Warcraft Forever: It’s not the Death of Retail

I mentioned earlier that I didn’t think Forever was going to be for me long term, and maybe it won’t be my primary game. The sentiment online seems to be that the game is well received and is the solution to everything that is wrong with World of Warcraft. In fact, it will be so good that it’ll absolutely crush Retail’s numbers, and Blizzard will have no choice but to sunset the game.

Absolutely preposterous.

Retail’s too popular and too good of a game for Blizzard to end. People like the raiding, the dungeon system, housing, all the collectibles, etc. It’s got something for everyone even if it doesn’t have everything for everyone. Despite the presentation comments about helping Azeroth “one last time”, Paul Kubit (Associate Game Director) explained that many of the story beats will get resolved in the last expansion of the Worldsoul Saga, which will pave the way for more stories afterwards.

I do want to add that this discourse of Retail vs Classic needs to stop. We’re all playing in one big sandbox. I don’t see why one has to end for the other to live. I don’t agree that one version of the game is infinitely better than the other, simply because there are too many individual preferences. I’m not going to condemn someone for living in Retail exclusively versus another who heavily favours Classic and wants to play forever in that era. They’re two different games. People need to stop shitting on other people for enjoying other games. It was like this decades ago with all of the different MMOs of the time. Between Tera, SWTOR, Rift, Wildstar, and all of these MMOs that were billed as the next WoW killer, Warcraft has outlasted all of them.

But I’m telling you, not even World of Warcraft is capable of killing World of Warcraft.

These purists just need to take a step back and tone down that rhetoric. It’s not necessary anymore in this day and age. If Forever has too many changes (like this Undead Paladin), Classic proper itself is right there. I don’t think that’ll be killed off because there’s a definitive community for it.

Most of this “Retail is dead, Forever killed it” energy I keep seeing is coming from Twitter (or X). Twitter WoW discourse has always run hotter and angrier than the actual playerbase. It’s a small, loud slice of the community, and it rewards the most extreme take, not the most accurate one. A quote-tweet dunking on Retail gets more engagement than a nuanced “actually I enjoy both” post ever will, so the algorithm just keeps feeding you the loudest voices.

We’ve seen this exact cycle before.

With Shadowlands launch, Dragonflight’s slower opening months, you can pick almost any expansion and you can find a wave of “this is the one that finally kills WoW” tweets. None of them were right. The subscriber base didn’t evaporate, the raiding scene didn’t fold, and here we are years later still running progression on multiple teams.

None of this is to say the criticism of Retail is baseless. The gearing treadmills, M+ score gatekeeping in pugs, systems bloat between Delves, Bonus Rolls, and tier sets, weekly reset chores piling up. Those are real complaints and I’ve felt some of them myself. But there’s a difference between “this system needs work” and “the entire game needs to be sunset so Forever can take its place.” The Twitter framing collapses that distance entirely, and it makes the actual, fixable complaints harder to take seriously because they get buried under this apocalyptic rhetoric.

Running raid teams gives me a different vantage point than most people tweeting about this. I’m not about choosing a side. I’m trying to figure out how to fit Forever into a schedule that already has four Retail raid teams in it. From where I sit, the “pick one or the other” framing doesn’t even reflect how people are actually playing. It reflects how people are performing their opinions online.

Another topic I want to weigh in on is that the new race coming into Warcraft Forever has a price tag on it. I saw some discourse about how it was a big ol’ cash grab and unfair that things cost money.

That’s crap, man. This game is a part of the subscription and there is no box price for it like paying for another expansion in Retail. If you think about the fact that WoW’s subscription has not risen in years (at least, in certain regions in NA), you’re getting a deal. You can still access the rest of the game easily with any of the base races and classes.

Have some level of gratitude that the game isn’t more expensive and is financially fueled by name changes, server transfers, faction changes, transmog collectors, and the AH Anniversary mount FOMO players (like me). Paying for a new race isn’t that offensive to help kickstart and sustain a new game altogether.

My Approach to Forever

I’m on multiple raiding teams and I also oversee them. I won’t have the ability or time to dive fully and immerse myself into the way slower game style of Forever. It’ll take me 15 seconds plus a lot of Wanding on my Priest to just kill a mob.

What I need to do is change my approach to the game. I need to think of this as a single player RPG where I can drop in and out. Don’t get me wrong, I love end game content (raids and dungeons) more so than leveling. But if my end game itch is scratch on retail, I won’t need to rely on it in Forever and can just stroll through it like I would in Cyberpunk or Dragon Age.

Raids will come out later in December. Who knows if I’ll have the time to do it as much as I love raiding. This might lead to me dropping one of the other four raid teams I’m participating in.

The Death Jesters and Zeroes to Heroes community is already hard at work laying out the foundation for our Forever guild. If you’re looking for a place to hang out and start, I’d highly recommend it. We had a strong representation this year at BlizzCon with multiple raid teams and community members present. Look at the turnout below!

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You’re welcome to join! We haven’t decided on a ruleset yet, but if I were to hazard a guess, it would most likely be Alliance based on a normal ruleset, although nothing has been confirmed.

BlizzCon: Day 1 – Wednesday

It’s been six years since I’ve last been to BlizzCon. Had to get up at 4:30 AM to take the train and get to the airport. Only takes about an hour, so chalk that in the “good to know” list for future travels. The flight from BC to Los Angeles is generally quite smooth and it was sunny from takeoff to landing.

Airport security has changed so much. The gate agents didn’t even ask for my boarding pass. All I had to do was look at a camera and it had everything. Biometrics have made some serious advancements.

It is a little scary.

Once I landed, there was a little trouble with the jet bridge. Maybe it ran out of gas? They couldn’t connect the bridge to the plane and it took them a few minutes to get it going. Once I stepped off, I was immediately roasted with what felt like 40 degree heat (that’s Canadian temperatures, by the way).

Arriving to the main Convention grounds, everything felt familiar. This will be my 12th BlizzCon. But many of my former guildies and past friends will not be. I don’t know if my friends and colleagues from Blizzard Watch will be here. I’m experiencing a new BlizzCon with several community members from Death Jesters and Zeroes to Heroes. I did run into some of the fine folks from WoWHead while I was at the bar here watching the NFL season opener. It was nice just exchanging war stories about past BlizzCons and how the site community has been evolving (or in some areas, stayed the same).

We both agreed that we never look at the comments section, ever.

The community parties and get togethers have vanished. No community WoWHead party, or Con Before the Storm, or any of the other old gatherings. It’s inevitable that the past organizers have moved on to other priorities and other projects but those were definite community staples and will be missed. You think you can live these experiences repeatedly, but nope. All good things do come to an end. Those were the days and some of my favourite memories.

Let’s get to some predictions (and wishes).

BlizzCon Predictions

  • StarCraft: There’s way too much smoke for there not to be fire here, especially with the ARG stuff going on at the StarCraft website. Some kind of Co-op or team based shooter would be great. I’m hoping for something like Helldivers. It could be single player. I have low odds for it to be a battle royale of some type (very unlikely). An RTS announcement on top of this would be unexpected, but well received. Look how well Age of Empires 2 has been doing.
  • World of Warcraft: Maybe a look at 12.2? I’m sure there’ll be some more Classic stuff, like yet another new game mode. Nothing interesting for me there to look at. I’ve got odds on Plunderstorm making a return on a new map. Will we see a combined Warlords and Legion Classic even though we just had Legion Remix? Is there even going to be another Remix in the near future?
  • Warcraft: Can’t see there being any new developments on the RTS side here, either.
  • Diablo: Dark horse for announcements. I’m hoping for two new expansion announcements, but maybe we’ll get one. Lord of Hatred just got released a short time ago though so maybe it’ll just be a Season 15 look instead, along with Immortal updates.
  • Hearthstone: It needs another refresh. I’m not sure how. The last big feature that was a hit was Battlegrounds. Can they spin up another new mode here instead of yet more new expansions?
  • Overwatch: I haven’t kept up with Overwatch in years. Lost all interest since the announcement of Overwatch 2 and the quiet rebrand back. Not sure what the plan is here and I can’t even begin to speculate, but I hope it’ll be a fun one for the fans.

More of the squad is arriving tomorrow. But for me, my plan is to just catch up with people I haven’t seen in a really long time, then watch some more football. Rams and 49ers in Australia will be a watch.

If you happen to find me and recognize me here at BlizzCon, you may need to reintroduce yourself. It’s been six years and I haven’t been able to keep in touch with everyone.

Mythic Raider’s To-Do List for the Midnight Beta

The Midnight beta just dropped, and you know what that means. It’s that time again to get hands-on with everything coming in the next expansion cycle. As a CE raider, this is the testing phase that matters to me. I get to mess with the raid environment, UI changes, and system redesigns, which are going to reshape how we play, and the sooner I start adapting, the less I need to do later on live. There is a huge overhaul here especially with the loss of combat addons and Weak Auras.

And obviously, there’s housing!

Here’s what I’m planning to focus on over the upcoming beta period.

Rebuilding My UI Without Addons

With WeakAuras and other combat-related addons disabled, we’re stepping into a new age of personal accountability. Blizzard’s new Cooldown Manager is meant to fill some of that gap, but it’s far from perfect.

I’ll be using beta time to completely rework my healing UI from the ground up using the game’s default tools. My main goals:

  • Make sure major cooldowns (Divine Hymn, Symbol of Hope, etc.) are easy to track.
  • Ensure that raid utility abilities (Mass Dispel, external CDs) remain visible.

There’s already one notable issue: the pixel spacing between icons in the cooldown manager can’t be set to zero (the minimum is 2). For players who prefer compact layouts (like me), that isn’t pleasant.

Temporary Fix

You can work around it with Domino’s or another bar addon:

  • Set one bar with your actual keybinds (Optional: Hide this row from displaying).
  • Create a second bar mirroring those same abilities (no binds).
  • Use that duplicate as a visual cooldown tracker for spacing precision.

It’s not elegant, but it works.

Class Tuning and Talent Experiments

The Holy Priest rework is live on beta, and this is the perfect time to experiment before tuning stabilizes. Many spells have been removed including Renew, Heal, Lightwell, and Premonition. But more on this later. Same thing with Shadow. I want to try out this new tentacle slam.

Raid Testing and Combat Practice

UI layouts always look perfect on paper — until you enter combat and realize your cooldowns are in the wrong corner.

That’s why I’ll be jumping into as many raid tests as possible:

  • Validate if the new Cooldown Manager is actually readable under heavy effects.
  • Check if the default raid frames are reliable for split-second triage.
  • Assess performance to see how it handles if there are 20 people dropping visual vomit everywhere.

Early raid testing gives me a baseline for pacing and spell visibility, which will directly shape how I approach Mythic raids.

Dungeon Testing and Healing Model Preview

Before the raid even opens, Mythic+ dungeons are the best way to feel out the new healing rhythm.

I’ll be using beta keys to:

  • See if healing feels reactive or proactive.
  • Test triage patterns to see if I need to pre-heal, or hold for burst recovery?
  • Get a read on how visual telegraphs perform without addon cues.

Blizzard has hinted at more deliberate encounter pacing, so this is the chance to feel out how much cognitive load healers are expected to handle natively.

Keybind and Input Responsiveness

Without third-party UI mods like ElvUI, responsiveness becomes a top priority.

During testing, I’ll be focusing on:

  • Mouseover healing macros with native frames — checking for input lag.
  • Spell queueing reliability under high latency.
  • Interrupt timing precision without WeakAuras calling it out for me (especially on my Shaman).

If Blizzard wants the default UI to stand on its own, it needs to feel responsive.

Checking Out Player Housing

I’m stoked!

I plan to dive into the new player housing system and see how customizable it actually is. During beta, I’ll be experimenting with layouts, furniture placement, and seeing how far I can personalize the space.

I already have a few goals:

  • Create a Priest study or “light-infused chapel” vibe.
  • Showcase raid trophies (if Blizzard lets us).
  • Maybe set up a casino lounge.

This is the downtime side of the game that I’ve been missing. Of course, I’m a dysfunctional mess in my actual home so we’ll see how much of this holds.

Questing and Story Exploration

Even though my endgame goal is progression, I still enjoy exploring the campaign once per expansion.

During beta, I’ll be:

  • Speed-mapping quest routes to plan my launch-week leveling.
  • Identifying endgame unlocks and reputation hubs.
  • Noting down skippable story segments for future alts.

That way, I can focus entirely on raid prep during live launch instead of fumbling through story gates.

Feedback and Reporting

If you’re in beta, use it for more than sightseeing.

Blizzard has historically taken feedback seriously. This is especially true from healers, tanks, and raid leaders who can articulate how changes affect team coordination.

I’ll be reporting:

  • UI readability problems (like icon spacing or cooldown visibility).
  • Performance bugs during large-scale testing.
  • Any encounter mechanics that feel unintuitive without addon support.
  • Random typos in quest dialog.

The better the feedback, the more likely we’ll get functional systems by launch.

The Bigger Picture

This beta isn’t about chasing perfect parses. It’s about learning where the tougher points are before the first real pull of the tier.

By the time Midnight officially launches, I want to have:

  • A fully functional, addon-free UI ready for raiding.
  • Refined keybinds and reaction muscle memory for default combat visibility.
  • An early understanding of new healing design pacing.
  • A player house layout ready.

Every hour spent in beta now will save ten hours in progression later.

Housing Tokens Explained: Why Virtual Currency Works Better Than Cash

Quite the buzz over the new premium housing currency that was announced last week. It’s called Hearthsteel which can be purchased with real money in your Battle.net balance and can only be used to buy the cosmetic Housing items from the in-game shop. Whenever a new premium system gets added to a game (especially one like World of Warcraft), the conversation immediately turns toward monetization.

The reaction was… less than kind.

“Why can’t we just buy the item directly?”
“Why do we need another layer between our wallet and Gnome Depot?”
“Just let me pay $5 for the damn chair!”

I completely get it. It feels redundant. Blizzard’s inventing a virtual middleman to take a cut of your gold coins. I chatted with a few game dev friends and business analysts about it to try to get some perspective from the company side. I can see several compelling reasons why virtual currencies exist, and why they’re often beneficial for both the game and the player experience in the long run.

But let’s not kid ourselves, there’s also a psychological element involved.

It’s About Reducing Friction, Not Adding It

Spending $10 feels real. Spending 1,000 Hearthsteel doesn’t.

That’s intentional, and it’s not as nefarious as it sounds. The “middle currency” approach helps reduce what psychologists call the pain of paying. It’s easier to part with a few hundred tokens than to see $4.99 on your screen every time you want to buy a flower pot. I only used 125 gold stars for my latte from Starbucks, for instance (even those stars were indirectly purchased).

It creates a mental buffer between real money and in-game enjoyment. Once you’ve already converted cash into tokens, the purchase decision becomes about what you want instead of what you’re spending.

It Keeps the Economy Cleaner

By placing housing behind its own currency, Blizzard can fine-tune prices and rewards without disrupting the rest of the game.

Imagine if every cosmetic chair or painting had to be priced directly in dollars. You’d end up with weird inconsistencies, awkward decimal values, and headaches every time global currencies fluctuate. Hearthsteel allow Blizzard to:

  • Adjust in-game item costs without changing real-world prices.
  • Offer regional parity (no need to rebalance for CAD vs USD vs EUR).
  • Run housing sales or event bonuses without cheapening item value.

It’s modular economy design! It’s a clean, contained system that doesn’t impact mounts, pets, or other premium goods (especially character services).

It Encourages Ongoing Engagement

Tokens enable flexibility that simple dollar pricing can’t.

Maybe there’s a future event that rewards a small handful of Tokens for participating. Or Blizzard could bundle them into achievements, trading post milestones, or promotional packs. You can’t hand out “$2.50 USD” as an in-game reward, but you can give players 100 Tokens.

That makes the housing ecosystem feel more alive, and something you can earn toward, not just buy into. Though I doubt we’d see much of something like this being implemented for Hearthsteel specifically.

It Fits the Fantasy

Let’s be honest: “purchasing 1,000 Hearthsteel” sounds a lot more immersive than “entering your Mastercard details for a ping pong table.”

Themed currencies reinforce the illusion that you’re still in the world. Whether it’s Galleon Marks, Architect’s Tokens, or Housing Credits, the idea of trading specialized materials to craft or purchase décor fits neatly into Warcraft’s existing economy and lore logic. It’s a softer landing into monetization that feels diegetically consistent.

It’s a Win-Win for Flexibility

On Blizzard’s end, a virtual currency is easier to manage from a business and technical standpoint. On our end, it provides flexibility. You can stock up once and buy items later without pulling out your credit card each time.

You can also gift tokens, bundle them, or save up over multiple seasons. That convenience might not feel flashy, but it’s player-friendly in its own way.

Regulatory and Accounting Reasons

This one’s not as important from the player standpoint. I had to have an accountant friend break it down to me. What can I say? I only managed a C+ in Accounting in my first year.

When you buy a virtual currency — say, 2,000 Housing Tokens for $20 — you’ve technically given Blizzard money without yet receiving a specific product or service in return.
You’re holding a claim on the ecosystem, not a finished transaction.

From an accounting standpoint, that $20 cannot be immediately recognized as revenue because Blizzard still owes you something: the ability to redeem those Tokens for in-game goods.

That’s where the concept of deferred revenue (also called unearned revenue) comes in.

What “Deferred Revenue” Means

  • Deferred revenue is money a company has collected but not yet “earned.”
  • It stays on the company’s balance sheet as a liability until the player spends the virtual currency.
  • Once you use those Tokens to buy a cosmetic or furniture item, the company can then move that portion of the money into earned revenue on their financial statements.

This matters because:

  • It allows the company to smooth out revenue reporting over time rather than taking a sharp spike every time a sale happens.
  • It’s financially safer: If players never redeem their Tokens (so-called breakage), Blizzard can recognize that as profit only after a certain accounting threshold (e.g., after a period of inactivity).
  • It gives regulators and auditors a clear, consistent framework to track digital transactions in compliance with consumer protection and financial reporting laws.

Global Legal Compliance

The virtual currency model also simplifies things from a regulatory and taxation perspective:

  • Regional pricing and taxes: Each country (and sometimes province or state) has different tax rates and digital goods laws. By selling a virtual currency through a single storefront (like Battle.net), Blizzard can handle tax once (at the currency purchase level) instead of per individual item sale.
  • Refunds and consumer protection: Regulators often treat digital items as “consumed goods” once purchased. But if you buy Tokens, Blizzard can manage refund policies at the wallet level (i.e., refund the Tokens before they’re spent) rather than having to issue refunds for individual virtual items.

Why Companies Like This System

From a corporate finance and operations perspective:

  • It creates a predictable revenue pipeline since analysts can see how much “stored value” exists in unspent Tokens, giving insight into future earnings potential.
  • It builds long-term engagement incentives because players with unused balance are more likely to return, spend, and keep participating.
  • It also reduces transaction processing overhead since fewer credit card microtransactions means fewer fees per purchase. Those Visa merchant fees can be a killer.

The Bottom Line

Is a dedicated housing currency absolutely necessary?

No. But it’s practical and flexible. When done correctly, it can be much less intrusive than constantly asking players to swipe their cards for individual items.

It turns what could be a nickel-and-dime shopping cart into a smoother, more cohesive system that players can dip into at their own pace.

Now, maybe you’re not thrilled about Blizzard adding another premium currency to track. But if it means the team can keep building a richer housing experience without tying up the rest of the game’s economy or flooding the shop with microtransactions, it’s a trade-off worth considering. You don’t necessarily have to agree with the logic. You may not even care at all about their intentions, however good they may appear to be, especially if you’re unaffected.

Wowhead recently discovered that out of the 2,208 pieces of decor, only 19 are currently shop exclusive. It does seem like a considerable majority of the various housing items will still be accessible in-game. I’d buy a Pandaren-sized jacuzzi, though.

Bottom line

Virtual currency isn’t there to make your wallet lighter. It’s there to make the system feel lighter. The more frictionless the process, the more accessible housing becomes for everyone who actually wants to engage with it.

Anyway, back to Midnight! I’m still trying to figure out what look I want for the Fortress of Mattitude.

Manaforge Omega Raid Preview: First Look at the First 7 Bosses (PTR Testing)

Spoilers ahead on the new raid.

Patch 11.2 is almost here, and I got a chance to jump into the Manaforge raid on Normal difficulty during PTR testing this weekend with my new guild, Death Testers. We previewed 7 of the 8 bosses (Dimensius was not available for testing), and I’ve compiled my thoughts, early impressions, and videos for each. Use this as a scouting report as you prepare your raid team or just want a peek at what’s ahead.

1. Plexus Sentinel

Thoughts & Impressions:

  • Introductory level boss. We start off in a confined room without a lot of space to work with, and the raid will need to progress from chamber to chamber.
  • There are circles (with red player arrows above) that need to be taken to the outside. These drop a puddle that seemingly eventually despawns. I expect these to stay longer or even permanently in harder difficulties. Important: Don’t drop them by the entry wall.
  • Big group soak mechanic: Eradicating Salvo, we just grouped under the boss for it.
  • About 60 seconds in, Protocol: Purge starts with a knockback. Dodge giant bubbles and rotating lines before reaching a slowly moving wall that you’ll need to use your Reshii Wraps through using the Extra Action Button (seems to be an 8-yard blink, 8s cooldown).
  • Phase ends after blowing up the shield, then rinse and repeat.

2. Loom’ithar

Thoughts & Impressions:

  • Big fuzzy spider vibes.
  • Kill an add to break through a shrinking wall early in the fight. Place a marker or designate a spider right away.
  • Lots of dodging with circles and movement-heavy mechanics.
  • Frontal cone needs to be soaked, and you may need to split players into two groups.
  • At 30%, Loom’ithar becomes mobile. Movement and positioning become critical from here on based on how much of the room has been covered.

3. Soulbinder Naazindhri

Thoughts & Impressions:

  • Adds are locked in prisons, and you’ll need to aim beams to break them out. If the prisoners are not broken out in time, then the ads will eventually break out on their own. Encounter seems to be about ad management and deciding which ones to break out to defeat over the course of the fight.
  • Edge-of-platform fight: easy to get knocked off. No guard rails
  • Remember Kyveza lines? They’re back, but these orbs move slower.
  • You cannot use the prisons as cover, so plan knockbacks accordingly.

4. Forgeweaver Araz

Thoughts & Impressions:

  • More adds! You’ll be splitting your raid for soak mechanics that spawn enemies.
  • Collector Pylons emit orbs, and dodging becomes important here.
  • Random players spawn adds that should be spawned under the boss to cleave.
  • At 50%, we switch to a new phase focused on the pylons, before reverting again.
  • At 25%, a giant black hole pulls the raid while damage ramps up heavily. Use a Warlock gate near the back of the room to help stabilize movement or as an emergency to port back to the front and buy time.

5. The Soul Hunters (Optional Boss)

Thoughts & Impressions:

  • Fight against 3 Demon Hunters (cool design twist!)
  • You can skip this one, oddly enough.
  • DPS them evenly, or you’ll fall behind.
  • Each has its own toolkit and expect lots of individual responsibility.
  • Magic debuffs remove puddles, and dispelling the debuff jumps the effect to a nearby player. The afflicted player just needs to walk into a puddle to remove it.

6. Fractillus

Thoughts & Impressions:

  • Tetris-meets-WoW. Favorite fight of the test.
  • Arena is split into six zones. Players spawn walls by running to their zone.
  • Shortly after, another group breaks those walls by standing in front of them. We gave tanks their own zone.
  • The challenge is managing space. Poor wall coordination means it’s game over.
  • Fast, punchy encounter with lots of movement and communication required.

7. Nexus-King Salhadaar

Thoughts & Impressions:

  • Multi-phase fight, includes mounted phase with a dragon.
  • Reminiscent of Sarkareth—players start with debuffs and must cleanse them through mechanics.
  • Wraps are critical for jumping to side platforms to kill adds, then porting back.
  • Once the mount gets low, Salhadaar sacrifices it and gains HP back based on the mount’s remaining health.
  • Final phase: Meteor mechanics pull the raid toward them (again, Kyveza-style). You’ll need equal positioning to survive.

All in all, this looks like a fun raid to close out The War Within. Did end up playing Shadow and changed up specs a few times (you’ll notice I completely forgot about Void Form somewhere and I had to scramble to find it in my spellbook to rebind it — oops!)