
You can see the moment the ARs changed roughly around in the betas when vulpera got their switch from NPC only models to player ones and they accidentally got flagged playable, that's when they were finalised by I reckon
Mag'har also weren't supposed to be one originally, that's why the mag'har scenario unlock is in beta Gor'grond

I think they are interesting as an inbetween on Humans and Vrykul, but Vrykul should definitely be around by now for the "big human, no strings attached" vibe.
And they will probably be playable in TLT. Honestly, both Midnight and TLT (and 11.2, if you believe Ethereals will be playable) seem to be heavily based around race requests. Helf and Amani (and Broken cus TBC) and then Vrykul.
Honestly wouldn't be surprised if the idea of "Outlands dies" comes into play during Midnight as it would be a convenient excuse to shuffle more Broken, Outland Mag'har, Ogres and Corrupted Arrakoa into Azeroth.
Last edited by Cheezits; 2025-08-04 at 11:19 PM.
Not to continue to harp on this but I do think its funny some people talk about how bad the Naga leg/boot textures look and argue they shouldn't be added because of it.
Meanwhile if you've played a male KT or Panderan you know how truly awful most non-3d chest pieces look on them. Now imagine that on an ogre and it would be like 5x worse. So bad that if they were ever added I wouldn't be surprised if the chest mog is disabled.
It's also strange because the thin human model just never went anywhere, but is used just as much as the larger Kul Tiran model. Just another thing that overhauling character customization would help. Give the thin human rig a female counterpart and give humans 3 body types.
Nothing says elemental magic/Spiritual leader like drills and pumps
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I think that if Naga are added they just won't be able to transmog boots.
But the thought of them just sticking a single boot on the tail is kinda funny to me.

The difference is that Garrosh has a significantly smaller head on his model, then the flat scale was increased—the result looks like a normal-sized head on a big orc body instead of a small head on a regular orc body. Adapting his style for player use should be possible because it would just entail doing the same—shrink the head, up the flat scale of the player model, the illusion of a bulkier orc is complete.
Last edited by AOL Instant Messenger; 2025-08-05 at 01:01 AM.
Those are totems, which can be anything from wooden sticks, to hollowed out bones, to crystal pylons, to metal axes. They're simply conduits of elemental power.
There's a big difference between that, and having a class that shape shifts into animals via nature magic turn into giant mech suits via nature magic. The thematics simply don't work.
We get it you want Tinkers & hate everything tech related that isn't Tinker.
Gnomes already have lore of using tech to channel/use different types of magic & you have Goblins doing the same with their totems.
This won't be that different and would be thematic for a potential Gnome/Mechagnome druid. I don't see anything else that'd match their themes

I actually have to agree with Teriz here—a Boomkin mechsuit is pretty thematically ridiculous compared to the more plausible explanation behind Goblin shamans. The lore justifying using technology to soft-subjugate elementals into unfavorable deals is significantly more justifiable and combines the racial and class identity much better than a druidic mechsuit.
What forms would Mechagnome/Gnome/Goblins druids get in that case. (Going with the idea that Midnight won't release with a race/class but would expand Paladins/Druids/Shamans to everyone)
They don't really have any non-mechanical animals tied to their race or culture like most of the other races do tbh.

What you'd want to do is actually tangibly connect the race and class fantasies. What I propose is this, since it actually integrates the class identity in any way.
For goblins: an Ancient died a long, long time ago, and its magical essence still exists — in a hideously perverted form — in the oil its corpse became. The Goblins dredged up this special oil, characteristically went a little mad with power, and started a cult around ingesting it—instead of destroying their health, it imparted a twisted and warped version of the Ancient's power (and visage) on the goblins. These goblins' animal forms don't look like normal animals at all, but instead various different kinds of hideous goblin/fish hybrids, smeared in oil and covered in plastic flotsam etc.
For gnomes: this is harder to justify because gnomes are more one-note than goblins, and I think it should frankly just showcase why it's an absolutely terrible idea to extend druids to all races. However, if I absolutely had to come up with an idea, I think it would go like this: some gnomish scientists were horrified by the environmental destruction wrought on Azeroth by the invasions of numerous consecutive baddies, and they wanted to help reforest Azeroth with new, hardier plantlife. To do this, they went to their species' forebear Mirmiron and convinced him to hook them up with Eonar, who — being herself a piece of technology used to preserve nature — enthusiastically agreed to help. The gnomish animal forms invoke Eonar and Mirmiron's combined influence, not being animals at all but instead various arrangements of flowery plantlife looking like something out of Sholozar Basin.
Both of these are far more interesting and do far better at integrating druid lore with those races while remaining thematically-distinct.
Last edited by AOL Instant Messenger; 2025-08-05 at 01:51 AM.


While I agree that a full mech would be a bit too much of a thematic departure from Druids, they did already stray pretty heavily from that theme with Kul'Tirans using wicker constructs. I could see Gnomes (and Goblins) changing into robotic replicas of animals and Moonkin.

They should just make gnomes less "one-note." There could be a sect that rejects technology and opts for simpler living. I guess there's the sand gnomes ... whatever they are ...
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I mean, they don't even have to reject technology. They could just have a hyper fixation on ecology and growing shit.
Tbh that ship has already sailed with Night Elf, Mag’har, and Lightforged Draenei Warlocks - would be weird to stop halfway.
(Hell even Warlocks were expelled from Suramar in lore based on one of the books)
Besides, there are always going to be outliers in a society. Hince why outside of players we’ve only seen one Lightforged Warlock as an example.
I don’t really see how it would “cull any unique cultural and racial elements in the setting” anyways tbh.
Last edited by Nightshade711; 2025-08-05 at 03:53 AM.