There actually HAVE been some lines uncovered between early Neltharion and Nozdormu that take place at the moment the Dracthyr go into stasis. This could be an unrevealed first part of the starting zone but I think its more likely they are just baking that information into the overall questing experience, so everyone can learn about it.
https://twitter.com/Portergauge/stat...47214535524352
Either there's a first half of the starting zone that takes place in the past which hasn't been implemented yet, or it's going to be part of the max level version of the zone when we go back to it later on. I believe it's the latter.
I wouldn't be at all surprised if there's a portion of the Dracthyr zone that is kept secret until launch. With the Lordaeron scenario being a secret until 9.2.5 launch day, and with how many times (including in the Morgan Day interview just this morning) Blizzard says they plan to encrypt certain more stuff going forward so it's a surprise for everyone, it would make sense that there might be a hidden part of the starting experience.
But whether it's included in the starting zone, the end-game Forbidden Reach accessible to everyone, or elsewhere in the Isles, I just hope we get more info about the Dracthyr's creation and early days. Including flashbacks in the end-game Forbidden Reach rather than the starting zone could give Dracthyr an interesting story arc over the early expansion.
Thanks for linking!
That's not Noz, it's Malygos.
Formerly known as Arafal
Damn, Neltharus looks amazeballs. I was low key expecting a cave systems similar to Neltharion's Lair, but this stronghold we got is great.
Uldaman is average though, too much of the old excavations is there.
Last edited by Makabreska; 2022-07-20 at 03:59 PM.
Sometimes, the light of the moon is a key to other spaces. I've found a place where, for a night or two, the streets curve in unfamiliar ways. If I walk here, I might find insight, or I might be touched by madness.
I wonder what kind of quality the cinematics will be in the starting zone.
In-game pre-rendendered ones, or like the 3 or like the 3 last ones we just got recently that in real time.
They really did great with those last 3 tho. I'm pretty sure they are in the same vein as that one Garrosh cinematic that everyone hated, except this time they hired people to actually animate the characters, properly.
Uldaman is great, it has the pace and flow of the classic dungeon with more modern bosses. Besides the dragons at the end it kind of feels like a revamped evergreen dungeon?
I'm not sure how they would do the two wings moving forward. But maybe we will see a return of winged dungeons if we go back to the continents?
I'm a little surprised they've more or less abandoned winged dungeon design. Granted, I'm not privy to how much the art pipeline holds up dungeon creation, but it seems an easy solution to speed up the process of pumping more out.
I am going to guess it's because they want the dungeons to all be varied in art style and not bore people with repeating themes. Even if it makes sense for some areas to have two connected dungeons.
I think we'll get a return to wings in a revamp but... it's possible Scarlet Monastery would become one dungeon. Or megadungeons will take over for "multiwings".
I think dungeon wings work best as an area that you can slowly build on over time and perhaps revisit in a new expansion or update. I kind of hope we see more of what they are doing in DF in the future by revisiting more old locations.
The TBC design of essentially 1 megadungeon split into 3 or 4 different themes isn't something I miss at all.
From what I can see, it looks like most if not all Night Elf/Worgen refugees have been moved from Stormwind.