Damn, I really enjoyed Kun Lai. From the Grummles, to Lei Shen being resurrected, the beach village attacked by the Zandalari and then the Shado pan, all was solidly told.
Damn, I really enjoyed Kun Lai. From the Grummles, to Lei Shen being resurrected, the beach village attacked by the Zandalari and then the Shado pan, all was solidly told.
I understand. Is just a matter of taste.
For example, while I think that MoP was a very good expansion, the zones and questing experience was pretty meh for me, with the exception of anything Mantid-related. I did not get that feel of gradually ascending at all. But I definitively got the feeling of going deeper and deeper with TWW. Entering Hallowfall with my flying mount the first time was one of the highlights of WoW ever. And I have a shitty PC. It has to be truly amazing with decent graphics.
But again, this is highly subjective. Music helps too. TWW's music has been an all-time high IMO. Especially the Isle of Dorn theme. I love that song and I usually do not pay much attention to music.
Do not take life too seriously. You will never get out of it alive.
Story-wise Kun_Lai was engaging, but it has to be one of the blandest zones visually in WoW.
Like, i get the inspiration, but a vast amount of your time questing there you srag yourself through a brown plain, the short time you spend on the mountain/the beach just reinforce, how boring the pains are.
I get the inspiration, but man, was it a slog.

I do wonder WHY it is that TWW's music direction is so strong. While DF wasn't technically bad it felt very aimless and no themes really stood out to me whatsoever. SL had some great tracks but overall similar vibes from the community. Meanwhile it's pretty agreed-upon that TWW is incredibly good with its music, even in Undermine and the new tracks for Siren Isle.
So I wonder what exactly caused this shift. Did execs come down and say "new saga thing, go hard or else" or did they feel more inspired this time?

I do totally get what you mean, I could see some value in exploring around in a more guided way at first, I really enjoyed siren isle in a way I didn't really savour some of the other newer zones because of needing to navigate more manually
It does feel like a lose/lose situation however, especially with how zones now are clearly designed for you to be flying through all the time so even an attempt at something like "you need to finish the campaign on at least 1 character per warband to unlock flight" could get really awkward
I am interested in seeing how undermine plays out, I'm also interested to see if they do anything with those spidermines that would knock you (harmlessly) out of the air in future zone design, I personally wouldn't mind having more air hazards or large building complexes to interrupt the standard game play loop of open world stuff being flying from quest objective to quest objective avoiding as many things as humanly possible
I think part of it is theme in general. DF was very generic overall in terms of stakes, setting etc. You have majestic Dragons, magical woods, raw elemental power etc, so the accompanying music also tends to be more generic. It fits with the sort of "reset button" DF is. The music goes hard where it gets to be more unique like the Grizzly Hills remaster in Azure Span.
TWW is in general more unique. Underground mechanical facility, light worshipping half elves with a light/void/crystal underground sun, underground spider empire, goblin capital.
You can go more "out there" and still fit into the world
I think that DF was massively absent in identity. They had this whole "return home" arc, but that was about it. Everything else seemed to kind of exist in this state of sameness, the sum of its parts just being okay; the dragonflights themselves didn't really have much distinction between one another in my opinion. Personally, I was and still am massively disappointed at the representation of the dragonflights. I think they just could've been so much cooler. All of this sort of added together into a zone and expansion that on paper had great cadence, great quality of life updates, beautiful zones and decent class design, but in actuality was just.. okay.
TWW seems to be a lot more inspired. Even though there is still some OC LORE (I say that sarcastically, I really don't mind it here), everything on Khaz Algar feels natural to WoW and I think this caused the expansion's to come into focus a lot quicker. There's also the benefit of building on top of things that are already there. The Goblins have had serious building blocks for years, so it's nice to see Blizzard cashing in all those checks and really making a statement patch for them. Same can be said for the Nerubians and Earthen. The only real hat pull was the Arathi who they managed to absolutely knock it out of the park with, but Blizzard has always been good at writing devout humans.
Last edited by Lahis; 2025-02-10 at 03:48 PM.
Just what ends up being in people's wheelhouse or not.
For example:
While I don't think that Valdrakken was horrible. It's clear from these that Lefkowitz favors small ensemble and especially likes more traditional or folk instruments, even his "grand" pieces . So when you give him a piece that calls for those small groups and can use a bunch of that, you play to those interests/strengths.
WoW on console??? That'd be cool. Right now I wouldn't say it's impossible but heck the game is just waaay to button-bloated for controller. Besides clunky steering/character movement on a stick (run/slow walk/stand - no fine adjustments in between). Also if it ever comes to Xbox I fully expect some implementation of modern upscalers like FSR2/3 or DLSS to make it look "pretty" on consoles (and I'm not sure if that's even possible with current WoW engine since Blizz would've done it years ago if they could I suspect). The Xbox series X for example is not even close to modern gaming PC performance. Like WoW could run on a potato, but if you want to play with it at a pretty looking and stable 60fps on your 4k TV, you'd probably have to upscale somewhere from 720p high/ultra to 4k, and the FSR1 we have right now just isn't up to that task.
So WoW on console:
+further reduce button bloat
+make handling/steering feel more fluid with controller
+further improve code optimization
+while also implementing better upscaling tech


I wonder if there's ever an opportunity down the line to neutralize the professions system to not be attached to the expansion location but rather worldwide as a way to generate usage of the old world again. Shipping routes, gathering materials instead of just creating new ore and herbs, old content to get mats, etc. It'd be a bit detached from the meta gameplay, but would help make the world feel large again and maybe have an opportunity to keep mat prices steady. The drop off of prices in things like Bismuth from 11.0 to 11.1 pretty much kills gathering until Midnight, this would be a rough cycle to continue.
WoW on Consoles dream never dies, I see.
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.
Ummmm. Best case I'd say is if we wouldn't need add-ons in the first place at all. To design encounters in a way that things are more or less obvious for what you need to do in order to win. And not google up some guides on YouTube. Or have weird addons cluttering your screen space telling you what to do and when. Same for execution of class gameplay. You shouldn't need add-ons to do it effectively. And (can only speak for holy paladin) I can tell: You surely don't.
I s-e-r-i-o-u-s-l-y bet many of you could reach more than 3k m+ score without ANY addons and without Voicechat. I've challenged myself for a year or so to do exactly that in Dragonflight and it worked out pretty well. If you give yourself enough time, you will naturally develop instinctive reflexes for certain things, you will know when things are about to happen or come off cd without even looking at them etc. Now playing with minimal addons in TWW it almost feels like cheating, but I haven't done much yet (waiting for keystone-legend achievement next patch).
So tldr; my wish would be to make some of the most requested addons baked-in, and to some degree Blizzard already did a really good job on that front. I'm cautiously optimistic in that they could handle that aspect for Xbox as well so you wouldn't feel the need for something like wowup/curseforge on console.