Video summary

What I LIKE and Don't Like About WoW Forever

Main summary

Key takeaways

Gaming

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.
  • This is contrasted with retail’s rating systems where skill/grind directly drives rating.

  • 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”

Original video