Video summary
What I LIKE and Don't Like About WoW Forever
Main summary
Key takeaways
Storyline / Setting (Lore Framing)
- WoW Forever is presented as an alternate timeline branching from a point in WoW history.
- The speaker emphasizes no retconning: events in this timeline don’t change retail Warcraft canon.
- The team allows creative freedom because this “Forever” timeline exists alongside—but remains separate from—the main retail lore.
- Skyborn is treated as a lore variant of the high elf concept, with the speaker arguing that hatred toward it is partly due to misunderstanding/overreaction.
Gameplay Highlights / Systems Discussed
Monetization & Access Model (Major Focus)
- No traditional box price; play is subscription-based.
- The $30 Edition includes access to the Skyborn race (optional).
- Blizzard confirmed no WoW Token and no level boosts for WoW Forever.
- The target is to reach critical mass at $15/month to get more players playing quickly.
Core “Classic” Philosophy
- Level cap stays at 60 forever, focusing on long-term content structure rather than continual “level expansion.”
- No world buffs in raids (called out as a major win).
- Realms / no realms is treated as a major improvement, with implications for how factions are handled on PvP rulesets.
Races / Identity Elements
- Skyborn is considered acceptable by the speaker, though they personally prefer something closer to:
- High Elf (Alliance) + Forsaken Elf (Horde)
- Undead Paladin is specifically praised as a strong addition.
UI / Presentation
- Biggest dislike: Retail UI presence.
- The speaker wants a toggle back to classic UI (not necessarily removal of retail UI).
- Energy “manatics” / tick system:
- The speaker wants classic tick behavior back, describing it as returning combat “ticks.”
- Character presentation:
- SD character models toggle is praised.
- Animations: the speaker likes reduced “bounciness”, and suggests retail could benefit from removing it too.
- Water visuals are praised.
- Mobility:
- Boats for travel are praised—faster than walking but not full flight, and they encourage social interaction while traveling.
Combat & Combat Balance Changes (Key Concerns + Examples)
AoE Nerfs / AoE Cap Concept
- AoE damage is described as being fully effective up to a target cap, then becoming reduced beyond that point.
- Example: Paladin Consecration can hit more than four targets, but deals lower damage after the cap.
Dungeon XP Changes (Discouraging Repetition Farming)
- Dungeon kill XP is reduced
- Dungeon quests are made more rewarding
- Expected result:
- The first run of a dungeon should feel great
- Repeat runs shouldn’t become the dominant optimal strategy
Weapon Power Tuning for Casters
- Concern: potential power inflation and early overpowered gear.
- Blizzard’s explanation (as relayed by the speaker):
- Move more of the “power feel” into spellcaster weapons
- So caster weapon upgrades feel as impactful as melee weapon upgrades
- Without adding extra raw power
Progression / Alt Incentives
Legacy System (Liked, Mostly)
- The speaker likes it for:
- Giving reasons to level alts
- Providing unlockable progression goals
Major Issue: Talent Points at Level 5
- The speaker strongly dislikes:
- Talent points starting at level 5 via legacy
- They view it as too strong and likely to break balance (e.g., threat issues, DPS/tank problems).
- Suggested fix:
- Remove or gut talent points at level 5
Horizontal Progression
- Horizontal progression is praised as “amazing.”
PvP Philosophy
- The speaker prefers classic-like PvP without retail-style rating sweat:
- No arenas
- No battleground rating / no RBG rating (as far as they understand)
- The expectation is more world PvP events and world objectives.
“Ranking” vs “Rating”
- “Ranking” is described as time investment / preparation, not pure skill/grind feeding into rating.
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This is contrasted with retail’s rating systems where skill/grind directly drives rating.
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A mention is made of debuff limit removed, though it’s unclear if fully confirmed; the speaker treats it as part of the current picture.
Strategies / Key Tips (As Described)
- Avoid dungeon-spam as an “optimal route,” since the system is meant to prevent repeat dungeons from outperforming questing/exploring.
- For power progression:
- Learn the AoE cap/nerf mechanics (especially for mage AoE grinding styles).
- Watch for legacy power spikes if level 5 talent points remain unchanged—speaker implies this could distort dungeon runs and threat management.
What the Speaker Likes / Doesn’t Like / Is Indifferent About
What They Like (Big Items)
- No flying
- 60 cap forever + continual content updates
- Subscription-only access concept ($15)
- Cheaper than expected overall pricing
- No WoW Token / no level boosts
- No world buffs in raids
- SD model toggle
- Animations less “bouncy”
- Realms removed / no realms (“W”)
- Boats for mobility (social travel pace)
- World/quest-friendly dungeon reward tuning (via dungeon XP changes)
- Undead Paladin
What They Don’t Like (Big Items)
- Retail UI needs a toggle to classic UI
- Tick-based combat behavior / energy mechanics should return (wants classic tick feel)
- Legacy talent points at level 5 are “too OP” and should be removed/gutted
- Potential AoE cap ambiguity (wants specifics)
- Potential power creep risk from early gear itemization
- Even with Blizzard’s weapon-power explanation, they remain concerned
- Barber system could reduce character identity (if gender/hair customization exists beyond what the speaker likes)
Indifferent / Mixed
- Skyborn (acceptable, but they personally prefer different elf implementations)
- Transmog (dislikes it existing, but appreciates a toggle)
- Updated graphics (liked, but wants an OG graphics toggle)
- Camping system (social buff via profession interactions; not loved but not hated)
Gamers / Sources Featured (Mentioned)
Named Creators / Gamers
- Calvish
- Peekaboo
- Cubsy (also team members: Dazed, Whiz K)
- Savix
- Shroud
- Fritz
- Swifty
- Bean, Joker, Fen, Pika, Tyler1, Soda, Caros, Max, Ziko, Ven
- Mudkip
- Alex
- Taylor (in chat)
- Chris (described as an OG classic veteran on the team)
- John, Kyle, Jean, Alex (Blizzard/shoutouts mentioned)
- John explicitly said “John Blizzard”
- Kyle/Jean/Alex also credited as helpful
Brands / Publications Mentioned
- Blizzard
- Confirmed: no WoW token / no boosts
- Provided explanations related to dungeon XP and itemization
- Icy Veins
- Cited article: “Wow Forever cuts dungeon kill XP, but makes dungeon quest more rewarding”