Tag Archives: Warcraft

Can you earn Overwatch 2 skins faster by playing World of Warcraft?

An enterprising (and perhaps mischievous) Reddit user has suggested that it’s quicker to earn Overwatch 2 skins by playing World of Warcraft than it is by playing Overwatch 2.

The Redditor, who goes by the username Everdale, pointed out on the Overwatch subreddit that World of Warcraft’s in-game gold currency can be traded for WoW Tokens, which can then be exchanged for Battle.net balance. This, in turn, can be spent on Overwatch Coins with which to buy skins in Overwatch 2’s store.

Coins can be bought with money, of course, but if you want to earn them by playing Overwatch 2, there’s only one way to do it: by completing weekly challenges. These award a maximum of 60 coins per week, which equates to only 60 cents in value. (Coins are sold at a base rate of 100 Coins to $1.)

So, if you want to buy a 1,000 Coin/$10 epic skin in Overwatch 2, it would take you about 17 weeks to grind out the Coins to buy it. A 1,900 Coin/$19 legendary skin would take about 32 weeks. Surely, Everdale reasons, you can farm WoW gold faster than that. But can you?

The answer is yes, you probably can. But there are a lot of caveats. And it’s worth considering whether you would really want to.

The Witch Kiriko Halloween skin caused a stir with its $26 price tag
Image: Blizzard Entertainment

What’s the Coins-to-gold exchange rate?

OK, bear with me here, because we are going to do some sums.

  • We’ve established that 100 Overwatch Coins are worth $1. (You can get more favorable rates by buying large quantities of Coins, but that’s the base rate.)
  • The way to convert WoW gold into Battle.net balance is by using it to buy WoW Tokens on the in-game auction house. One token can be converted into a $15 balance, or 30 days of WoW game time.
  • At $10, an epic Overwatch 2 skin costs less than the value of one Token, while a $19 legendary skin costs more. For the sake of simplicity, let’s split the difference and say the average skin is worth the same amount as a Token — $15.
  • The price of WoW Tokens on the auction house varies according to market demand. At time of writing, the 30-day low on US servers is around 210,000 gold for one Token. We’ll use this as a guide, while noting that the price can go up and that the cost of tokens in other regions is considerably higher; Azerothian gold is particularly strong against the dollar at the moment. (Sorry, I just really wanted to type that sentence.) You can check current prices here.
  • If $15 is worth 210,000 gold, then $1 is worth 14,000 gold — or 100 Overwatch Coins. And 1 Overwatch Coin is worth 140 gold.
  • If we’re going to make Overwatch Coins faster by playing WoW, the rate we’re looking to beat is 8,400 gold per week.

OK, how quickly can I earn gold in World of Warcraft?

This is very much a how-long-is-a-piece-of-string question. It depends what kind of WoW player you are, and what kind of playstyle you are willing to submit yourself to.

Gold farming comes in many, many forms. The one thing they have in common is that, at their height, they are highly specialized play styles. They are also often very boring to play.

You could be a trader and play the auction house, buying low and selling high. This isn’t as profitable as it used to be, but it still works. But you will need a substantial gold seed to get you started. And it will not really resemble having fun playing a video game, for most people at least.

There are a couple of suggestions in the replies to Everdale’s Reddit thread. One is to sell “boosts,” which are babysitting runs for less leveled, experienced, or able players through the game’s highest-difficulty Mythic dungeons. But it goes without saying that you need to be a pretty high-level player yourself, with an extremely well geared character, to be able to pull this off.

If you’ve taken down this guy in a raid, you’re probably well equipped to earn WoW gold.
Image: Blizzard Entertainment

Another user says it’s possible to earn 15,000 gold per day “fairly passively” just on the game’s asynchronous mission tables, which you can use to send minions off on missions to earn rewards while you’re not playing. Great! This way, we get our Overwatch 2 skin in just two weeks! But wait — this player is grinding the tables using no less than eight characters. The considerable effort of leveling all eight characters to the level cap of 60 is priced in here.

The site High Ground Gaming has a good guide to the best ways to farm gold while still playing WoW like a relatively normal person. These include soloing old raid content, selling crafting materials on the auction house, farming faction reputation, and completing daily and weekly quests.

According to this guide, Daily Callings, a form of daily faction quest in the latest expansion Shadowlands, will net you around 1,500 gold per day. These aren’t too onerous at all and will already earn you over 10,000 gold per week, beating our target. Add on a few more of the activities recommended by High Ground Gaming — without going crazy, but playing in a fairly focused way — and yes, it seems you could easily earn enough for an Overwatch 2 skin faster than you could in Overwatch 2. But perhaps not dramatically faster, unless you are willing to dedicate your entire life to it.

So what’s the catch?

There are a few, because this isn’t a like-for-like comparison at all.

The first is that this calculation assumes you are a WoW player to begin with. To earn gold at a decent rate in the game, you need a max-level character, and while that is much quicker to achieve now than it has been in the past, it’s still a non-trivial time investment.

The second is that Overwatch 2 is a free-to-play game and World of Warcraft is not. Even before you factor in the cost of the latest expansion, you need to subscribe for $14.99 per month to play it. You could buy game time with Tokens to reimburse yourself, but this effectively doubles the amount of gold you will need to grind out to get your skin.

The third is that Overwatch 2’s weekly challenges can be completed in the normal run of play. (More or less: The first 50 of those weekly 60 coins are easy enough to achieve, but you might find the last 10 are not worth the additional effort.) Gold farming in WoW usually requires making fairly substantial changes to your play style. You will also be taking resources out of the game — resources you might prefer to spend on your actual WoW characters than on a skin in a different game. In short, you’ll most likely be having a less fun, less rewarding time playing WoW — unless you are one of those players for whom gaming the system is the most fun of all.

TL;DR — Everdale has a point. Depending on a number of variables and personal preferences, yes, you can earn Overwatch 2 skins faster in World of Warcraft than in Overwatch 2. But we wouldn’t necessarily recommend trying.

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World of Warcraft: Dragonflight release date announced

World of Warcraft: Dragonflight, the upcoming ninth expansion for the long-running fantasy MMORPG, is set to be released in late November.

In a blog posted on the official World of Warcraft website, Blizzard Entertainment detailed that the expansion will introduce the Dragon Isles, a new environment and the ancestral home of the Dragon Aspects, a new playable race known as the Dracthyr, and a new Dracthyr-exclusive player class known as the Evoker.

The Evoker is the first race and class combination to come to World of Warcraft, allowing players to switch between a human-like appearance and an anthropomorphic dragon-like form. The expansion will also, naturally, introduce Dragonriding; a new skill-based method of aerial traversal that will allow players to fly on the back of their own personal Drake that can be customized throughout the expansion.

In addition, World of Warcraft: Dragonflight will also introduce new content such as a cast of new characters, raids, and dungeons, as well as new features in the form of a new talent system, an updated profession system, user interface customization, and more.

World of Warcraft: Dragonflight will be released on Nov. 28.

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Fan Spends Six Years Remaking Never-Released Warcraft Game

Gif: Blizzard / DerSilver83 / Kotaku

Years ago, a never-officially-released Warcraft point-and-click adventure game developed by Blizzard in the late ‘90s was leaked online. While the game was completely playable back then, its cutscenes were low-quality, highly compressed, not perfectly synced to the audio, and a few were even just straight up missing from the leak. Now, after years of working on it, someone has remastered all the cutscenes, fixed them up, and made it easier to experience this bit of video game history.

As spotted by Indie Retro News and PC Gamer, modder DerSilver83 recently released the finished 1.0 release of WACRP (Warcraft Adventures Cutscenes Remastered Project). The mod contains 20 completely remastered cutscenes, including two which didn’t actually exist in the initial leak but appeared later on via a different DVD leak.

You can see an example of what this mod and its improved cutscenes look like in the video below:

DerSilver83 / Blizzard

A lot of work went into this release, according to the modder and the project’s website. Apparently, DerSilver83 hand-removed all the compression artifacts from all of the cutscenes. The modder also used Photoshop to painstakingly redraw entire frames and assets, frame-by-frame. Continuity issues have also been fixed and some new transitional scenes have been created entirely from scratch. All audio was also synced and everything now runs at the correct 12fps.

All told, DerSilver83 says they have been working on this mod for about six years, and this latest 1.0 release represents the end of the project. They explained in a post on July 31 that they have done all they can in what they call a “reasonable timeframe” and are happy with the end results.

“I want to remember this project as something fun before it transforms into some kind of a burden,” said DerSilver83 on the project’s site. “So this is it. The final release of my Cutscenes Remaster Project and I hope everybody who uses it can enjoy it as much as I do. I always wanted to create a substantial mod for a game I love and I can finally say that I have achieved (or at least tried) that.”

To actually play this, you’ll need to do some searching around the internet to find the appropriate files needed to play the full game, as this mod only contains the remastered cutscenes and nothing else.

In the meantime, you can read more about Warcraft: Lord of The Clans via this great story from our own Luke Plunkett.

 

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Blizzard acquires Spellbreak studio Proletariat to bolster World of Warcraft

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Blizzard Entertainment has acquired Spellbreak maker Proletariat to beef up the staff on its massively multiplayer online role-playing game World of Warcraft.

Under the deal, Boston-based Proletariat will become part of Blizzard, and its team of 100 people will begin working on World of Warcraft, including the Dragonflight expansion coming later this year. Spellbreak, a battle royale game where wizards and witches cast spells at each other, will be sunset. (The company announced this news yesterday.)

The move is the biggest acquisition that Blizzard has made — at least for the past decade — to expand its studios. In this case, the mission is to beef up the staffing for World of Warcraft so that it can hit quality and timing goals for expansions. Terms of this transaction were not disclosed.

Activision Blizzard, the parent company of Blizzard, also folded Vicarious Visions, a longtime Activision studio, into Blizzard to work on the Diablo franchise in January 2021. But Blizzard hasn’t been particularly acquisitive, as one of the few we can remember was the acquisition of Swinging Ape in 2005. Rather, Blizzard itself got tossed around quite a bit in its early days before landing with Activision Blizzard back in 2008. Proletariat has been working with Blizzard since May.

World of Warcraft Dragonflight is coming this year.

“We are putting players at the forefront of everything we do, and we are working hard to both meet and
exceed their expectations,” said Mike Ybarra, president of Blizzard Entertainment, in a statement. “A big part of caring for our teams is making sure we have the resources to produce experiences our communities will love while giving our teams space to explore even more creative opportunities within their projects. Proletariat is a perfect fit for supporting Blizzard’s mission in bringing high-quality content to our players more often.”

It’s an awkward time for Blizzard to do this, as its parent Activision Blizzard is in the process of being acquired by Microsoft for $68.5 billion. And Blizzard Entertainment has been the primary division under investigation by the California Department of Fair Employment and Housing in a big sexual harassment and discrimination lawsuit against Activision Blizzard.

Dealing with past challenges

World of Warcraft Dragonflight has reinforcements.

John Hight, general manager of World of Warcraft at Blizzard, said in an interview with GamesBeat it was challenging to support Shadowlands last year, and he acknowledged that sizable gaps occurred between WoW content updates. Fans always wanted more, and while the team has continued to increase in size, it has been hard hiring.

I asked Seth Sivak, CEO of Proletariat, if the company hesitated on the deal because of Blizzard’s weakening reputation, which has taken hits in recent years. I mentioned the sexual discrimination investigation, the criticism of the Shadowlands expansion, the departure of numerous well-known developers, and other loss of talent.

“We had a very kind of open and transparent conversation about this,” Sivak said. “And I think the Blizzard team recognized some of the challenges they’ve had. In some of the earliest conversations, we discussed just how they were looking at continuing to improve the culture and continuing to make a great place for developers to work.”

He added, “That was encouraging. Obviously, there is a lot of work to be done to continue to make an awesome place for developers to work. But we were pretty happy and satisfied with the direction that teams are going.”

Hight said it was “devastating” for him to go through the turmoil in the past year and to hear the things that happened. But he noted the company is changing its culture and that’s “not a one and done.”

He said, “You have to change your culture. You have to make sure that it’s now more inclusive in our workplace. You have to make sure that the people who make WoW and the people who play WoW are well supported.”

As for the Microsoft deal, Sivak said he didn’t know what change would come as a result but he is excited about the direction the company is going. Asked if the company would work on new games, Sivak said the focus for now is helping to build WoW. Hight said the goal was to get access not only to the talented team but a senior leadership team with a lot of experience.

How the deal came together

Seth Sivak is CEO of Proletariat.

“As you probably are aware, folks in World of Warcraft have a voracious appetite for content,” said Hight. ” And what we’ve seen over the last year is that we need to increase the amount of content that we can create, and the frequency with which we’re putting it in the hands of our players.”

Toward the end of last year, the company started looking for other opportunities besides hiring more people at its internal studio. It searched for external partners and Proletariat was on the short list as it was a well-known game studio.

“My first conversation with Seth was back in December,” Hight said. “I was really impressed with him. And then the team felt like he had a lot of shared values and had a lot of knowledge of World of Warcraft. The team had the ability to do stylized art, which we do, and work within medieval fantasy, which we love. And they had a lot of fans. So from their our discussions ensued.”

Sivak said the company was also looking for what to do next. He said the team saw the opportunity to evolve as a studio and work on World of Warcraft would fulfill the mission of delivering great multiplayer games. They started talking more seriously in the past couple of months.

“The opportunity to expand the world of Azeroth for the players got us really excited,” Sivak said.

Hight said the consolidation in the industry is giving Blizzard some exciting opportunities, as it now has studios working on WoW on both coasts, with the potential to tap into new sources of talent. Of course, the pandemic has made it harder to hire people in some respects, and Proletariat isn’t yet working at the office in Boston. Blizzard itself has options including working in the office sometimes.

Hight noted that the company has shipped multiple expansions with a remote workforce, and the company has options for a hybrid environment.

“That’s one of the things that made this decision easy for us to start working with Proletariat, as they have a large remote work force,” Hight said.

Sivak said, “As we looked at where what the next chapter was going to be for Proletariat, this opportunity just meant that we could accelerate what we wanted to do. Being able to work for the World of Warcraft audiences is really awesome. And the level of ambition on where I think both teams want to take World of Warcraft is incredibly exciting for us.”

Hight said some of Proletariat’s work will appear in the Dragonflight expansion. And Proletariat will be adding to its staff in Boston.

John Hight is general manager of World of Warcraft at Blizzard.

Proletariat was founded in 2012 by industry veterans from Insomniac, Harmonix, and Turbine. The team has experience building MMORPGs and includes, among others, former lead designers of Asheron’s Call, Lord of the Rings Online, and Dungeons & Dragons Online. At Proletariat, the team has operated live games for nearly a decade, having most recently released the cross-platform action-spellcasting battle royale game, Spellbreak, in the fall of 2020.

But Sivak acknowledged that the game, while it got good reviews, never reached “escape velocity” in terms of scaling up the number of users to justify its ongoing existence. The company had done relatively few updates recently for the game.

“Spellbreak was a critical success, and we felt like we really delivered something fresh in the battle royale genre,” Sivak said. “There is a lot of competition in that area, where you are competing with some of the biggest games in the world. We just couldn’t get the escape velocity necessary for us to continue to expand it.”

Proletariat began working with the World of Warcraft development team in May and will be fully
integrated into Blizzard Entertainment over the coming months.

“The really exciting part is what we’re going to build going forward,” Sivak said. “That was the real selling point for us, the level of ambition for what we want to do with World of Warcraft.”

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Ex-‘World of Warcraft’ developers unveil game in deal with Asmongold, Mizkif

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In the summer of 2005, 21-year-old Chris Kaleiki started a “World of Warcraft” guild called Notorious. While sharing player feedback about the game online, he attracted the attention of Blizzard developers, who hired him to work on “WoW.” Sixteen years later, Kaleiki — having left Blizzard in 2020 and still acting guildmaster of Notorious in 2021 — hired some of his former colleagues and guildmates to a studio of the same name that he co-founded alongside former Blizzard gameplay engineer Doug Frazer.

Kaleiki, 37, and Notorious Studios announced Wednesday they’re making a fantasy role-playing game, internally code-named Project Honor, inspired by J.R.R. Tolkien and “Warcraft” that will feature mages and warriors. Popular Twitch streamers, including Asmongold, Esfand and Matthew “Mizkif” Rinaudo, will get to playtest the game in its early form as part of an investment deal. There is no set release date.

“It’s a cool side note, like ‘Oh, these guys actually like each other,’ ” Esfand, who has over a million Twitch followers, said of how Notorious was formed by “WoW” guild members. Esfand flew to California in May to playtest an early version of the game.

On YouTube and Twitch, the Activision Blizzard harassment lawsuit leaves creators reeling

Notorious is talking about its game early in hopes of attracting more employee applicants and building a fan-base-in-waiting.

“It’s unprecedented to talk about a game at this stage of development,” Kaleiki said. “Traditionally, it can be seen as high risk, as other studios could copy your idea too. You’re setting all these expectations that the player is going to have. If you change them, then they’re going to be upset. We’re definitely trying something new here, but it’s driven by us wanting to have this connection with the player early on.”

Kaleiki’s studio is anything but traditional. The venture capital-backed gaming studio has investors like Galaxy Interactive, Riot Games and One True King (OTK), a Texas-based influencer company. OTK has an undisclosed minority investment in Notorious, apart from the $5 million the studio raised back in October.

When Notorious debuted in October, it also drew scrutiny for hiring no women. Kotaku, the video game news outlet, mocked the studio for having more dogs than women on their website’s staff page. Kaleiki envisions the current team of 13 men will grow to 40 to 50 employees as it develops Project Honor, and said he hopes to course correct.

“The studio hasn’t hired any women yet, and that is totally fair to say and it’s true. Even today, we haven’t hired a woman yet to the team,” Kaleiki said. “It’s something we’re working on.

“We’ve experienced an insanely competitive market for new hires. One thing I’m happy about is just that talent from underrepresented backgrounds are in really high demand and the industry recognizes the value in that.”

As part of OTK’s partnership, streamers like Asmongold and Esfand, who have made careers out of playing and critiquing “WoW,” will try the game and give feedback. Asmongold and Esfand are both owners of OTK and asked to be identified by their streaming names due to privacy concerns.

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“As a dev, I have my own perspective on product, but what I don’t have is 40-plus hours a week to just play games,” said John Liberto, lead designer at Notorious. “[Streamers are] sensitive to some things that, as devs, we may not consider, and they’re able to single out often very specific things about game feel and articulate them in ways that can often be difficult to find elsewhere.

“Having that perspective so directly available is a powerful asset for creativity,” Liberto added.

All owners of OTK have had a chance to preview the game’s concept art, though not every member has had a chance to play the prototype yet. Those who have played it offered advice to the developers, suggesting, for example, how to tweak abilities to improve the feeling of combining several skills together. (OTK and Notorious declined to share details about the gameplay.)

While OTK won’t be involved in day-to-day development, the group plans to provide quality assurance testing for the game, give feedback on whether it’s entertaining and then promote the game to fans, according to Tips Out, chief operating officer of OTK, who declined to share his real name due to privacy concerns.

“The reason why we’re investing in them is because we view them to also be people that have their finger on the pulse of what people want in games, and what they think is the best decision in design,” said Asmongold. “Ultimately, we are streamers, they’re game designers, that’s what they do. We give our insight and they take from that what they want.”

“Me and [Asmongold] definitely have an eye for being able to see a game and understand if it’s going to be good content, not only for the chat, but also entertainment for the streamer,” said Mizkif. “I play games for 5-year-olds. When it comes to gaming and what’s good for Twitch and streaming, what the chat likes is pretty simple. Simplicity is key. The simpler the game, the broader the audience you’re gonna be able to hit. ‘Mario Kart’ is an example of pretty much the perfect stream game.”

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Notorious developers described Project Honor as an action-based combat PC game focused on classes that can be played in an immersive world with a splash of danger. They were careful to couch that the game isn’t a massively multiplayer online (MMO) game, despite having many of the same trappings — player-versus-player and player-versus-environment experiences, combat systems, and adventures — as a small indie studio would have difficulty supporting a large MMO.

“We want orcs and we want elves and we want big, burly barbarian warriors. We want magic to be this powerful force in the world,” Liberto said. “We want it to permeate the world. We want the world to feel like the people in it have lived in this reality, that it’s not new to them. A mage popping off a magic missile is not gonna surprise anybody.”

As for things the streamers are hoping Project Honor will provide, Asmongold said, “I want the combat to feel f—— good. Whenever you smash a barrel, the pieces fly everywhere.”

For some content creators, the direct line to game makers was a welcome change of pace. Rich Campbell, an OTK owner and Twitch streamer with over 500,000 followers, recalled streaming “WoW” and talking about it on podcasts with other creators. Campbell studied game design in school and used to host official “WoW” esports tournaments, until he announced in 2020 that the relationship had ended.

“You have the leg weights on when you don’t have that direct line to the developer,” Campbell said, comparing talking about “WoW” to testing and giving feedback on Project Honor. “Pulling back the veil, it’s much easier to make sure you’re not just screaming into the void, and you’re actually putting your effort and focusing on things that can really be changed. Working from the ground up is an experience that is new to pretty much all of us.”

Notorious is one of several gaming studios, including Second Dinner and Moonshot, founded by former Blizzard employees. Workers at these studios — and across the gaming industry — have reckoned with their former employer, Activision Blizzard, facing a deluge of harassment lawsuits and government investigations.

“One of the things we’re doing differently at Notorious is just that we don’t have a typical hierarchy management style. We encourage self management,” Kaleiki said of how he would prevent culture and harassment problems from arising at Notorious. “That’s one way in which we’re trying to bulwark ourselves for potential issues that our former employer may have had. The other is to make sure that our values are lived everyday.”

Laine Nooney, New York University assistant professor and gaming historian, said “nothing about a flat hierarchy prevents male collusion or a masculinized work environment.”

“It’s noble that a game company wants to avoid the kinds of harassment and labor exploitation that are endemic to Activision Blizzard,” Nooney said. “Only time will tell how sincere these ambitions really are.”

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Warcraft Arclight Rumble Is Blizzard’s Long-Rumored Mobile Game

Get ready to Rumble in Blizzard’s long-rumored Warcraft mobile game.

Warcraft Arclight Rumble was revealed today for iOS and Android. The game invites players to build up an army of their favorite heroes and villains from the World of Warcraft universe and duke it out in a series of tactical-based battles.

The game takes place in Azeroth where Warcraft Arclight Rumble is sweeping through taverns and inns thanks to some clever gnomish engineering. Players will collect miniatures of famous World of Warcraft characters and build forces to overcome frantic challenges.

In the Gameplay Explainer and Developer Walkthrough video, Blizzard developers call it a “mobile, strategy, fast-paced hero [and villain] collector” with a “vast PvE campaign.” They also say they were inspired by tower defense games, but Arclight Rumble is more of a “tower offense game.”

Players will choose a Leader like Archmage Jaina Proudmoore and fill in the rest of their team with troops and powerful spells. Arclight Rumble offers more than 70 single-player missions to adventure through. If journeying alongside a friend is your preference, you can play co-op or even go head to head in competitive player-versus-player mode. Players will even be able to join guilds.

Be sure to check out the Warcraft Arclight Rumble’s cinematic reveal trailer and the extended gameplay trailer. No official release date has been given, but eager fans can pre-register on the official website.

Casey David is a Freelance Writer for IGN.

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World of Warcraft: Dragonflight skips the grind for alt characters

Playing World of Warcraft gives a player lots of choices and quests, which in theory is fantastic. However, over the game’s many expansions, the formula occasionally fails to work out. Some people like to focus entirely on developing their main, keeping one character of choice up to date with all the current content. Other people prefer to keep a whole stable of characters they can play. Those players will likely be happy with the approach Blizzard is taking in the next expansion, Dragonflight. Almost all progress made on the Dragon Isles will be account-wide, according to game director Ion Hazzikostas.

Hazzikostas and lead narrative Steve Danuser answered fan questions about the upcoming expansion in a Twitter space this Wednesday. One of the earliest answers had to do with account-wide progress for systems like reputation, factions, and the upcoming dragonriding skill. Hazzikostas said “almost everything” would extend to any alts a player has on their account, with the exception of individual quest rewards and other things that represent a character’s personal journey. In addition, a few features will be jumping over from Shadowlands. For example, once a character has completed the Dragon Isles’ narrative story, alts will choose whether they’d like to play through the same linear campaign, or skip straight to endgame activities to gain experience.

This is intriguing news for those with lots of alts, because it means skipping a lot of the grinds that plagued the Shadowlands expansion early on. Players complained about having to grind their Renown, Conduits, and Covenant campaigns in order to get all of the new goodies. This system would allow players to give up on a character and try something new. Players can switch to try out the Dracthyr Evoker later in the expansion without penalty, or give a new class a spin on a whim.

Dragonflight currently does not have a release date.



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Blizzard Reveals New WoW Expansion Where You Fly Dragons

Image: Blizzard

Blizzard pulled back the curtain on the next chapter in World of Warcraft in a developer livestream Tuesday, and it’s all about dragons. The appropriately titled Dragonflight expansion will unleash players upon the Dragon Isles and let them roll as a new playable dragon race called the Dracthyr. And of course you ride some of the dragons too.

World of Warcraft: Dragonflight focuses on Azeroth’s Dragon Aspects who will once again help the game’s heroes take on the baddies. The Dragon Isles where much of the action takes place will be split into four zones, and the developers said exploration will be a key focus of the expansion. To that end, players will be tasked with becoming dragonriders and making use of four new drake mounts to navigate the world.

Here’s the trailer:

Some of the dragons can transform into people on a whim, and these are called Dracthyr. This new playable race makes sole use of a new Evoker class to wield long-range attacks and heals. Unlike the game’s existing races, however, they won’t have access to any other classes. With less overall customization comes a more focused moveset.

“[Evokers are] able to use their wings to buffet people away, they’re able to breathe fire out of their mouths, they’re able to knock people back with their tail,” lead combat designer Brian Holinka told Polygon.

Blizzard also revealed Dragonflight will see changes like the game’s “largest talent system revamp yet,” improvements to the HUD, and new crafting and profession systems. At the start of the livestream, game director Ion Hazzikostas was candid about some of the issues the game has had since Shadowlands released in 2020. Community feedback during this period led to the team “re-examining some of the assumptions and foundations of World of Warcraft about things like character investment and mains versus alts or how catch-up should work or the appropriate role of friction in our systems,” he said.

In recent years, WoW has faced stiff competition from the explosion in popularity around Final Fantasy XIV. In addition with discontent over the Shadowlands era of the game, the game has also suffered from the cloud of misconduct and abuse that hangs over Blizzard’s past following a lawsuit by California regulators last summer alleging gender discrimination and harassment, including by some of the MMO’s former “star” developers.

Dragonflight doesn’t have a release date yet, but Blizzard is currently taking sign-ups for the expansion’s beta test. The studio also announced Wrath of the Lich King will be added to World of Warcraft Classic, free for existing subscribers, sometime later in 2022.

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World of Warcraft: Dragonflight announced during Blizzard livestream

Azeroth and its heroes are taking to the skies in World of Warcraft’s latest expansion, Dragonflight. Blizzard announced World of Warcraft: Dragonflight on Tuesday, during a livestream that included a preview of the expansion and the announcement of World of Warcraft Classic: Wrath of the Lich King.

The expansion’s announcement included a cinematic trailer that gave players a look at Azeroth’s history, before revealing how dragons returned to the modern world to vanquish an ancient threat.

Dragonflight will put Azeroth’s Dragon Aspects at the center of the Warcraft story for the first time since Cataclysm back in 2010. The Aspects have sought the help of the world’s mortal heroes in order to restore their powers and to stop a newly emerging evil. To do this, players will journey to the Dragon Isles, which will be split up into five different zones. Players can also navigate the Dragon Isles through the air using Dragonriding, which seems to be somewhere between gliding and flying.

Image: Blizzard Entertainment/Activision

The new expansion will also add a new race called the Dracthyr: shapeshifting dragons with draconic and humanoid forms. The Dracthyr will only be able to play as the Evoker, a new class that’s also being introduced in Dragonflight. The Evoker is a class that can only be chosen by Dracthyr characters.

The Evoker has two specializations to choose from: Devastation, World of Warcraft’s first new ranged damage-dealing spec since the game’s release, and Preservation, a healer. The Dracthyr can join either the Alliance or the Horde and will start in their own special starting area, at a higher level than other starting races and classes.

Image: Blizzard Entertainment/Activision

As well as these larger new features, Dragonflight will also include many smaller updates that will be welcome additions to fans. Professions are getting a massive upgrade in the form of work orders, which will allow players to recruit each other more easily to create items, as well as new profession equipment, and a new specialization system. Blizzard is also upgrading World of Warcraft’s basic user interface for this new expansion, though they didn’t preview much of what we can expect from it.

Perhaps the largest systematic addition in the expansion is the game’s new talent trees. The system is reminiscent of the talent trees that World of Warcraft used to have, and will give players dozens of options and combinations to customize their class exactly how they want to play it, according to Blizzard.

Dragonflight does not have a release date yet, but Blizzard said to expect news of the expansion’s alpha sometime in the near future.

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How A Top ‘World Of Warcraft’ Guild Reached Its Breaking Point

What does it mean to be at the pinnacle of World of Warcraft? There are several markers of success within the most popular Massively Multiplayer Online Role-Playing Game (MMORPG) in the world. A player could be the best at player-versus-player combat, as judged by the regular tournaments hosted by Blizzard, the game’s developer. They could also be among the best theory-crafters in the world, which means diving into the game’s systems to optimize performance and then sharing their findings with interested parties. Perhaps most famous, though, are the players at the very top of the Race to World First.

As covered before on this very website, the Race to World First is a community-run event that occurs every time there is a new content release in WoW. With each major patch, Blizzard adds a new raid: a 20-player dungeon with the hardest bosses in the game, tied thematically to the patch’s storyline. As soon as one of these new dungeons hits the game, a set of the highest-level player guilds embark on a non-stop race to become the first group of players to complete the dungeon. The most recent of these releases came on Feb. 22, when patch 9.2, called “Eternity’s End,” came out with Sepulcher of the First Ones, an 11-fight dungeon that culminated in defeating The Jailer, the Big Bad of the Shadowlands expansion.

While a certain subset of players simply wanted to see how the twisty and oft-reviled storyline of the Shadowlands would wrap up, and others, like my own guild, geared up for months of slow progression at their own pace, those at the peak of the game came into this new patch prepared to participate in what would turn out to be the most grueling Race to World First since the event became a widely recognized, and widely watched, phenomenon.

Most Race to World First events last up to two weeks. For reference, the last one, in the Sanctum of Domination, ended after just seven days. The Sepulcher, however, took 18 days to fully clear after everything was said and done, as guilds ran into a variety of roadblocks that pushed the race length past any reasonable predictions.

One of those guilds was the newly renamed Liquid, which finished second in the last race under the banner of Limit. The guild joined Team Liquid—one of the biggest e-sports organizations in the world, dipping into WoW for the first time—between races. With that came expectations: Liquid is a recognizable name in video games, and it was expected that with the support from such a big organization, the players would be put in the best position to take back the crown from European guild Echo.

Though Liquid started the race on fire, picking up the world-first kills on seven of the first eight bosses, the guild ran into the brick wall of exhaustion around day 10. Combined with excellent play from Echo, their biggest rivals, the exhaustion led to Liquid making the unprecedented decision to stop playing on day 18, just minutes before Echo won the race.

The decision to stop while so close to the end of the race was one that had not been seen from a top guild in a race for as long as the event has existed. There were many factors, some obvious to viewers and some that occurred behind the scenes, that contributed to the decision, one that led Liquid to drop from its first- and second-place finishes so far in Shadowlands to fifth in Sepulcher. I spoke to Royce “Bubbadub” Newcomb, Liquid’s head analyst, to figure out what exactly happened, as well as what made this race so different than previous ones.

These races are supposed to be mad sprints to the finish, with guilds competing to play at maximum levels of performance for a short period of time. The Sepulcher of the First Ones edition, however, turned into a marathon, and it turns out that most players, at any level of the game, are not built to play for hours upon hours for almost three weeks.

I feel like people who aren’t as tuned into the race don’t know about the support systems behind the players in the actual raid. What is your role as an analyst for Liquid in the race?

Our job is just to make it so the raiders can just show up raid and perform their best. Before the race started, we tried to disseminate a ton of information about the bosses that we knew about from testing. Blizzard did this thing this tier where the last three bosses weren’t shown at all in testing. The first eight, though, we were able to like get a lot of ideas out there and also share all of those ideas with the raiders, to make sure that we had a good plan going in. In addition to that, any time a player has a question, something they need while they’re pulling the boss, we made ourselves available for that.

How do you prepare for a Race to World First? Specifically with the re-introduction of tier sets this time around, which were huge power boosts.

So, the main question was: How do we make sure we get as many people tier sets [Ed. note: Tier sets are a group of items that give you big power boosts when you collect two and four; for some classes, those boosts added up to around 30 percent damage, a huge number.] as possible? Blizzard was kind enough to share all the information on how the items dropped ahead of time. It gave us enough time to brainstorm and make sure that we did what was best and most efficient.

We actually created a system to get people one piece of tier from the later bosses, like Rygelon and Lords of Dread, when the raid opened. And then, I’m sure you noticed the sheer amount of splits that had to happen during the race—two to three times what ever happened in previous races. And I think that’s really where a lot of the focus was this time. Just setting up splits, making sure the raiders could just get into the split, not really think about it, and just kill the boss over and over and over.

Let’s talk about splits. [Ed. note: Splits are when guilds bring in viewers who can trade certain items in order to funnel them to specific raiders; with how WoW’s loot system works, you can trade a piece if you already have it at the same or higher level. It’s very complicated and dumb, for the most part.] Would you and the guild have preferred to have Master Loot as an option, so you could assign loot to anyone in the raid, no matter what?

I think the general answer to this question is going to be yes. However, with splits, I think it’s an interesting dynamic because it gets a lot of people involved in the race that are not normally part of the race, right? Like I think we had over a thousand people involved just helping us in the race, just coming to splits.

So, I guess the point that I’m trying to make is getting a lot of people involved is actually good publicity for the race. I don’t think it feels good to do a bunch of splits, though, and I think master loot would definitely help in that aspect.

How long before the race did you start preparing different characters for the raid? I imagine it must be hard to find the balance with so many variables still to be decided before the race even starts.

The amount of innovation and creativity that you have for your class could actually matter a lot. So we said, “We’re going to keep tabs on what’s good and then Blizzard can change balance at any point and change our minds about it.” You don’t know which classes are going to get buffed and nerfed. So it’s about keeping options open, but also like making sure you have enough coverage between all your players to have the coverage for any boss.

How many characters did everyone prepare ahead of the raid?

This tier, the number was more than ever before. I think most people had three characters ready to go. A lot of it was because of how tier dropped and how we needed to acquire the pieces in that first week. So it was probably around like 80, 90 characters for 30 people.

Shifting gears, this was the first live event where everyone was there, in person, due to COVID-19. How did that change both preparations and the moment-to-moment raiding? I know it later became a problem, but in the start it seemed like you guys seemed very happy to all be in the same spot and have everything taken care of there.

Yeah it’s really nice to just be able to see everyone. I think that if the race didn’t drag on and on, having to delay flights and all the negative things associated with the long stay in Boston, I think it would’ve been extremely beneficial. I was able to kind of communicate with the raid leaders very quickly between pulls or on break. Whereas if I was at home, they’re not going to be looking at their phones and responding to discord messages, stuff like that. They’re going to be trying to unwind and just talking strategy on breaks. I would say it helped a lot early on, and then when fatigue and just the mental aspect of being at an event for too long and having to constantly delay flights and not knowing when it’s ending. There were kind of some memes going around where it’s like, oh, we’re going to be here forever kind of thing. Because of how ridiculous it was.

What did a day at the event look like for you guys? How long was the raiding each day?

We would aim to start at 11:00 a.m., which meant everyone in their chairs in voice chat. We would break for lunch around 2:30 p.m. We would take 30 minutes for lunch, 40 minutes for dinner. And then just have a few breaks after dinner when the guys were more tired. And that was pretty much our whole day.

I would say our worst attempts are generally at the end of night. We tried a few different things because we would notice our pulls were bad after dinner and it was like, maybe go for an hour, take a 10 minute break. If attempts are bad, just stop for a few minutes and reset and then come back.

We would stop at 1:00 a.m., maybe 2:00 a.m., depending on how close we were to a kill.

How was the decision to quit before the end of the race made?

I would say we were doing well on The Jailer in the first two days. Man, that boss lasted so long, but basically we were making consistent progression for the first few days. And then it was very clear starting the third day, we didn’t make any progression at all. And it’s like, OK, so maybe we go to sleep, we wake up and we play better. But when it became clear that we were just beating our heads against the boss and not seeing a new best for a very long time … I think in addition to mental fatigue, it really is going to get to the players individually.

I think in a normal race, mental health is already a concern because you’re going for 16 hours a day for two, three weeks, if you’re counting Heroic Week as well. We decided, OK, so Echo is going to kill the boss here shortly because they’re continuing to make progression and we weren’t. We understand that we’re not going to be getting world first at this point because I think Echo had seen the last phase, and had gotten the boss to under three percent, and we’re not really progressing at all.

I think making sure that we ended on a note that we’re not just here to kill bosses. We’re also trying to enjoy our time. At that point, we were essentially at the event for an entire month, which is a week longer than any projection that we had. I know people really wanted to go home. We wanted to make sure that we were able to get them back home and then just settle in and continue to pull the boss and kill it once we were home. I think that was kind of our thought process behind that. And that mental reset definitely helped.

Were there any concerns that you wouldn’t end up getting second? [Liquid eventually finished fifth in the race.]

As far as the internal discussions, I don’t think it was that big of a deal in the sense of oh, we could get second if we stayed at the event and forced ourselves to do this. We basically spent two days and didn’t make progression on the boss. We would have to stay two extra days and we would be able to get second, or we could just go home. If we get second, we get second.

With an event going so long, the accommodations are not set for the month. Having to change hotels, the catering isn’t for a month … there’s a lot of things that are set up, and you can’t just extend that forever. We just need to have people in a position where they’re able to perform their best, and we didn’t feel like it was worth trying to stay at the venue in order to do that because of all the extra external factors that were kind of cropping up. So the second-place thing wasn’t really a huge concern. I do think that it matters some, but it’s less than world first. I know we ended up fifth, so that sucked, but can’t really change that.

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