Showing posts with label zones. Show all posts
Showing posts with label zones. Show all posts

03/01/2026

The Original Vale of Eternal Blossoms

The original Vale of Eternal Blossoms has, strangely, turned out to be WoW's most short-lived and exclusive zone. Some of us may have been sad when the Cataclysm ravaged Darkshore, but at least people had had a chance to play and explore that area in its original state for a full four years. Not to mention that it was eventually brought back via Classic in 2019.

The eastern half of the Vale of Eternal Blossoms as seen from the north, with Mogu'shan Palace in the foreground to the left and the Shrine of Seven Stars shrouded in mists in the background

Comparatively, the original version of the Vale of Eternal Blossoms was released in September 2012 and only got to hang around for about a year before it was destroyed, with no way to go back. Mists of Pandaria Classic revived it this past summer, but in only a few months time it's scheduled to be destroyed again, which is why I didn't want to miss my chance to have a proper look at it this time around.

Whitepetal Lake in the original Vale of Eternal Blossoms, surrounded by golden trees

I actually played for a few months during Mists of Pandaria's original run, but that was after the Vale had already been ravaged by Garrosh. I actually found that experience a little confusing. I'd heard a lot of complaints about the grindiness of the dailies for the Golden Lotus, but I never actually got to see them for myself. The faction still existed, technically, but they weren't really represented by anyone in particular. The first time I came across the Fallen Protectors encounter in Siege of Orgrimmar, it seemed strange to me that these characters were clearly people we were supposed to know, but I had never come across them even after questing my way through the entire continent of Pandaria (as it was then).

Entering the Vale of Eternal Blossoms through the northern gate, a pandaren farmer is visible in the foreground exclaiming "Just look at this place! It's amazing!"

Seeing this content from the beginning in MoP Classic was actually an interesting experience. The Vale gets opened up apparently not just to outsiders, but many Pandaren get to see it for the first time as well and stream into it to settle there. Though it doesn't remain entirely peaceful for long even then, as Mogu invade from the north the moment you hit the level cap, at which point the Golden Lotus (a group that includes those who would later become the Fallen Protectors) give you dailies to fight off said Mogu as well as other, more minor threats.

Representatives of the Golden Lotus under the Golden Pagoda: Zhi the Harmonious, Che Wildwalker, Rook Stonetoe, Sun Tenderheart, Leven Dawnblade, Anji Autumnlight and Kun Autunmnlight

In fairness, I can see why people didn't love these. Basically, you get sent to the Golden Stair in the north every day to fight some Mogu, and then get a shorter follow-up at another location in the Vale to fight off some sprites or crocolisks or whatever. As far as dailies in Pandaria go, these are not the most inspired. However, for me as someone who appreciates exploring and documenting things, it's still been interesting to see all the different quests and get to know the various NPCs.

Beautiful trees and bushes with red leaves surround the area known as Guo-Lai Halls

The moment the Vale was destroyed, they were basically all killed off and their quests removed from the game. I'm thinking the devs must've still been riding high on the Cataclysm idea of "it's so boring that the world never changes, what if a bad guy blew everything up and it actually showed as blown up in game (and then stayed that way for the next decade)". It didn't really sink in until later that players weren't necessarily huge fans of that. 

Golden trees and grass in Winterbough Glade, populated by peaceful gazelles and vicious storm wolves

Interestingly, the Vale was "kind of" restored in BfA... just so it could be assaulted by Old God forces instead every other week. However, this version of the Vale is a) still quite inaccessible, as you'll only be able to see the bronze dragonflight NPC to switch between versions if your character has done a certain amount of content in BfA (I don't know the details of that, I just know that I could only go there on my human monk) and b) not exactly the same as the original. While its general beauty is mostly restored, the old quests are still gone, and even the environment isn't exactly the same. The two giant stone guardians that were destroyed in the first assault on the Vale remain broken for example, with their broken-off pieces just a bit tidied up.

Two giant Mogu statues in the centre of the Vale of Eternal Blossoms, each one with one hand raised and a spear in the other hand. Their spears are crossed as if to bar the way.
The same two stone giants after the destruction of the Vale. One is just missing his spear arm, the other is cut off at the waist with only the left left standingThe same two giants after the restoration of the Vale: they're still as broken, but there are some new trees at their feet and the rubble has been cleaned up a bit

The so-called Twin Monoliths in their different states: in the original Vale (top), in the destroyed Vale (middle) and the restored Vale (bottom). 

Another interesting detail is that there are some quests that reference the Vale in quest text, such as "The Golden Dream" which is supposed to give you a vision of the Vale while questing in the Valley of the Four Winds. After it's been destroyed, the quest giver is distraught and yells "No... That's not right... It should be beautiful. It should be pristine!". What they were meant to say originally, while the Vale still is pristine... I don't know, because the Classic devs forgot to update those little details, and seemingly all the relevant quests still have the dialogue about the destroyed Vale from the start, months before it's supposed to happen. 

Mistfall Village in the Vale of Eternal Blossoms, nestled among beautiful golden trees

07/10/2025

The Island of Balor

After finishing Northwind, my Turtle WoW hunter continued straight on to the private server's next custom zone, which is in fact designed for the same level range: the island of Balor.

Balor is located west of Stormwind, roughly where Vashj'ir is placed in retail. However, design-wise it's got more in common with the more northern Tol Barad, in the sense that both are fairly dreary islands full of ruins and ghosts. That's not to say that Balor is Turtle WoW's version of Tol Barad though - reading around a bit, I found out that the inspiration for it actually came from the map of Azeroth in the Warcraft II manual. It has an island called Balor right there! Honestly, that only increased my respect for how well the Turtle WoW devs know their Warcraft lore.

A female high elf on a gryphon approaches the rocky coast of Balor by moonlight

In terms of what it offers in game, I'd heard mixed opinions about this zone. Some liked it, but a common criticism was that the quests required too much running around, or even swimming. The latter would then usually lead to someone pointing out that there's a vendor offering swim speed potions, which should alleviate that particular issue. I'm glad I knew about this going in, though I'll say right off the bat that I don't think the swim speed potions were that much of a help, at least not the first time around. They seem to count as conjured items specific to the zone or something, so you can't stock up on them if you ever plan to hearth out, as they'll just vanish the moment you do that. They also last only five minutes, which is fine if you know that you need to swim from one end to the island to the other with no interruptions, but in the early stages where you might pause at various points to pick up quests or just explore, you'll just end up wasting a lot of the timer on the effect.

Anyway, let's back up for a moment: What is Balor? One of the quests in Northwind actually teaches you a lot of lore about the island if you pay attention. It's basically an off-shoot of Stormwind that got rich from the local gold mines, but then something bad happened there and we're not sure what. As Alliance you start on a little bit of rock off the main island, where SI:7 has erected a base, and from there you basically set out to explore.

The main island is indeed a royal pain to uncover, with steep cliffs all around so that you can only actually go inland at around four different points on the map. The actual land mass then follows a similar pattern of steep, winding paths that make you loop around a lot with minimal shortcuts. I can see why people would find that annoying, but I actually kind of loved it because it made the place a proper challenge to fully explore. Just when I thought I'd already been absolutely everywhere, I made it to the very end of yet another narrow path to find a little camp with a dwarf and a night elf quest giver in it. It was delightful!

A female high elf fishes in a stagnant river on Balor, with a dead crocolisk, a wooden bridge and several trees visible nearby

(Side note, after being unable to fish in Northwind, I was also pleased to find that fishing worked in this zone, and there were plenty of pools to both level up my skill and add to my gold stockpile.) 

Mind you, all this did make my first-time questing experience extremely slow and inefficient. For example I got sent into the exact same cave to kill the exact same demons twice in a row - if only I had known and had picked up both of those quests at the same time! I imagine that if one were to come back on an alt and with knowledge of what to do in what order, things would speed up by quite a lot, but it's probably still one of the less efficient zones in terms of XP earned for time spent. It does however get an A+ from me for exploration and vibes, which I think is worth a lot by itself.

If I had to describe the overall feel of the zone, I'd say it's as if Deadwind Pass and Swamp of Sorrows had a baby. Everything's grey and wet and broken. I'm actually not sure we ever learn what exactly ruined everything on the island. There are Stormreaver orcs everywhere, so presumably they played a big part in it, but there are also demons and undead and at least one quest giver talks about a deeper corruption of the land, so there might be more going on. I'm okay with not knowing for sure either way, as it just adds to the island's air of mystery.

I felt the need to look up the Stormreaver clan since their name didn't ring a bell, and apparently they are another thing from Warcraft II, though most of them supposedly died at the Tomb of Sargeras. A survivor and hermit called Dark'thul made an appearance in Warcraft III and Legion, and can also be found in a hut far off the main coast of Balor in Turtle WoW, where he gives you some quests.

The in-game map for Turtle WoW's Balor zone, showing few points of interest separated by a lot of water and/or mountains

I'm not sure I understand how all of this ties together lore-wise, but the zone still gets two thumbs-up from me. If I had to criticise anything at all, it would be that at least one of the Turtle quest writers clearly has a thing for body horror (which comes out in the descriptions of several dying or dead people you encounter on your journey across the island), which I honestly thought was a bit much. 

02/10/2025

Exploring the Forests of Northwind

My hunter on Turtle WoW reached the first of their mid-level custom zones recently. According to their wiki, the zone of Northwind is designed for characters of level 28-34.

A female high elf standing next to a gated fence in an autumnal forest
Located just north of Stormwind, it can basically be summed up as "similar to Elywnn Forest, but more autumnal and higher level". I do think the location for this zone is an excellent choice as that whole area is basically a big chunk of nothing on the post-Cataclysm version of the Eastern Kingdoms map. I made a point of going there in the official game to take a screenshot for comparison purposes, and it's literally a huge swathe of boring mountainside separated only by a small nondescript sea inlet.

The mountains north of Stormwind and the mountains south of Dun Morogh, separated by a sea inlet after the Cataclysm

Though taking this screenshot at sunset did manage to make it look a lot better than it really is.

Northwind on Turtle WoW has a lot more interesting things going on. My description above is a bit of an oversimplification, as there's also a jousting tournament area and a quarry with Dark Iron dwarves for example. But the general vibe is definitely very similar to Elwynn: a lush forest dotted with human settlements and populated by bears, wolves and boars.

Weirdly, this was another thing that once again made me appreciate Blizzard's artists more because even after ten expansions of adding new terrain, they are still very good at making each zone visually distinctive with new assets and different creative directions. (That's why WoW GeoGuessr is so much fun!) Even if some zones obviously have similarities at this point, I don't think the Blizz devs have ever created a zone that's as obviously just a derivative of another zone the way Northwind is of Elwynn Forest.

That said, obviously part of Turtle WoW's charm is that everything they add is "more of the same" in a way, and I thought the zone was very beautiful and enjoyable to quest in. (It does have unique music too.) I did particularly enjoy the thought put into the lore and how a zone in that location would connect to everything around it.

My favourite bit was probably this mini garden/nook (there's probably a better English word for this that I'm not aware of) that featured a statue of Tiffin Wrynn and has you meeting her elderly mother, who still grieves for her daughter and asks you to carry a gift for Anduin to Stormwind Keep as she's not allowed to see her grandson. That hit kind of hard for me because Queen Tiffin is such a minor character in Warcraft lore, seemingly only created in order to die and give Varian something to brood over, it had never even occurred to me that she should probably have some other surviving family members, or to wonder how they might relate to Anduin.

Ingvild Ellerian awaits the player's return next to a statue of her late daughter Tiffin in Ambershire

A lot of non-quest NPCs also offer additional chat options to flesh out their characters and paint a richer picture of the zone, and I thought the whole thing felt significantly more coherent than the Thalassian Highlands.

As for some negatives: Why are all the boars aggressive? Boars are usually neutral mobs in WoW unless they are corrupted or diseased, but for some reason all the boars in this forest hate people and other animals, and you'll soon learn to loathe the sound of their angry squeals as you get attacked by one for the 50th time while just trying to pass through. I've seen people meme about this in general chat too, so I know it's not just me.

The bodies of water in the zone are clearly unfinished in some way, because when you dive into one... you don't get a breath bar! It's apparently a magical forest where everyone can just breathe underwater. Also, while they actually remembered to add fishing pools here (unlike in Thalassian Highlands), you still can't fish - or at least I couldn't, as I'd just get an error whenever I tried.

The worst part of it all though was undoubtedly the Dark Iron quarry in the north-eastern corner. I don't know what they screwed up there with the terrain building, but I struggled with mobs evading, falling through the floor, attacking through walls and the like repeatedly, to the point that it made the whole place a royal pain in the arse to quest in.

A map of the Northwind zone in Turtle WoW, showing the town of Ambershire, Sherwood Quarry and other points of interest

Another problem I had was that one quest I had in that area was just to search the quarry and return with anything useful I find, with no further details. At first I thought that I'd be looking for a piece of parchment on a table or something, but after searching the whole area and coming away empty I resigned myself to looking it up outside the game. I found that I was actually looking for a drop from an "Overseer Bragordi", which it turns out I had never come across because she was basically constantly dead. I more or less found her by accident eventually because I loitered near a few other players for a minute and it turns out they were sitting around specifically to spawn-camp her.

This lack of clear directions (this wasn't the only quest this applied to) was generally a weirdly double-edged blade from my point of view. The issue was also exacerbated by it turning out that Northwind was actually Turtle WoW's most recently added zone - there are some help resources for Turtle WoW questing available after how long they've been online, but naturally there wasn't much for their newest release yet.

Sometimes it was just frustrating, like in the above mentioned example. Other times I was actually quite satisfying - there was a quest to find a Defias hideout for instance and I was so chuffed when I found the guy's tent on the shore of a lake in a hidden valley because of course it makes sense that a secret hideout is well hidden and I actually felt quite proud of myself for finding it.

A tent with a Defias next to it, on an island atop Crystal Falls

Yet other times it could lead to unexpected adventure and interactions. There was one quest that instructed me to pick some herbs similar to Wintersbite, herbs that were supposed to grow "along the snowy ridges to the north". I understood that to mean that the plant would grow in the snow (like Wintersbite) and wondered how to get up there, as the only snow was on top of the mountain and the cliffs were very steep. I wandered up and down the zone looking for a hidden path or something, and even tried to climb southward from Dun Morogh, all to no avail. I also asked for advice in several chats without ever getting a reply.

Finally, when I teamed up with a paladin for the local group quests and the other player showed as having already completed that particular quest, I asked them directly what they had done, and it basically turned out that I had been massively overthinking the whole thing - the flowers were right there in the grass and looked more like Peacebloom; I had just been so fixated on needing to get to the snowy area that I'd completely missed them. So that was kind of annoying, but ultimately arriving at the solution with the help of another friendly player was kind of nice. Either way not an experience you're likely to ever have in official WoW content nowadays, considering how thoroughly everything gets datamined and mapped out before it even launches.

One last thing I noted, since my character is a miner: the distribution of ore nodes was strangely retail-like, with the whole zone yielding nothing but iron. From what I can tell, the other custom zones around this level are the same. In Vanilla, different ores are always mixed together, which makes it much more challenging to farm just one specific type. As it is, Northwind is an easy zone in which to level your mining skill, but you can tell that its existence has somewhat devalued iron, as it was going for so little on the auction house that I just had to vendor hundreds of bars. Meanwhile copper is quite expensive for its low level, so it seems to me like the economy obviously would have benefitted from a more true-to-Classic approach here by having the zone yield a mix of copper, tin and iron together.

23/09/2025

Turtle WoW: A Different Stonetalon & Wetlands

I mentioned in my last post about Turtle WoW that I set myself the goal to level up a bit in order to be able to explore more of their custom content. Their next full custom zone was designed for you to be around level 30, but according to their Wiki there were new sub-zones and quest hubs to be found in several lower-level zones as well, so I made it my priority to spend my time in the twenties questing in Stonetalon Mountains and the Wetlands. Both are zones that I'm reasonably fond of and very familiar with, but I'll also admit that their original versions didn't exactly contain a huge number of quests, so they seemed like interesting candidates for expansion.

Let's start with Stonetalon. This is a zone that I don't think I spent a lot of time in back in original Vanilla (I just remember a more experienced friend warning me that the Scorched Vale was a death trap) but at least from Classic onwards I became very fond of it as a more quiet retreat from the crowds. It feels like a bit of a backwater zone for both factions (though more so for Alliance) and there just isn't a whole lot going on.

By that I don't just mean that there aren't a lot of quests, but that the map as a whole is pretty empty because so much of it is just assumed to be uninteresting mountains (which we didn't really get to see from ground level). It's telling that when Blizzard rebuilt Kalimdor to be fully three-dimensional for Cataclysm, they added a whole bunch of new points of interest to the Stonetalon map and still also ended up creating quite a lot of minimally textured mountainside with nothing going on because there was just so much unused terrain in that zone.

I'm leading with all of this to say that this zone is prime real estate for anyone wanting to expand on it in Classic+ style, as it's not that far-fetched for a bit of mountainside to come down to reveal additional valleys to explore. In the case of Turtle WoW, I found a narrow path up even further up the mountain from Stonetalon Peak, leading me to a Horde troll base that I couldn't get a good view of because high-level guards were blocking all entry. (I could eventually glimpse a bit more of it from the back of a hippogryph, as the flight path to Stonetalon Peak goes right over it.) It's been a long time since I stood at the edge of a Horde town, wondering just what the other faction gets up to over there. (It's probably not that exciting, but the point is that I don't know, and the unknown is fascinating!)

A hippogryph flying over a forest troll temple structure in north-westen Stonetalon Mountains, as reimagined on Turtle WoW

I later also found another, smaller new Horde town belonging to the Horde-aligned goblins - just how many hubs do they need to have in one zone? To the east, my eyes went wide when I discovered that the mountainside above the Grimtotem villages had been conquered by giant brambles, accompanied by quillboar spilling in from the Barrens. Again, it looked like the Horde had some quests to do there.

For Alliance there was actually surprisingly little to do and I mostly ended up doing old quests while I was there exploring. There was a new Venture Co. area carved into the western mountains where I got given a few tasks to do, so that was something. I also really liked the new mine shaft they opened up not far off Stonetalon Peak, since it wasn't very deep but had two guaranteed tin ore spawns inside.

The Wetlands were a very different experience, with most of the zone largely unchanged. To the east there's a new dungeon called Dragonmaw Retreat near Grim Batol, but since that seemed to be designed for around level 30 as well, I didn't go there until I was somewhat higher level. (There will be a post about it!) However, there was also a whole new sub-section of the zone to the south-west, where a steep mountain path just south of Menethil led up to a new dwarf town called Dun Agrath, with an adjacent human village called Hawk's Vigil.

While the main quests in the Wetlands were largely the same old, same old, I was given several breadcrumbs to go up to these new settlements, which filled me with a lot of anticipation. However, when I finally went there, Dun Agrath offered me exactly one quest to kill a few raptors down the hill and that was it. I stuck my nose into every building, and it all looked very pretty and interesting, with plenty of named NPCs you could chat with, but no quests. I'm honestly still a bit baffled by that. Again, I'm not saying every square foot of terrain has to be filled with activities, but what's the point of creating a whole (albeit pretty) sub-zone and then not adding anything to do in it?

Buildings, fields and trees in Dun Agrath looking beautiful at sunset
The human settlement of Hawk's Vigil was better in that regard, even if whoever created it clearly liked Harry Potter a bit too much based on all the NPC names. (I know, Blizz has always had references to other properties in their games, but a whole town of people with last names from Harry Potter is a bit on the nose.) As there were no hostile mobs nearby, all the quests were of the "go talk to someone" variety, which made for an interesting change of pace.

Some of them sent me quite far afield, which at first made me sigh a bit - everyone hates these fetch quests that make you travel to another continent, right? Why make more of those? But then I thought nah, that's not fair, depending on the story these can be quite memorable so let's see where this goes. One chain ultimately had me exorcising a demon from a lumberjack after doing several slightly questionable things to get to that point, and the other had me hunt down information about the dark past of a guy new to the town and awarded a pretty nice piece of gear at the end. (I did feel a little weird killing the guy. They were clearly going for something similar to the quest chain that ends with "The Attack!" in Stormwind Keep, but that quest has you catching the bad guys in the act, while this chain has a lot of bad things to say about the person you're supposed to kill, but he just kinda sits there in his tent at the edge of town minding his own business, which made me feel a bit bad.)

Anyway, I was definitely more intrigued than I'd expected, even by these relatively minor additions to two zones I know well. I think the additions to Stonetalon felt more natural than those to the Wetlands (there wasn't even as much as a footpath leading up to Dun Agrath; if you didn't already know it was there you'd have no reason to assume that there was anything new down that way), but they were fun to explore either way. And honestly, even the old content felt refreshed by the uncertainty of never quite knowing whether an NPC wouldn't suddenly have a new additional quest or something.

31/03/2025

Fun in Undermine

Whatever gaming time hasn't gone into SWTOR's Galactic Season 8 over the past month, I pretty much spent on WoW's Undermine patch. Somewhat to my own surprise, I've been very focused on delves... but that's a post for another day I guess.

First I wanted to jot down some thoughts on Undermine the zone. It's an unusual one in so far as Blizzard have never created a patch zone before that consists entirely of a single city. Regardless of how one might feel about the goblin aesthetic, the main thing that has stood out to me about that is that it really requires you to learn the lay of the land in a way that isn't usually the case in regular overland zones. Normally you can tell quite easily what's a friendly hub, where hostile encampments are likely to pose greater danger, and what counts as an "in-between space" with average mob density. Undermine on the other hand is all town, all the time, and while the majority of it is fairly safe to traverse, there are definitely "bad" parts of town, where you'll be attacked on sight, and it was a real learning experience figuring out where that happens. (I hate The Heaps so much.)

Aside from that, there is no flying, which I'm sure was controversial with some but I didn't really mind. I quite appreciate an opportunity to get out a good old ground mount to be honest - and that is in fact how I get around most of the time, as I don't care for the zone's D.R.I.V.E. system at all. I don't drive in real life and I always thought racing games were boring, so giving me a race car was never likely to excite me. I was willing to give it a go, and I can put up with it for the occasional speed boost if I really want to get from one end of town to the complete opposite side, or when I want to take part in the surge pricing event, but the rest of the time I'm happy to just ride along on my old four-legger. This also saves me from constantly having to get in and out of the car every time I see something shiny to loot.

A large group of players shoveling around a trash heap in Undermine

And there is a lot of that. You'd think that Undermine would be a dream come true for me in that regard, but to be honest I've actually found it to be somewhat overwhelming. I quite enjoy just cruising around and seeing what treasures and rares I encounter along the way, but the sheer number of them in all corners of Undermine actually kind of gives me sensory overload. This is also where the general layout of the buildings comes in to be annoying, with every house having multiple floors with narrow staircases and some buildings having points of interest on the outside as well, so it's not unusual to spend an exasperating amount of time legging it up and down multiple flights of stairs just to find that the mini map icon you were looking for is actually in another castle. There was also this one world quest on a roof somewhere that I just couldn't find access to, and when I finally googled it, it turned out I had to talk to an unassuming NPC for a free jetpack or something? I think back to how often I got turned around inside Northshire Abbey alone as a noob learning to navigate in a virtual 3D space for the first time, and I feel like to past me, Undermine would've been the stuff of nightmares.

Navigational obstacles aside, the zone is... pretty good. As someone who wasn't the biggest fan of goblins, I was sceptical, but it's fun enough. The story lived up to its promise of taking the goblins more seriously again without losing the humour, and I enjoyed seeing Xal'atath get mad (one good thing about my dislike for her is that when things don't go her way in the story, it's extremely satisfying). The music is great and I'm always humming along to the different tunes playing in various sub zones.

That said, I still prefer to "hang out" in the launch zones, probably because a lot of my "hanging out" consists of flying around and gathering, and Undermine doesn't have much to offer in that regard aside from a few stray gathering nodes inside the sewers (which to be honest is just another nuisance in itself, always having to locate the right sewer entrance to climb down to where you saw the ore node). Still, I've spent enough time there to max out the main faction's renown track, so there's that.

I also did one round of the Liberation of Undermine raid in LFR. Like last tier, the devs added a solo mode of the last fight again, and this time it was actually a required step to progress the main storyline instead of a side quest that was added later and easy to overlook. I was just baffled that it was still time-gated behind the regular raid. For all the ways Blizzard have slowly chipped away at raiding's unique incentives over time, they just can't seem to let go of "raiders must be the first ones to see the end of the story" for some reason, which is weird because I'll be very surprised if lore is high up on many modern WoW raiders' priority list.

Anyway, eventually the solo mode unlocked too. It was still a bit silly how the game didn't trust me to actually tank and slotted me into the NPC group as sucky dps, but it was a good opportunity to watch the ending cut scene in peace. Then I once again still wanted to do LFR to see the rest of the raid, and to be honest it was largely the same as usual, which is to say, not as bad as people sometimes say it is and well worth my while to see the story once, but I can't see myself investing the time in running it multiple times, even with the new raid renown track they added in this time. I'll just give an honorary shout-out to Stix Bunkjunker, who was probably the funniest raid boss I've ever seen in WoW, and my husband was quite amused while listening to my gleeful giggling and cackling throughout the entire fight.

All in all, Undermine delivered on its promise to give WoW players lots of new things to do, and apparently the next minor patch is already lined up to add a whole bunch of other new activities. There's no time to be bored in modern WoW.

16/01/2025

Siren Isle Is a Bit Boring

I'm a bit behind in terms of talking about what's new in retail, partially because I wanted to prioritise wrapping up my end-of-year summaries and my WoW Memories series, partially because what's been going on hasn't been terribly interesting to be honest.

War Within's patch 11.0.7 came out a month ago now; the husband and I didn't bother to even visit the new place that came with it until about two weeks later, and we were basically kind of bored with it after a single afternoon of playing there. I feel a bit bad saying this because I do appreciate the way Blizzard have been trying to give us these smaller content patches with world content between the larger ones since Dragonflight, and someone clearly tried to make the best of it by coming up with all these toys and gadgets that you get to play around with on the island but it just wasn't compelling to me at all.

The most obvious comparison that comes to mind is with the Forbidden Reach, which was 10.0.7's "patch island", but still managed to have quite a bit more going on. Most importantly for me, it was an actual part of the Dragon Isles that was connected to the expansion both in terms of lore and land mass - you could fly there straight from the Waking Shores without a loading screen. Comparatively, Siren Isle is tiny and nobody really knows where it is, as you get there by talking to a goblin on a zeppelin and bam, one short loading screen later you've arrived.

Shindragosa the dracthyr and Magins the void elf mage ride across brown rocky ground on Siren Isle

You can't fly on Siren Isle, and to be honest it wouldn't make sense to do so because you'd barely be able to lift off without already overshooting it. (Edit: I just read that we'll unlock it in another two weeks, but to be honest that still feels a bit pointless.) It's a tiny, barren piece of rock without any gathering nodes and barely even any plants and animals. I read somewhere that it was actually created from an Island Expedition map built during BfA that the devs didn't end up using back then. That certainly explains why it feels so disconnected from the rest of Khaz Algar and has dead Kul Tirans on it.

When we first arrived it actually seemed crazy busy because there were constant NPC shouts all around us, but we quickly learned that the three rotating mini bosses just come with a lot of noise attached. Beyond that there are just some weeklies that basically ask you to run around the isle and kill everything in sight for twenty minutes. Woo.

Like I said, I actually feel a bit bad about being so "ungrateful" for this new content, but it's just kind of underwhelming for what it is. I guess I appreciate that the new ring with unique gems (a feature that I didn't love in the Forbidden Reach either and could've done without) at least doesn't come with quite the same level of inventory clutter as the last one.

17/11/2024

The Zones of The War Within

This is a post that I've kind of been meaning to write ever since the expansion launched, but I wanted to take all the quests into consideration as well, and it took the husband and me some time to actually get through all the side quests, one weekend play session at a time. Then other things came up that caused me to delay publishing this... but with the expansion's first new patch zone on the horizon, I figured it was way past time for me to actually get this out.

In Dragonflight, Blizzard decided to mix things up with their zone design compared to previous expansions, designing the environment and content with flight in mind from the beginning. This was something they had never done before, but in terms of the zones' general feel, they were relatively conservative. Personally, I kind of got the impression that they were trying to earn player goodwill by creating zones that were reminiscent of a "best of" of some of the most popular zones. The rolling green hills of the Ohn'aran Plains reminded me of Nagrand, and the Azure Span definitely had some Grizzly Hills vibes. The Waking Shores were somewhat unique in their particular combination of biomes I guess, but in general, I'd describe the overall vibe of the Dragon Isles as "Remember all the places in WoW you loved in the past? This is similar, just bigger."

In War Within with its underground theme, the zone designers had to be a bit more daring, and it shows.

Isle of Dorn

First off, am I the only one who keeps wanting to call this place "Khaz Algar"? I know that's the name of all the zones combined, but in my head I keep wanting to use that name and Isle of Dorn the other way round. Anyway...

This is probably the most conservative of TWW's four launch zones, as it's basically a bunch of green hills. I don't want to downplay the designers' efforts and how they tried to add distinction to different sub-zones (the forest with the giant elite bees is definitely one to remember and navigate carefully), but at its heart this zone recalls other dwarven settlements such as pre-Cataclysm Loch Modan and the non-destroyed parts of Twilight Highlands, just with more of a titanic twist in the architecture.

It also houses the expansion's main hub, the Earthen city of Dornogal, which is very open and inviting. (My only problem is that with all the buildings looking kind of blocky and similar, I often forget where I am when I log in and need to open the map to orientate myself.) I think this was an intentional choice as the other zones have us descending into increasingly uninviting territory underground, so there's always an aspect of "coming up for air" to returning to Dornogal.

Story-wise, the zone is all about the Earthen, which I thought were going to be very boring but actually turned out to be quite interesting in my opinion. They have this theme of being machine-like and mostly speak in kind of robotic voices, but the ones that have broken free of their programming/"directives" talk in a more animated way. Also, for being this robotic people strictly bound by ancient traditions, they also have a surprisingly... twee side. There's this village called Rumbleshire whose vibe somewhat reminded me of a hobbit town, what with being sent out to look for lost rock-sheep and the like.

The Ringing Deeps

The first zone you enter as you descend down the Coreway is the Ringing Deeps, and I think this is probably my least favourite zone so far. It's still solid, but I don't consider the scenery particularly pleasant and it doesn't really have a strong unique vibe either. Of all of the underground zones this one's probably the closest to feeling like "Zeralek Caverns 2.0", just with more browns and greens instead of blues.

The dominant theme of the zone is more Earthen, who are even more robotic than their cousins upstairs and look after the ancient titanic machinery, but at this point I was just kind of like... "okay, whatever". The devs did what they could with that theme but it just didn't grab me. All the areas are more mines or ruins, and tend to feature different types of annoying wildlife including "that one area with the elites where nobody goes unless the big world quest is up", which is another thing that feels very Zeralek 2.0.

Hallowfall

This is the zone that everybody's been talking about even since before launch and I can see why. Despite being underground, it kind of pretends to be an overground zone by having a sea shore and a fake "sun" in the sky in the form of the giant crystal Beledar, which alternates between glowing with friendly yellow light and taking on a voidy, dark purple hue. I've got to admit I initially didn't get what all the hype was about because I originally only witnessed this change during the storyline, so I genuinely thought it was just a one-time event for that... but no, once I spent more time in the zone, I realised it happens on the regular and it's always awe-inspiring to hear the bells ring and the music change as the sudden darkness descends - or the relief when Beledar lights up again. It's kind of funny actually because even in its "dark" state the zone doesn't really get that dark... but all the other environmental changes combined can really send a chill up your spine.

Aside from that, I think a lot of the zone's appeal comes from its resident faction, the Hallowfall Arathi. When I first heard about these guys being a long-lost expedition, I thought they were from the Arathi Highlands... but no, apparently they're from the Arathi Empire somewhere else on Azeroth where we haven't been. An interesting example of how the game can actually make up wild new lore after twenty years but people won't mind as long as it superficially looks and sounds like something they think they already know. I can recommend this Platinum WoW video on the subject if you want to learn more.

What makes the Arathi appealing (in my opinion) is that they subtly recall beloved parts of the original game. The theme of helping farmers on the frontiers reminded me of the original Westfall even if the context was quite different, and the fact that the Arathi are basically an army of paladins wielding the light and have constructed all these grandiose buildings kind of portrays them as what the Scarlet Crusade could've been if they hadn't gone evil. I get why people dig that!

I also do like this zone both for gathering purposes as well as its general look and feel, though I've got to say that for me it really suffers from its positioning, in the sense that it's the zone that's effectively the furthest away from the capital (while Azj-Kahet is another level down, you immediately get a direct portal to Dornogal when you arrive there in the story, making it much more convenient to travel to and from than Hallowfall).

Azj-Kahet

And yes, Azj-Kahet! The best way to describe this zone in my opinion is that this is the Azjol-Nerub zone that was cut from Wrath of the Lich King, fourteen years later at last. It's big and creepy and yet has surprised me by not feeling all that hostile for being the classic endgame zone occupied by the baddies. Mob density isn't that high in these new, bigger zones, at least when compared to classic endgame zones like the Plaguelands, Shadowmoon Valley or Icecrown (something I actually consider a positive) and the Nerubians are also characterised as not universally evil, but rather as suffering from leadership that has been corrupted by Xal'atath. You immediately make contact with a bunch of rebels that want to work with you to overthrow said leadership, so it's made clear that there is a lot of nuance going on with the different factions instead of all of them just being a race of baddies.

You even get to freely walk around their capital, the City of Threads... which I've seen some people compare unfavourably to Suramar, something I don't know how to rate as I didn't play during Legion and I assume that questing through Suramar in Chromie time doesn't have quite the same level of threat to it. The City of Threads isn't that bad to traverse, largely thanks to flight, but even if a disapproving guard does catch you and throws you out, it's mostly just kind of amusing. Personally I'm happy with that though - I appreciate that this endgame zone isn't overwhelmingly dark and hostile, but still a place where you can quest without feeling like you'll have to fight for your life at every given moment.


I'm not sure how I'd rank these four zones, other than that Ringing Deeps would be last. All the others each have their own unique appeal that I appreciate, despite not being a huge fan of the underground theme. In general, Blizz have tried hard to make things fit the themes of verticality and being underground as much as possible while at the same time really downplaying those very same features, if that makes sense. All three underground zones are huge and well-lit so never feel that oppressive, and there are "slipstreams" that easily allow your flying mount to ascend from a deeper zone to a higher-up one without having to worry about vigour. (Something I totally didn't manage to figure out by myself and hadn't even noticed until someone else told me.) It's an interesting design and just about works for me right now, though I do wonder how I'll feel about it after spending the next twelve months mostly underground...

01/09/2024

Early Musings on The War Within

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

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

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

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

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

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

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

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

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

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

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

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

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

26/11/2023

Guardians of the Dream (Casual 10.2 Review)

Coming back to retail, one thing I really miss about the old days is the community interactions around newly released content. There's still plenty of WoW content being created, but as far as I can tell it's almost exclusively guides or speculation about the future, such as when and what the next patch will be. I miss the days when everyone would gather around the watering hole in comment sections to share their thoughts about the newest current content for example.

The reason I'm bringing this up is that patch 10.2 came out a couple of weeks ago and I basically have no idea how it's been received by the wider player base. Now, I've had to do some spoiler-dodging since I don't want to see the end-of-raid cinematic until I can see it in game for myself, which won't happen until the new raid is fully unlocked in LFR, and that's something that won't happen for another couple of weeks. But there's plenty of other stuff people could be talking about, and I haven't really seen it.

The first thing that really struck me when entering the new Emerald Dream zone for the first time was that there was a loading screen - which isn't really unusual, and we are entering an alternate dimension of sorts, but considering how smoothly all the other Dragonflight zones have been connected until now, it still felt a bit jarring. I guess I would've expected to be able to just fly though the portal seamlessly.

The zone itself is gorgeous and the predominant shade of green kind of reminds me of Zereth Mortis for some reason, which isn't a bad thing, as I quite liked that zone too. Except instead of being slightly alien and filled with strange tech, the Emerald Dream is flowery and druidic.

I have slightly mixed feeling about Amirdrassil, the new world tree central to the zone. I thought the story decision to burn down Teldrassil for shock value in BfA was bad, and the night elves kind of "deserve" a new home... but going from planting its seed mere months ago to having a ginormous tree so quickly feels a bit weird and unearned to me. I know magic is a thing in this world and all, but they don't even attempt to give any sort of explanation for it.

I would also say that the whole story up to the raid is a bit... cheesy? I don't expect particularly deep writing from WoW, but this was somewhat flat even by that standard. I will say that the big battle leading up to the raid had something going for it though. The husband had a good laugh blowing the Horn of Cenarius next to every single NPC to see what they would say, and while he joked about the reinforcements appearing "like the Avengers", I've got to say I appreciated that all those powerful characters actually did show up to help defend an important objective... unlike past expansions, where you'd wonder why e.g. someone like Jaina was a no-show when it came to defending the freaking planet against the Legion.

All that said, I really love the general activities in the zone so far. It's funny because my husband had a peek before we started questing there together, and he commented that the events in it seemed kind of boring to him but he had a hunch that I would like them, and he wasn't wrong. The zone's big public event, called the Superbloom, basically involves following a giant walking tree around while clicking on all kinds of shinies on the ground, with the latter being one of my favourite things to do in any MMO.

I also love the mechanics of the dream seeds. Again, the husband said he found it boring to just plant a seed and wait three minutes. But you don't have to just stand there, you can always collect more shinies around the plant during that time! I think it's pretty ingenious design to be honest, the way the various sources of dew drops appear the moment the plant starts growing. Also, while you can technically plant and boost a seed to its maximum capacity by yourself, it's quite resource-expensive to do it that way, so casual collaboration is heavily encouraged and pays off handsomely. I could happily fly in circles and contribute to other people's seeds for hours.

Speaking of flying, fully exploring the new zone unlocked regular flying on the Dragon Isles, and I've got to say it's been nice to have it available as a supplementary mode of transport. I still use my dragonriding mount most of the time because of how much faster it is, but it's handy to also have the regular flying mount on hand for certain occasions where you want to perform a precision landing on a small branch for example, or if you want to quickly hop around short distances between nearby objectives (such as several gathering nodes), for which mounting and working up momentum on your dragon would be overkill.

We're supposed to be getting more content before the next expansion, but this is supposedly the last major patch. I've gotta say there are worse places to spend the better part of the year waiting for the next expansion.

01/09/2023

Kalimdor Cup

My play time rotates a lot at the moment. One week I'm all about Classic, then something in retail grabs my interest, then SWTOR is king again. One activity that had my attention in Dragonflight the other week was a limited-time event called the Kalimdor Cup. I worked really hard to finish all my goals related to it before it was supposed to end - naturally Blizzard then went ahead and extended it by another week. Oh well.

When I first heard about this event, I thought it meant that Blizzard was going to unlock dragonriding in the old world sooner than expected, but that was not the case. As it stands, you still have to flap to all the race locations in Kalimdor the old-fashioned way - it's just that when you talk to the NPC that starts the race, you're put on a generic dragonriding mount and off you go. A few seconds after you finish the race, it disappears and you get teleported back to the starting point.

I still really enjoy dragonriding... though my attempts to get gold on all the advanced courses on the Dragon Isles haven't got very far. I remember falling down that particular rabbit hole one Saturday morning and it felt like three hours later I'd managed to complete only one zone - I like dragonriding, but not that much. With that in mind, I only aimed for gold on the basic races of the Cup and only did the advanced and reverse versions once or twice before moving on. I first did all the races on my evoker main, and then went back to do the intro quest on a few alts in order to get enough currency to buy all the cosmetic rewards. I think the cosmetic gear set looks pretty nifty, though it looks to me like it's made for a dwarf.

Thanks to Kamalia highlighting that the races also give a bit of XP, this served as an incentive for me to also do them on my hunter to level her a bit more without repeating the same stuff on the Dragon Isles yet again.

I really liked the way this event made you revisit the old world, and there was something quite peculiar about dragonriding across the old zones, an added perspective to just how large the Dragon Isles are and how comparatively small these old zones are, when you can basically do a race around the whole map in a minute and a half. It's such a weird contrast to zoom through Frostwhisper Gorge in what feels like the blink of an eye when I think of riding around Winterspring on my hunter in Classic to mine Thorium, how long it takes to get anywhere, and how every nook and cranny of the environment feels important.

The one that tickled me the most was probably the race around Ahn'qiraj, which effectively does a round of the open world version of the AQ20 raid. It says something about the scale of those old raids that this didn't feel all that restricting, even going at dragonriding speeds. Apparently an Eastern Kingdoms Cup and an Outlands version are already confirmed, and even more might be in the works. It's a relatively low-effort way of giving some purpose to old zones and I like it.

08/08/2023

The Returning Player's Plight

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

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

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

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

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

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

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

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

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

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

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

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