classic that the two would always be separate. However, with Classic about to move into Mists of Pandaria, that seems like forever ago now, and I find it hard to imagine any other endpoint than an eventual merge with retail, regardless of how many more expansions will actually end up getting the classic treatment. I can be patient.

13/05/2025

Riding the Winds of Mysterious Fortune

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

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

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

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

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

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

A female human paladin riding her charger through the Azure Span

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

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

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

25/04/2025

Nightfall Shenanigans

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

15/04/2025

Adventures in Old Content

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

08/10/2024

Delve Week

I mentioned a few weeks ago that delves weren't off to the best start with me, or I with them. After I wrote that post, I did a few more delves on low tiers on levelling alts, for whom they really were the advertised fun 15-minute romps, but otherwise I mostly stayed away unless the husband needed help with a tier eight on his mage. Some things you just don't get to say no to.

More generally speaking though, I continued to feel vaguely annoyed by delves and didn't want to bother with them. For some people they may be the greatest new feature ever, but I figured Blizz couldn't pay me enough to put up with them. Except... maybe they could.

Which is to say that this past week was "delve week". Not only were rewards from delves increased for seven days (as if they needed to be any more rewarding than they already were!), there were also not one but two weekly quests available for max-level characters in Dornogal to complete multiple delves. I know I didn't have to do those, but I really like ticking off my weeklies... fine, Blizzard, I'll play your game.

With four characters at level 80 by this point, I was potentially looking at twenty delves or more, so I knew I needed help. I searched for advice and found this video by SignsOfKelani particularly helpful. The "use your utility" section was what stood out to me the most. Careful pulling? Using crowd control? That sounds like heroic dungeons back in Burning Crusade and I used to like those! Maybe I just needed to let go of this notion that because Blizzard promoted delves as this quick and easy activity, that's what they were actually meant to be. I mean, I guess they could be if you were sufficiently overgeared or doing them at a low enough tier, but if you were actually trying to use them to gear up, they were something else. Maybe it was just a matter of accepting and embracing that.

I decided to make my holy priest my dedicated solo character for this purpose and started with a round of Fungal Folly, since I'd heard that the exploding spores in there actually do damage to the enemies as well, something I hadn't originally realised. Soon my go-to strategy became to simply aggro everything on a given platform, including all the spores, and then run screaming in hopes of making it out before they exploded. It worked surprisingly well and was - dare I say it - strangely fun.

In Kriegval's Rest, I progressed one tiny step at a time, using mind control to make the mobs beat each other up from a distance so I had fewer of them left to finish off at the end. I actually used abilities like Mind Soothe and Psychic Scream, which I hadn't really found a use for in forever. Without exploding spores to help with the dps, killing things took a really long time (I sadly had to find out that many of the mind-controlled mobs' abilities gave the error "target not a player" when I tried to turn them against each other), but I did get there in the end.

I had absolutely hated my last experience in an underwater delve, so that was next on my list of fears to face down. I made sure to grab some underwater breathing potions this time to get rid of the constant pressure of drowning and that immediately helped a lot. In the middle of a pull featuring more mind-control, Zekvir breached the delve and I had barely time to go "oh no" before he swatted me. Weirdly enough the fight didn't reset though, probably because I went into Spirit of Redemption form and had the talent that brings me back to life for free once every ten minutes. When I got up again, blinking in confusion, Brann was still fighting so I joined in, and with a lot of frantic kiting and spam-healing, I managed to stay alive long enough for Brann's dps to push him back. Now that was satisfying.

People have very different attitudes to challenge in MMOs, or video games in general for that matter. Some don't really want to be pushed at all, desiring only relaxation from their gaming experience. Others want challenge and thrills as often as possible. I'm more in the "taking it easy" department myself nowadays, but there are definitely times when a game pushes me that I will push back. I'll always remember that time I spent something like half an hour fighting a beholder boss in Neverwinter just because he was standing between me and completion of a quest. This situation with delves has felt similar in that at first I was just put off, but somehow this week's event was the push needed to nudge me back into action and it actually felt satisfying to go back into delves and be successful.

It's also been a good opportunity to do more duoing with the husband. I mostly talked about the solo challenge so far, but we also did more delves together. The main lesson we took away from this is that one person just has to be on a sturdy character that has the cooldowns to stand still and take some hits. When we tried the Underkeep as an evoker/mage duo it was just a disaster because we were both too squishy. Sure, sometimes you can kite, but sometimes you can't, and then you're stuck. In this instance we'd got the variant of that delve that requires you to defeat a row of ambushes within a small circular area, and there just wasn't enough room to make kiting work, and neither of us could survive getting hit more than a couple of times. After losing all our lives, we went out and redid it twice as evoker/death knight and mage/warrior instead and both of those were a breeze. In fact, that was the first time we did complete a tier eight delve in the advertised fifteen minutes, because with the right combination of classes it was just a whole different game.

Warrior and mage taking a break at the campfire after surviving an ambush in the Underkeep

I guess the point of all this rambling is that you only get to make a first impression once, but sometimes a second look does change things. I'm glad I gave delves another try because approaching them with a different mindset made a huge difference to my enjoyment. That said, I'm not planning to suddenly start running them by the dozen like I did last week. They are still time-consuming, and (in my opinion!) overly rewarding to the point that they can feel like a chore that you must do because the rewards are too good to pass up. 

This past weekend my guildies and I also stepped into Mythic Zero dungeons for the first time since the expansion launch, which was definitely the right choice based on the challenge level we encountered (which is to say we cleared them in decent time, but we did wipe and generally die more than a few times, showing that we weren't really ready for M+ yet), but most of us got no gear rewards out of the exercise since all the item drops were about ten item levels lower than what people already had.