Review

World Of Warcraft: Dragonflight Review - Who Says You Can't Go Home?

  • First Released Nov 23, 2004
    released
  • PC

With a newfound emphasis on exploration and adventure, one game-changing feature in the form of dragonriding, and largely successful overhauls of old staples like professions and talents, the latest expansion for Blizzard's storied MMORPG soars.

World of Warcraft: Dragonflight is about coming home, in more ways than one. It's a homecoming for the titular Dragonflights of Blizzard's long-running MMORPG, who return to their ancient ancestral home to pick up the pieces and rebuild after thousands of years away. It's also a homecoming for players, who after years of languishing in WoW's unpopular Shadowlands expansion, get to return to Azeroth and all the familiar sights and sounds it holds.

Dragonflight, in that regard, is incredibly nostalgic, but not in the way you might expect. Though it without a doubt features the return of fan-favorite characters, monsters, and even gameplay systems, it never feels beholden or shackled by them. Instead, it takes those familiar elements and breathes new life into them. Whether it's the return of talent trees reminiscent of those from the game's earliest expansions, the game's updated user interface, its lack of mandatory activities, or the feeling of adventure the new dragonriding system invokes, Dragonflight miraculously feels both fresh and familiar at the same time. Even if there are some aspects of Dragonflight that could be improved, I can't help but be impressed at how a handful of new ideas, along with major facelifts to some old ones, breathe new life into Blizzard's flagship title.

Dragons, as you might expect, are the star of this new expansion. Players ride new, highly customizable Dragon Isles Drakes. The majority of the main campaign's primary characters are dragons. There's even a new dragon race, the Dracthyr, that is only playable as the new dragon-themed spellcasting class, the Evoker. The Dragon Aspects Alexstrasza, Nozdormu, Wrathion, and Kalecgos all play key roles in the game's initial story campaign. To see them all front and center for the first real time since 2010's Cataclysm expansion is part of what makes Dragonflight feel so nostalgic, signaling a return to the high fantasy of Azeroth after nearly two years of the dark, dour, and death-themed settings and characters of Shadowlands.

Even if its setting and characters feel familiar, there is no mistaking that Dragonflight brings a modern perspective to Blizzard's nearly 20-year-old MMO. WoW has long been defined by the rivalry between Azeroth's two political superpowers, the Horde and the Alliance. It was just four years ago that a massive war between the two factions nearly tore Azeroth apart in the game's Battle for Azeroth expansion. Dragonflight, however, feels almost entirely removed from the franchise's long history of inter-faction conflict.

Part of that is thanks to the story Blizzard is trying to tell in Dragonflight. The expedition to the mystical Dragon Isles, which has only recently reemerged after 10,000 years, is not a race between the Horde and Alliance to see who can colonize it first (as was the case when the two factions discovered the continent of Pandaria back in 2012) but scientific in nature. From the outset, you're told the petty differences between the Horde and Alliance are to be put aside and that violence between the groups will not be tolerated. Adventurers (aka players) are welcome to join the Dragonscale Expedition, which consists of members of both factions, not because their martial prowess is needed to wage war against their longtime rivals, but because all the artisans, scientists, and explorers coming along are bound to need a hand, and some occasional protection, while documenting the many mysteries of the Dragon Isles.

Dragonflight's themes of cooperation and exploration also stem from gameplay realities. It was earlier this year that Blizzard tore down the wall between the two factions, at long last allowing friends on different sides of Azeroth's Iron Curtain to group together for dungeons, raids, and more. To play up the idea of a faction war and insist that each and every Horde and Alliance player are mortal enemies, even while players on opposite factions are quite literally fighting side-by-side and talking to one another, would have been absurd. Blizzard, thankfully, didn't go that route, and smartly focused on aspects of WoW that have felt largely absent in recent years, namely its sense of adventure.

Dragonflight's expansive zones have been made with dragonriding in mind.
Dragonflight's expansive zones have been made with dragonriding in mind.

Dragonriding works miracles in that department. On paper, it doesn't sound like much. The ability to fly in WoW has been around since 2007, after all. But if there was ever a feature introduced specifically for a single expansion that deserves to become a new standard in all expansions moving forward, dragonriding is it. Dragonriding is fast. Very fast. As in, almost three times as fast as the game's fastest non-dragonriding mounts. But even putting aside the obvious speed advantages, it's also remarkably fun. That's because rather than effectively functioning as a passive speed buff, as the game's normal mounts do, dragonriding mounts bring actual gameplay to the table and allow you to interact with the environment in meaningful ways. Diving will help increase your speed. Flying uphill, conversely, can be a struggle. Trying to get to a high-up mountain top? Find a nearby building or uprooted tree to take off from and give yourself a little extra height as you begin your ascent. Flying is no longer just a way to get from point A to point B, but engaging gameplay all its own.

You even have abilities while dragonriding, namely a speed boost and an upward surge that helps get you off the ground. You can unlock more later, along with the power to use your abilities more often, from collecting dragonriding glyphs that are scattered throughout each of the four Dragon Isles zones. In a brilliant design choice for a game that has long held players' hands when it comes to questing and exploring its world, these glyphs are not marked on your map. Instead, when one is nearby, the game will alert you, giving you a general idea of where the glyph might be and how far away it is. From there it's up to you to ascend skyward and keep your eyes peeled. These are hardly hidden and can usually be found in high places, but it makes the act of flying through a zone all the more exciting, knowing there are meaningful rewards to be found. Better yet is that all of the glyphs are available for you to find from the moment you acquire your first Dragon Isles Drake within the first hour of the expansion. There is no max level requirement or any kind of barrier keeping you from simply spending the next hour meticulously collecting each glyph and unlocking dragonriding's full potential as soon as possible, if your heart so desires. After numerous expansions of having flying be off limits at the start and needing to be unlocked months later through an assortment of achievements and in-game accomplishments, simply having access to this new form of flying from the get-go does wonders when it comes to exploring the new world Blizzard has created.

The one downside to dragonriding is you can occasionally find yourself needing to go uphill, but without the required energy to get high enough into the air to make any meaningful progress. That results in you hoofing it on foot or simply waiting around for your dragonriding stamina meter to recharge. It's not a great feeling, but it's one that thankfully starts to happen less and less often as you discover more glyphs and unlock more dragonriding traits that help to improve the experience. Flying at high speeds passively recharges your stamina, and the ability to do so consistently and more effectively becomes easier as you find more glyphs as well, allowing you to stay skybound for longer and eliminating the need to wait around for your stamina to recharge if you play your cards right.

As you work to aid the Dragonscale Expedition and the inhabitants of the Dragon Isles, you'll also help each of the Dragonflights renew their vows as Azeroth's protectors and restore their homelands. This all is happening just as an ancient enemy of the dragons, the intimidatingly-named Raszageth the Storm Eater, looks to forge a new path for dragonkind by essentially destroying everything the Dragon Aspects (and by extension the Titans, who gifted the Dragon Aspects their power) stand for. Villains can make or break a WoW expansion (see Shadowlands' comically disappointing Jailer for a masterclass on how not to make a big bad), so I'm happy to report that Raszageth, over the course of the game's main story campaign, is refreshingly over-the-top and straightforward. While there is some truth behind her reasons for wanting to burn down the established order and she sets up some intriguing mysteries that will no doubt be explored later on in the expansion, she is not some morally gray or misunderstood character. Will she likely be overshadowed by whoever the ultimate baddie of Dragonflight turns out to be to several patches from now? Probably. But for the time being, she's big, she's bad, and she's bold, and it's nice to have a main villain like that coming off of Shadowlands.

Dracthyr come with tons of customization options, as long as you are okay with the majority of your equipped gear not being visible.
Dracthyr come with tons of customization options, as long as you are okay with the majority of your equipped gear not being visible.

It was to help defeat Raszageth the first time around that the game's new Dracthyr race were originally created, before being put into a magic-induced coma by none other than Neltharion, the dragon Aspect that would go on to become Deathwing. Now, thousands of years later, the Dracthyr have awoken to a strange new world and must fight to find their place in it. Dracthyr are highly customizable, with both an elf-like "Visage" form and a dragon-form to spend hours perfecting in the game's character creator. The Dracthyr even come with a fun racial ability that automatically transforms you in and out of your Visage form depending on whether or not you are in combat. The primary downside to playing a Dracthyr from a visual standpoint is that your equipped gear while in dragon form is largely invisible, with only your shoulders and belt viewable on your character. There is a wide selection of cosmetic armor that can be equipped on your Dracthyr from the character creation screen to counteract this somewhat, but it's a remarkably odd choice (or in all likelihood a technical limitation) to have it so the majority of your gear can't be seen.

Though the new Evoker class that is exclusive to the Dracthyr isn't as instantly iconic as the other two hero classes that have been added to WoW over the years, there's no denying the Dracthyr are Warcraft through and through. Some of their abilities, like Strafe and Deep Breath, are directly inspired by WoW's most iconic dragon raid bosses, while the majority of their toolset pulls directly from the various magics associated with each Dragonflight. The DPS-focused Devastation specialization utilizes the potent offensive capabilities of the Red and Blue Dragonflights, while the healing-oriented Preservation specialization takes full advantage of the nature-focused Green Dragonflight and the time-warping magic of the Bronze Dragonflight to keep allies healthy and out of harm's way. As for how they play, they are among the most mobile classes in the game, coming equipped with a built-in slow-fall, multiple movement-speed-enhancing abilities, and even a mini version of dragonriding that they can use at any time, no mount required. In addition to sporting numerous instant-cast spells, they are also the first class to feature what Blizzard has dubbed "Empowered" abilities, which is a fancy way of saying you hold down an ability key to charge up an ability, and then let off the key to fire off the ability to devastating effect. These all together make for a class that feels more active than even the Demon Hunter, as you are constantly charging up abilities, casting on the move, darting between friends and foes, and even rewinding time. It's fun and frenetic, and choosing for how long to charge up an Empowered ability and when to release it adds another level of planning and reactivity to each enemy encounter.

If you've played any modern-day WoW expansions, you largely know what to expect when it comes to how Dragonflight's campaign is structured. You're ferried from main story quest to main story quest, working your way through each of the game's four new zones before hitting max level, after which you're granted access to things like Heroic dungeons, World Quests, and more. It's a little disappointing that for an expansion so steeped in themes of discovery, the main campaign on your first character is remarkably linear. You must complete the story campaign in The Waking Shores, for example, before unlocking the story campaign for the next zone, the Ohn'ahran Plains, etc.

There is no skipping ahead or bouncing between multiple storylines, even though each zone's main story is largely standalone and isn't influenced by the events of the story in any other. You can break off and do side quests in any zone to your heart's content (and you'll likely want to, as Dragonflight's side quests are where many of its best stories and moments can be found), but you'll eventually have to return to the linear, critical path and finish the main story if you want to start progressing your character into the endgame. It's only then that you have the option for subsequent characters of selecting the order in which you'd like to play the main story thanks to the addition of a new Adventure mode, along with the added benefit of being able to tackle various World Quests from the start. It's a welcome feature, but it wasn't that long ago that WoW expansions let players go where they wanted from the get-go. Combined with the independence dragonriding grants you, and it feels like Blizzard missed a major opportunity to inject some much-needed freedom into the game's increasingly on-rails first-playthrough campaign experience.

The four zones of the Dragon Isles themselves are a joy to journey through. Each zone is massive and built with verticality in mind in order to accommodate dragonriding, but they critically don't feel empty. Whereas many modern WoW expansions have felt the need to cram as many locations and enemies into its zones as possible, oftentimes to their own detriment, the new Dragon Isles zones feel remarkably open, alive, and lived in. The Azure Span and the Ohn'ahran Plains in particular feel like greatest-hits versions of zones from expansion's past. The Ohn'ahran Plains captures the essence of zones like Nagrand (both versions) and even the Barrens, while the Azure Span is almost like a long-lost Northrend zone, complete with the ever-lovable Tuskarr and music that invokes one of WoW's most beloved zones, Grizzly Hills. The capital city of the Dragon Isles, Valdrakken, is conveniently located high above the rest of the zones. It never gets old leaping off the city's walls on your dragonriding mount, going into a dive, and flying at high-speeds to wherever in the Dragon Isles you want to go. At max level, many of the zones have unique world events that add some great personality to them, like a giant community soup-making event at the Tuskarr village in the Azure Span or a siege to retake an ancient keep belonging to the Black Dragonflight in The Waking Shores. These kinds of events, in addition to being a great way to snag some rewards, help to make the Dragon Isles feel like real places rather than mere quest hubs.

The Tuskarr are one of many familiar Azerothian races that make a return in Dragonflight.
The Tuskarr are one of many familiar Azerothian races that make a return in Dragonflight.

Dragonflight feels nostalgic without falling into the common trap of focusing too heavily on what came before. The Azure Span, for example, isn't a carbon copy of any one zone from Northrend. Instead, it's inspired by the past in all the right ways while still standing on its own. The same can be said for WoW's reworked talent tree system, which takes some key inspiration from the iconic talent trees of the game's early expansions but reimagines them in a thoughtfully modern way. At first glance, they can be a little intimidating. Instead of one talent tree for your chosen class and specialization, each specialization now has two trees to contend with. One is shared across the entire class, and focuses more on useful utility like interrupts, movement-enhancing abilities, and survivability. The specialization-specific tree is where you'll get into the real meat of the new system, as you look to create a build for your specialization.

The level of freedom the new talent trees offer, especially when compared to the Mists of Pandaria-era talents that simply offered a list of multiple-choice questions, can be overwhelming initially, but each specialization tree is usually structured in a way that sticking primarily to the left, middle, or right of any tree will result in a build that synergizes relatively well. There is, of course, tons of room for more customization and fine-tuning, and I can safely say it's been a long time since I've spent hours simply staring at talents, reading about abilities, and theorycrafting builds like I've done in Dragonflight. Talents can also now be changed and tweaked at nearly any time outside of combat, and dedicated players will want to have multiple builds saved for specific situations, whether it's a particular encounter in a dungeon or a build that focuses more heavily on area-of-effect abilities. Though that kind of depth is likely to turn some players off, the ability to simply look up a guide online and import a talent build directly into the game is a nice convenience for those who don't feel like diving into the nitty-gritty details themselves.

The new talent tree system is overall a huge success, with every new level gained and every talent point spent feeling impactful in a way the previous talent system never did. Classes play largely like they have in more recent expansions, with many of the abilities on offer in each talent tree having been pulled directly from sources like Artifacts in Legion and Covenant abilities in Shadowlands. If I do have one complaint about the new talent trees, it's that many abilities that were once baseline across a class, in particular utility-focused abilities, have now become optional in each class's class talent tree. That means when you group with a Paladin, for example, you can no longer be sure that particular Paladin has access to previously class-defining abilities like Blessing of Protection, Devotion Aura, Blessing of Freedom, etc. Even if it's nice to have the option to forgo picking up every possible utility ability offered in the talent trees, in the future I would like to see more of those kinds of spells become part of each class' built-in toolkit, and instead see more new and interesting choices offered in the talent trees.

Reputation grinds have long been a part of WoW, and Dragonflight smartly overhauls those too, in a way that somehow both keeps the spirit of the old system intact while also offering something new. Instead of the standard "Neutral, Friendly, Honored, Revered, Exalted" reputation format used since the game's creation, Dragonflight uses a Renown system similar to what was seen in Shadowlands. Key faction reputations are now spread out across 25-30 different levels instead of five and require far less reputation to unlock per level, meaning you are more regularly unlocking new rewards. Critically, increasing your Renown level with these factions isn't tied to player power like they were in Shadowlands, and are largely cosmetic in nature, unlocking new transmogrification pieces for your character and customization options for your Dragon Isles Drakes. Leveling them up at your own pace is part of Dragonflight's endgame, with most side quests and world quests rewarding various amounts of reputation. There is unfortunately some key story content locked behind certain Renown ranks that run the risk of making the reputation grind feel more mandatory than it should be. Additionally, those keen on professions will want to push harder than the average player in order to unlock certain crafting recipes through the Renown system. Even with that in mind, the new system is undoubtedly a vast improvement over what has come before.

The fact that there is no player power tied to increasing faction Renown gets to another key aspect of what makes Dragonflight feel so refreshing. For over half a decade, WoW players have been living in what has now been coined the "borrowed power" or "Artifact power" era of Blizzard's MMO. This is an era where progression was not simply tied to finding better gear, but to numerous additional systems that required players to collect specific resources in order to invest and make their character more powerful. These "AP grinds" made huge swathes of content, whether it was collecting Soul Ash from Torghast in Shadowlands or completing Island Expeditions for Azerite Power in Battle for Azeroth, feel mandatory, regardless of how fun or interesting those particular activities were. All of that is gone in Dragonflight. It's almost disorienting to hit max level and not be hit over the head with weekly chores and tasks that need to be completed in order to not fall behind. But that disoriented feeling soon gives way to elation over the realization that in Dragonflight's endgame, you can simply do what you want to progress your character, instead of feeling forced to do things you don't. You can do dungeons. You can PvP. You can farm reputation and unlock various cosmetic rewards with the key factions. You can focus on professions. Nothing feels mandatory in Dragonflight when it comes to progressing your character, and that fact feels every bit as liberating as the game's dragonriding.

New profession specializations add depth, but also confusion, to crafting.
New profession specializations add depth, but also confusion, to crafting.

Speaking of professions, Dragonflight has given those a major overhaul as well, adding some much-needed complexity to a system that until now has largely gone untouched from the game's earliest days. There are now crafting-specific stats (which can be further boosted by equipping profession-specific gear and accessories), specializations, item crafting difficulty, multiple ways to improve or fine-tune your crafted gear, and more. It's definitely a little confusing diving into it all for the first time, but even if the exact reasons why a particular piece of crafted gear came out the way it did isn't 100% clear, the basics of the system--i.e. gather specific types of materials and then craft it--are the same as they've always been. There are numerous crafting-focused NPCs that can be talked to who attempt to explain how the new systems work, but I found the information they provided to not be entirely useful or not specific enough to truly help.

For those who want to solely focus on professions, doing so seems much more rewarding and viable now. That's partly due to the new work order system, where players can post items they would like to have made and provide certain materials, and which crafters can then fulfill. It's a handy system for when you want a specific item made, and it's even handier for crafters, who no longer need to spam trade chat with their wares or randomly fill the auction house with items that may or may not be wanted in an effort to make some gold. Even if professions aren't your primary focus, it still feels cool to deck out your character in profession gear and specialize in particular aspects of your chosen craft. A miner, for example, may excel at mining a particular kind of ore, or a blacksmith may be able to craft gear for one particular armor slot at a higher item level. Starting out, you won't be able to specialize in more than a few aspects of your profession at once. However, with enough time and dedication, it will eventually be possible to effectively learn all of a profession's specializations. It's still a little too early to tell how professions will shake out over the course of the expansion, but for now it feels like they are more relevant and more engaging than they've ever been for a long time, even if there is a higher learning curve associated with them than before.

Blizzard wisely decided to not fill Dragonflight with too many one-off systems and instead focus on core aspects of the game that were overdue for a shake-up. Alongside the game's talent tree revamp and an overhaul for professions, the game's user interface has also undergone a dramatic modernization in Dragonflight. The new UI is still definitively WoW (complete with gryphons, or the for the first time, wyverns, on each side of the primary action bar), but far more subdued and modern-looking. More importantly, the UI is now highly-customizable with the addition of an "Edit Mode." In this mode, nearly every aspect of the UI is able to be resized, moved, or tweaked in some form. It's great to, for the most part, no longer need a long list of fan-made add-ons (goodbye Bagnon and Bartender) and instead be able to customize your UI to your liking with just a few in-game clicks, no addon managers or fansites required. No doubt many players will still want to use some UI-enhancing addons, but it no longer feels mandatory, which is a boon for more casual or first-time players. There are still some aspects of the UI and Edit Mode that could use improvement (why in the world can't I resize the minimap or move the XP bar?), but all-in-all, they are a huge, if overdue, step forward.

The bones of Dragonflight at launch are an incredible foundation for Blizzard to build upon. Whether it's the new flow of an endgame freed from mandatory grinds or how it feels to break the speed of sound on dragonback, Blizzard's MMO is currently in the best state it's been in over half a decade. It's worth mentioning how many systems and unlocks are now account-wide in Dragonflight, which should make leveling up alt characters a far more enjoyable, and less time-consuming, experience. Dragonriding will be accessible from the start on all your additional characters once it's unlocked on your first, and dragonriding glyphs found in the world are also shared account-wide. Though you'll still need to grind out Renown on each new character, there are some systems in place to greatly speed up the process if you hit certain milestones on your main, reducing yet another pain point players have had in recent years.

Dragonflight's first raid, Vault of the Incarnates, arrives the week of December 12.
Dragonflight's first raid, Vault of the Incarnates, arrives the week of December 12.

But as anyone who has played WoW knows, a great expansion launch is not the be all, end all. Thankfully, Season 1, which was released a few weeks after Dragonflight's launch, delivers. Without the need to farm for additional resources like Soul Ash or Azerite, gearing is incredibly straightforward, allowing players to spend more time doing what they want to do rather than activities they feel forced to do. Dragonflight's new arena mode, Solo Shuffle, has been a blast and a great way for PvP-focused players to gear up (even if the queue times can be rough at times). The new raid boasts some fun and frenetic encounters while setting up the rest of the expansion's story nicely, and the experiment of having the first season's Mythic dungeon roster dip into older expansions (as was the case in Shadowlands Season 4) is a nice change of pace after running every Dragonflight dungeon on Heroic multiple times in the leadup to Season 1's launch. Though there are likely some players who will feel like they've run out of content, I'm of the opinion that having less "mandatory" things to do isn't a bad thing. There are always more classes to level up, old content to farm for transmog, or, dare I say it, other games to play. You shouldn't feel like you have to play 12-hours a day, seven-days a week to keep up, and so far Dragonflight has been refreshing in that regard.

In general, Blizzard seems to be hitting all the right notes in the weeks following the expansion's release. Balance updates have been more frequent than in the Shadowlands-era, whereas in years past it felt like players would have to wait months for a major patch to deliver balance changes. Updates have come more frequently to various in-game systems too, like improvements to Solo Shuffle to more effectively punish quitters. Blizzard overall seems quicker to respond to feedback, and that can only lead to good things. The future's looking bright too. Blizzard made the unexpected move of releasing an extensive 2023 content roadmap outlining all the updates players can expect over the course of the year, the first of which is arriving on January 24. Major updates in Shadowlands were few and far between, so to see a years-worth of updates laid out so far in advance, with new content slated to arrive every couple months, is breathtaking. If Blizzard can stick to its roadmap and continue to be as responsive to feedback as it has been so far, the next 12 months of WoW will be something special.

Only time will tell where Dragonflight will rank in comparison to WoW's eight other expansions, but it makes a powerful first impression, thanks both to its refreshing systems and the quality of its content. Early on in the expansion, you'll likely find a dwarf sitting by his lonesome near the Ruby Life Pools in The Waking Shore, looking out at the landscape beyond. He has a quest to give, but it's not your typical "go here, collect or kill that" style of quest. Instead, it's a quest to simply sit, talk, and listen. There is a long delay between each batch of dialogue at first, almost as if the dwarf is thinking carefully about what to say. The dwarf, it turns out, is actually an ancient member of the Red Dragonflight. He's been away from his home for thousands of years and never thought he would have the chance to see it again. As you sit and stare out into the horizon, he opens up to you, sharing painful memories of times long past. He begins to spill his heart and soul, not for your benefit, but for his.

Dragonflight is sprinkled with little moments like these that encourage you to take your time and smell the roses, so to speak. Though there are still plenty of collectathons and kill quests to complete, Dragonflight shines when it reminds you of the unique world you're in and invites you to slow down and immerse yourself in it. It's an expansion about remembering where you've come from, yet embracing what comes next. It's about coming home. Considering the quality on display in Dragonflight and all the changes that have been made to improve the core systems of Blizzard's iconic RPG, I have no doubt more than a few lapsed players that had grown tired of what Azeroth had to offer in recent years will be doing just that.

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The Good

  • Main story and villain are straightforward but effective
  • New Evoker class is fast, fluid, and fun to play
  • Zones that make up the Dragon Isles are top-notch
  • Dragonriding makes getting from point A to B exciting gameplay
  • Reworks of old systems like talents and professions are largely successful

The Bad

  • A few too many class abilities have become optional talents instead of baseline skills
  • Running out of stamina or needing to fly uphill can occasionally make dragonriding frustrating
  • New profession system could be explained better
  • First playthrough of the campaign is disappointingly linear for an expansion all about exploration

About the Author

Cameron completed Dragonflight's main campaign on a dwarf Paladin in a dozen or so hours, spending and additional 100 hours and counting collecting dragonriding glyphs, completing dungeons, competing in Solo Shuffle, mining ore, smithing armor, and discovering the majority of the expansion's side quests. He also spent five hours leveling up a Dracthyr Evoker, completing the race's new starting zone and journeying partway through the Dragon Isles for a second time using the new Adventure mode. A review code
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LethalBurst

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Still -by far- the best fantasy MMO around, and one of the best games ever made. The fact that people still hate on it 18 years later speaks volumes.

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HayatoJin

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People still play this trash outdated game made by rapists and sex offenders?

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Yams1980

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Edited By Yams1980

@hayatojin:i stopped playing WOW way before I knew the company was infested with sexual deviants but if I knew back in 2004 what I do now, I wouldn't have played the game for a second or given them a single penny. I quit the game after 2 years or less, whenever that Burning Crusade expansion thing came out.

The Activision/Blizzard company is rotten from Bobby Kotick right down to the bottom. Few good seeds in there for sure but mostly just bad. Funny that an even more dangerous and brutal company like M$ wants to buy them. No way in hell that merger should be allowed.

Like, this Kotick guy actually threatened to have an employee killed, this is the type of people running this company...

Merging two ultimate evils together... what can go wrong?

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jenovaschilld

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@hayatojin: Adler, Allianz, Associated Press, Audi, Bayer, BMW, ... and that is just a few from the A's and Bs that knowingly supported, and worked with, those in direct implementation of Germany's holocaust -yet.

I am a huge vocal critic of A/B, of Bobby Kotick, of WoW, and of those who committed crimes and work place assaults. But we are talking about a company of 15, 000 employees or more. The vast majority get up and go to work, pay taxes, raise kids, and help their community. These hard working, passionate men and women just want to create, create art and entertainment that has led them to A/B. Those minority of players that were culpable and aided deserve no mercy for sure.

It is childish to believe bad actors or bad actions label an entire company or its employees. Or that the consumers of the game are also to blame. If that logic made sense, it would make billions to blame for the holocaust. In the end a never ending cycle of silly finger pointing, instead of holding those truly to blame for their crimes.

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Johnny_Onion

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Edited By Johnny_Onion

Been playing WoW since aug 2015.

sorry for hardcore raiders who are crying about this expansion but for the vast majority of players DF is FAR better than the system ridden trash that was BFA and SL.

You may like having to grind out brain dead systems, corruption and conduit crap all day long...azerite trash, but many to most of us dont.

system upon system, currency upon currency....tossed in with garbage mechanics, etc, ruined BFA and SLs both.

Dragonflight is more classic WoW atmosphere.

if you dont like that, and if you arent being appeased, there are other games to play.
This IS the expansion. like it or not. Play it...dont play it..we dont care. We're loving the h.ll out of it.

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jenovaschilld

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@johnny_onion: I do not think anyone is arguing with you for sure.

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Cbordi

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huh, wow still has players...

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animehermit

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@Cbordi: most popular MMO still.

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off3nc3

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@animehermit: nah that's FF

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animehermit

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@off3nc3: not even close, by almost every metric there are more people playing wow.

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deactivated-64efdf49333c4

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@animehermit: He didn't say "more people", he said more POPULAR. Which is very much true.

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animehermit

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Edited By animehermit

@Barighm: actually I said more popular and I meant more people.

And even if I didn't mean that, it's not true, go look at twitch viewers, go look at Google trends. Wow is the most popular MMO.

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off3nc3

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@animehermit:

According to statistics by MMO Population, Final Fantasy 14 is currently sitting at around 2.49 million active players, compared to World of Warcraft's 2.19 million active players.Jun 10, 2021

Doubt things changed :)

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animehermit

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@off3nc3: websites do not have accurate counting for population.

Also wow just dropped an expansion. So it would have gone up.

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esqueejy

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Edited By esqueejy

Dragon feces. There should've been a shutdown and a WOW2 10 or more years ago. If they had any sense, we'd maybe even be approaching WOW3 in Unreal 5. This cow might still be moo'ing, but there's only dust in the bucket despite the bruises on her udders.

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Johnny_Onion

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@esqueejy:
is this a joke?
this dev team ruined 3 out of 4 expansions and you think just by changing the name to WoW2, cramming it all in a new engine that that is going to make any difference? lmfao.
It wont.
bad content is bad content, WoW2 wont change crap.

This is the best expansion for casual players...ie the MAJORITY of WoWs paying customer base....this game has seen in 4 expansions now.
It IS the expansion and you'll just have to come to terms with that fact

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esqueejy

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@johnny_onion: Where did I say "just by changing the name"? I was also talking about a decade ago or more. Yes, bad content is bad content and I've been complaining about WoW having bad content for a while now. I was quite clearly talking about a hypothetical situation in which Blizz woke up early and made the correct choice of taking a step back to give the game proper upgrades and revamps over the years instead of 18 years of half-assed milking of a 2004 product. The reason the development team became crap is because of their business model to be lazy and just haphazardly tack on expansions that were only half conceptualized, poorly realized and which destroyed the lore and everything else good about the IP.

I don't have to come to terms with jack shit, champ. I don't even play this trash game anymore because it's trash, sucked dry of all of the promise the original game had at the time and in the context of its release. 18 years later and it's become nothing but Blizz beating a dead horse with their left shoes while screaming "EARN!!! EARN, DAMN YOU!!!!"

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deactivated-64efdf49333c4

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@esqueejy: How would making a WoW 2 be any better? It would come from the same devs and be just as sucky as the other expacs. I suppose the graphics would be better but graphics aren't everything.

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esqueejy

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@Barighm: I mean, not just graphics, but gameplay mechanics, animation, all of it could've been enhanced via major engine improvements at certain milestones, rather than just plodding along with essentially the same systems, etc. There really isn't an aspect of the game that's NOT horribly dated. I'll be the first to admit that I too fall into the camp of people who think they began destroying the lore long long ago though (not just recently)..that crap went right off the rails, but expacs certainly didn't offer an opportunity to right the ship....maybe a full-on new release would have. I think part of the reason for shit going off the rails was the business model of aiming for rushed expansion releases on a somewhat regular schedule as a way of milking it all dry. Clearly, it's all hypothetical and I'm choosing to envision a hypothetical in which everything had been done differently, starting with the long term planning in the first place. And alas, we do not live in that timeline. Not sure how relevant or winning-the-argument it is though to come at me with what amounts to "nuh uh".

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Shalomanoray

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Edited By Shalomanoray

@esqueejy: they made Overwatch 2 and people lost it. You say nothing about Woaw now feels good but even among newer tab targeting games, WoW still has the best feeling snappy mmo combat.

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deactivated-64efdf49333c4

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@esqueejy: To which you responded with "yeah huh!". The only difference is my comment was a fair and legitimate point whereas yours was full of deflection, evasion, wild speculation, and assumptions...and you didn't really answer my question since nothing you said in any way addresses the core point: it would still be the same dev subjected to the same flaws, so how would being "new" solve any problem?

Oh, by the way, when you need to end off what was clearly a flustered, defensive reply with a mention of "winning an argument" after just ONE reply, it's how I know that you know you were out reasoned.

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esqueejy

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@Barighm: Not really. The flaws flowed from their business model, which was "milk it dry for as cheap as possible." If they'd made the choice to release full-blown development on a new release of the second iteration of the game instead of just ham-fisted expacs, it's entirely rational to expect that the kind of capital involved and devotion required would produce a better product than what they chose to do instead.

The expac model is lazy, lends itself to a mentality of just getting something out there to extend the life of the "live service". It disincentivizes and hampers innovation and incentivizes things like cutting corners and working within frameworks that rapidly start showing their age and get surpassed by innovations in the industry and by competitors. We've seen it time and again that content quality and developer quality suffer over time when these companies start from the premise of "build it and then try to stretch its life as far as possible to avoid the expense of building new." Prioritizing iteration over innovation runs up against its own creative boundaries and turnover depletes the talent, because the truly talented will be out there working on the cutting edge shit, not looking for jobs putsing around with 18 year old nags that should've been put out to pasture years ago. Moreover, prioritizing the easies path to short-term profit margins is generally myopic while capital outlays for future proofing not only takes a longer view, but also incentivizes making sure the product quality lives up to the capital expenditure, rather than wastes it.

WoW was a golden goose in 2004. It's now a lame duck. I'll grant you that they managed to suck waaaaaaaay more out of it than I would've thought possible, but that only exacerbated the problem with positive reinforcement for bad behavior. Theoretically, they would've hopefully learned their lesson if they had to confront flagging numbers much earlier and had to choose between letting it die or spending the capital to resurrect in newer and better forms.

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Utnayan

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4 out of the 9 bullets are bad - 9/10....

Too bad Blizzard didn't spend as much money on the horrid voice acting in the expansion than they did buying off this review with full page intrusive animated ads here on GS.

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Shalomanoray

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@Utnayan: the bad bulllets aren’t really big at all. Hell the one about stamina doesn’t even exist. I could fly literally endlessly. Most bad bullets listed are the fault of the user not the game itself.

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Zaryia

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Edited By Zaryia

Dragon Riding is fun. Class design is terrible, everything is over bloated and it doesn't match WoW's outdated combat system (which worked in vanilla, tbc, and wotlk with more simple designs). One of the reasons it went from a consistent 15m to 1m subs.

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Johnny_Onion

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Edited By Johnny_Onion

@zaryia:
personally other than the bugs and Ions control issues causing him to yet again make pointless, idiotic decisions like trashing the Engineering Wyrmhole, the expansion as a whole is spectacular.
Im loving the classes Im playing. BM Hunter, Unholy DK, Destruction Lock and Rshaman.
The talent trees are different, not how Id have done it, but it is what it is.

The reason wow lost so many subs is because of an idiot named Ion and is overbearing control problems. He may have been good at raids, but he SUCKS as a world content overseer.
He took over in WoD and thats where the sub nose dives came and clearly have never recovered.

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Zaryia

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@johnny_onion: Yeah I like Bm and Destro too still. They both play like something from WOTLK, which is a good thing.

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illegal_peanut

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I want to play this. But after Legion, WoW story has become insanely weak. And it definitely shows.

We literally killed the main big bad of all of world of warcraft. And now we're just doing... What exactly?

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Johnny_Onion

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@illegal_peanut:
Thus proving my thought that THIS is what escalation into absurdity causes.
Players are given too much gold, then they whine when it needs to be scaled back because its killing the economy.
Players are made into god killers, then they whine they arent masters of the universe.

Little hint guy...there are only so many gods you can beat back into line, which in and of itself is so absurd that any rational mind starts to drift away from the storyline because mortals beating gods half to death on a regular basis isnt something sane minds can find even close to reasonable.

So what is it you want to do now...because theres no more gods to beat, lmao. Its time to tone the game down, deescalate, let those who cant deal with that leave, bring in new players with fresh game concepts and make this game sane again.

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Shalomanoray

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@johnny_onion: we didn’t beat Sargeras and then their the entirety of the void sooo…

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Johnny_Onion

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@shalomanoray: Thanks for proving my point, lmfao.

Escalation into absurdity. lol

Hopefully they stop this trash in its tracks before players want to do pointless crap like becoming time and space itself to rule the universe.
then what?
where do you escalate from there? lmao

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illegal_peanut

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@johnny_onion: Or, they could add a time skip. And add some actually interesting and thought-provoking changes. That would lead to a really interesting story.

Or, since they love to redo ideas. Why don't they just make a warcraft 4, 5, and 6. And just make another World of Warcraft afterward.

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Johnny_Onion

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@illegal_peanut: lord man...how old are you? how long you been gaming?
Im old....I played the original Pong on release lmao. yeah...THAT old.

And ALL of these RPGs, going back to Red Box DnD are all the same.
What do you think an RPG is? lol
Its questing and combat contained in a storyline. Literally that is it. EVERY single time.
There is nothing new to add to that except a different bad guy to beat, lmao.

Again..changing the flippin # isnt going to make the game any more enjoyable for you.

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deactivated-64efdf49333c4

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@illegal_peanut: There's always another big bad. Someone should really kill the deity who keeps making all these big bads. Which would mean that guy is the big bad.

Wow, I think I just earned my WoW writing chops with those sentences, lol.

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illegal_peanut

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Edited By illegal_peanut

@Barighm: Isn't that why we killed Sargeras? And the reason why we killed G'huun & N'Zoth? AND why we killed Zovaal?

This MMO is like the MCU post-Thanos of Videos games. Minus the humor, good writing, consistent lore, likable characters, graphics, and appeal.

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Shalomanoray

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@illegal_peanut: we killed Kil’Jaden not Sargeras. N’zoth we fought was a fraction of his power not the real deal. So really we only killed big robot doll Zovaal.

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deactivated-64efdf49333c4

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@illegal_peanut: I killed them because they dropped phat loot. I stopped paying any attention to the reason years ago. Also, careful where you praise anything Marvel. The snipers are everywhere...

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Daidochus

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Edited By Daidochus

@illegal_peanut: It is about some Dragons that feel left out of the Dragon Society. So now they Riot and try to kill the other dragons that had the blessings of the Titans (privileged more like).

So in short, a revenge story sort of.

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Dani78

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We are playing WOW for 10 years always in a group of 3 heroes. The Dragonflight addon is good, but in group play is the flying and "oversight" frustrating. Sometimes we are getting completely lost and have to reunite first (costs sometimes) or we lose one hero because the dragon has no stamina left and can't get in the air.

But so far the game is great and we love it. The zones are beautiful and we love the new talent trees.

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Johnny_Onion

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@dani78 said:

We are playing WOW for 10 years always in a group of 3 heroes. The Dragonflight addon is good, but in group play is the flying and "oversight" frustrating. Sometimes we are getting completely lost and have to reunite first (costs sometimes) or we lose one hero because the dragon has no stamina left and can't get in the air.

But so far the game is great and we love it. The zones are beautiful and we love the new talent trees.

DF is spectacular.
Played for about a month on beta before live. Absolutely love the expansion.

Dragonriding is a blast.

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RetroDiscoFreak

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9 is too kind. It is at most a 7 in my book. Already finished the content. It is pretty bland. The story is a boring mess and all of the content is grindy, repetitive and boring. The only nice additions are dragon riding which needs some improvements as well as the new evoker class which needs quite some work as you can definitely tell that this expansion pack was rushed.

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Johnny_Onion

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Edited By Johnny_Onion

@retrodiscofreak: 9+ in my book. Meanwhile BFA and SL were less than 1/10

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Daidochus

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The haters will not like this score. As a Wow veteran I love Dragonflight. It is a breath of fresh air.

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Johnny_Onion

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@daidochus: Loving DF. Spent a month on beta. Loved every second of it.
The wife hated SLs so bad she wouldnt even play it after a couple weeks in.
She cant stop talking about how much she loves DF.
I thought she'd hate dragon riding...usually not her kind of thing, but shes actually loving that too now that she's figuring how how to manage vigor better.
Players whine they want new features, then when blizzard gives them something new, they whimper and mop and cry that its not what they wanted.

Getting REALLY sick of the WoW community, at least a big part of it.
Been a gamer of all sorts since video games first came out on consoles like the original Atari and I have to say this current generation of gamers is the whiniest bunch of entitled babies Ive ever had the misfortune of being in ear shot of.

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Daidochus

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@johnny_onion: Very well put. I am also tired of this wining, at Gamespot, you also see a lot of whining. But glad you like DF, it sure is a nice change.

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