It's simple. Blizzard is lazy and doesn't want to make a new damage type.
I wouldn't say that's down to laziness. Adding new damage types would open up a Pandora's Box of issues as concerns counters, lockouts, resistances (less of a concern now but still a factor), immunities, and synergies. Easy enough to make this a gameplay vs. lore distinction and just use visualizations to define "Death" magic but have them taxonomically deal whatever existing type is appropriate on a system level.
"We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see." ― Tom Stoppard, Rosencrantz and Guildenstern are Dead
"We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see." ― Tom Stoppard, Rosencrantz and Guildenstern are Dead
You know I would agree with you completely on this if it weren't for the fact that the Shadow Priest spec was given the Void treatment. Before that, you could still follow the head canon that your Priest character uses shadow abilities that are drawn from a unique source of power (such as trolls getting shadow magic from hir'eek, a loa certainly not directly related to death). However, the Priest class as it exists in WoW correlated Shadow to Void. Combine that with Shadow being lumped in with Void on the cosmology chart and it paints the picture that Shadow=Void.
Of course, in game mechanics this isn't the case which I understand. While I'm on topic, I'll add that lightning bolt, chain lightning and other related abilities deal nature damage rather than "storm" damage or whatever. Having too many magical damage types in game will needlessly complicate things more anyhow.
Yeah, that's pretty much what i'm talking about. Same actual damage types, just a fancy name based on class/circumstances. Ideally coming along with some Racial themed variations on classes - i'd love to be a Kul Tiran Thornspeaker handling Life and Death rather than a Lun'alai or a Circle Druid.
The problem comes in when you consider that a lot of stuff that didn't have anything to do with the Shadow in that way was also lumped in there. Shadow prior to the Void concept taking form wasn't really a particularly well-defined force, just something everything bad was blamed on, more or less. Even some relatively normal illnesses dealt shadow damage despite not really being magical in nature.
The crooked shitposter with no eyes is watching from the endless thread.
From the space that is everywhere and nowhere, the crooked shitposter feasts on memes.
He has no eyes to see, but he dreams of infinite memeing and trolling.
-
See the just about any lore regarding the old gods, the sha and the nature of the void. Hell "the" void isn't even a unified thing at any level (void lords), any instance of any whispers by "it" and related creatures are always limited in scope.
It's really not hard to see, though various people seem to want to see death as a sort of kryptonite to the void which may cloud their judgement.
And indeed, the light is the mirror image of the void and favors positive emotions, thus explaining how they would similarly allow them to be used to stave off some of the void influences.
But yeah, as the story progresses more might become clear - or rewritten. Time will tell.
-
I recall them being at odds with it and taking precautions against it, not anything about having notable resistance to it. The closest thing to resistance i suppose is that scourge mental domination was strong enough to protect, to some extent, against the dominating influence of thr old gods in undead creatures, as seen by the Nerubians' immunity to Ner'zhul's psychic powers while alive fading when they were raised under scourge influence.
This also allowed them to use saronite relatively safely in the way you mention it, but keep in mind that we could do so too as mere living mortals. Saronite used in such a way is "dead" after all, though as we know death means little to beings of the void, as has often been repeated and illustrated since WotLK. I suspect Icecrown's saronite foundations might be used by Yogg Saron to assault the shadowlands somewhere down the line now that the helm of dominion is no longer there to counter his lingering (or perhaps resurgent) influence.
And be that is it may regarding hearthstone they do predate WoW in several respects, such as regarding the introduction of the Tortollan, but the point remains that various forsaken have fallen under the influence of the old gods in i.e. the twilight's hammer, sometimes in ranking positions.
And it serves to note that the undead on azeroth are "young" and the void is nothing if not patient and. subtle, explaining much of their limited numbers among such groups.
At any rate the presence of even a single one already disproves that they'd be anything close to immune: https://wowpedia.fandom.com/wiki/Domina
-
Fair enough a point, we'll indeed see what lies in store.
This is a signature of an ailing giant, boundless in pride, wit and strength.
Yet also as humble as health and humor permit.
Furthermore, I consider that Carthage Slam must be destroyed.
The powers the Jailer's using is Domination, which is a mix of colors such as Grey, Green, Red, Purple, Orange, Yellow, and even Blue.
Mf got the rainbow in the Maw.
Because "Alex Afrasiabi", and this...
Once Metzen stepped down and Alex took over, the lore got all kinds of wonky. So we are left with the option of either suspending disbelief and just accepting all the things, or driving yourself crazy trying to make sense of it. I suspect very little logic when into these lore decisions, so they just are what they are.
"Take the time to sit down and talk with your adversaries. You will learn something, and they will learn something from you. When two enemies are talking, they are not fighting. It's when the talking ceases that the ground becomes fertile for violence. So keep the conversation going."
~ Daryl Davis
Denathrius is the best evidence of this. He was written back into the story post-Shadowlands launch because he was popular with the players. At first, his death was changed to imprisonment forever, now less than 1 patch in he's being written completely back into the plot. It's a fanservice narrative at best, although WoW has always prioritized the rule of cool, it's now the rule of least criticism.
Because every attempt Blizzard has made at expanding the lore has made it far more complicated. At one time Fel was implied to be a class of Arcane (Classic quest / character creation text states that all magic comes from the Twisting Nether), and then you had Light and Shadow.
Now you’ve got that absurd cosmology chart that has always raised more questions than it answered.
Game mechanics of the magical elements were screwy way before Cataclysm. Look at how "nature" covers everything from lightning to nature magic to water-based healing to throwing rocks while warlocks and priests use the same sort of shadow.
- - - Updated - - -
Again this is the kind of thing that WoW has always contained, look at Varian in Vanilla when he was meant to be found on Alcaz island at the end of the Missing Diplomat quest chain, only for Blizz to never get around to finishing the quests then having Wrynn just turn up after retconning in a gladiator-slave revolution story.
That’s actually far more cohesive in it’s simplicity, though. Nature magic is whatever powers can be drawn directly from the Great Dark Beyond (the elements and everything druids can do), while the Arcane is the power that seeps in from the Twisting Nether. The Light and Void (the source of Shadow) are the fundamental forces of creation, and where priests either lean into one side or the other, or seek to find a balance between the two, warlocks draw upon the inherently destructive / entropic forces of both the Shadow and the Arcane (AKA Fel)
Because shadow magic is only intended for some classes due to the fact that there are buffs that strengthen shadow magic, such as on shadow priest or warlock.
These type of questions.. no offence are pointless.
It fits, sounds cool and people will be familiar with it.
Shouldn't fire and frost be included under "nature" then, and the nature spells of druids come from the Emerald Dream and not the great dark beyond. Also back in Vanilla the Warlock's shadow spells were supposed to be fel, not drawn from the void the same way as Shadow Priests.
Also back in the day there was arguments about the validity of Druids using arcane spells when the Night Elves famously hated arcane magic, though personally I thought it made sense with their spells having parallels to mage abilities (shapeshift = self-polymorph and teleport to Moonglade the same as Mage teleport spells) and the Night Elves having a connection to the Well of Eternity.