I counted them as one dungeon, not the split off dungeons they became. There’s a surprising number of dungeons in Vanilla, really.
Wait, really?
How the blazes did WoW survive that?
. . . Oh right the enjoyable and interesting story development of established characters and history over the nearly 20 years prior to MoP’s release.
To be fair, Mists also introduced the remakes of Scarlet Monastery, Halls, and Scholomance, so it’s “technically” 9 dungeons.
But as far as original dungeons, it was 6.
okay thank you for this, i was sitting here like “no way was it really only 6”
That’s also not counting the 9 Scenarios that could also be run multiple times.
I honestly completely forgot about scenarios.
Which is genuinely a diservice because I liked them? I thought they were interesting and short. They could have built on them and made them more engaging, some of which I thought were perfectly fine.
Thinking about what could have been makes me sad, so I think I will stop.
Mor’geth without death knights scorpion pulling the adds is actually not too bad of a fight tbh.
it’s a pretty neat world boss
and lol, they were affected by that? that’s bonkers, just wait til the end where mor’geth starts activating everything then have a bunch of blood DKs and monks pulling and repulsing the adds and turning the world boss into a rave
the patch is good
very exciting
i like to kill horde players and throw sylvanas off the cliff
thanks
is this an aggressor alt?
Steve Danuser@SteveDanuserJul 16
@TheRedShirtGuy “Necromancer” has a different meaning in Maldraxxus. They can take a fallen body and infuse it with energy to make a mindless servant, or move a soul from one body to another. But if say Draka was killed, they could not raise her from the dead. Her soul would be gone.
@TheRedShirtGuy Remember that in the Shadowlands, “necromany” simply refers to the magic of Death. The necrolords are the experts at wielding it, but even they have limitations. In any case, I agree the wording for that text is unclear. It will be clarified in a future update.
Much riveting.
I just read through all the stuff on the patch and apparently there is a sword that drops where it has a special effect to be able to sheath it either on the hip or the back? Why on earth are they implementing that on one specific weapon instead of, like, all of them?
probably a test run I ASSUME
Why are death magicians in the actual afterlife limited in what they can do? Why does the afterlife suck so bad?
We went from magitek sucking out the very essence of a place, causing it to break apart and dissolve to “You can perma-die after you’ve been killed.”
Honestly the worst part of Shadowlands for me is the idea of “Super Ded” being stipulated.
I mean, you’ve a world of an afterlife that could have consequences when you die. What if you pour yourself into soul dust and reconstitute however-long years later, which makes it reasonable why people still don’t wish to die? What if you go into a centrifuge that’s hard - but not impossible - to get out of? What if in some Final Destination zone you’re ripped back to Azeroth entirely unknowing again as a new entity?
But no. Super dead.
If you lose the consequence of death there is no risk.
I learned this writing my sci fi novel where download tech exists that can transfer deceased minds into brand new bodies of themselves and figuring out how to write stakes when death is literally just a transitory inconvenience every 90 years or so.
As was stated in Troy the extended edition. “Life is more beautiful because we’re doomed.”
Having a final, total death is scary. It makes things more tense. Whether it’s my story’s “final sleep” or WoW’s oblivion, the thought of not existing drives people to try to survive.
It’s just lifted straight from D&D. It’s something we saw first with elementals, where destroying them on their home plane “permanently” kills them. Except it doesn’t always. Because reasons. The same goes with demons.
Outsiders (creatures from planes other than the Prime Material plane, “our” plane) go back to their home plane when killed on the Prime Material. If you kill them in their home plane, they’re just dead forever. Until they’re not.
It makes more sense in D&D, where there are actual rules which are supplied and documented, which do not change on a whim. Mostly.
Hard pass. You don’t get to create a semi expansive and encompassing post death reality and then go “but if you ‘die’ here, you’re dead in real life”. That’s cheap and directly contradicts the whole point and purpose of the previous post death reality. It undoes the exception and spits in the face of both values.
Edit; To clarify, not your example specifically. The whole already having an expansive death and post death experience in Blizzard’s setting particularly only to find out a number of them don’t necessarily matter and artificially inflate stake and risk by haphazardly implying some second or further super “permanent” death, which then cheapens the experience of exploring a new, strange, metaphysically complex and alien plane by reducing it to the same basic constraints as life.
Also, because I’m out of the loop, what the actual flock is “dying” in the shadowlands? You’re not alive, you can’t die. I get that it’s just no brain shorthand or whatever for the plebians to easily grasp the concept but it’s not exactly deep stuff to begin with. Is there wacky soul poison, can souls die of “too old”, or do you only die when expressly ghost violenced at someone else’s hands?
If you die on the mortal plane, you go to the Shadowlands. If you die in the Shadowlands, your soul is destroyed. You’re not dead, you’re just obliterated.
Except when you’re not.
Maybe it’s like the vampires from Wicked Game. (Rock and roll vampires, cool female protagonist, awesome book series) the longer they are vampires they lose their self in a changing world and fade. Eventually losing all of them selves to time.
That’s a pretty cool take on undead death. Their bodies don’t fail, their minds do.