There’s a quest in which the player follows Anduin and Thrall into a cave underneath a town in Hallowfall. During the mission, the cave becomes enshrouded in Void darkness, and the player uses a torch to illuminate a small area as they move.
Reminded me of Legion’s warden prison quest to deal with Cordana Felsong. Loved the Legion quest and loved this one. Absolutely gave me some chills and thrills. The final confrontation with Xal’atath has some of the same visual effects.
However, I’m a little disappointed in Beledar’s Shadow. The light dims a tiny bit and a few mobs turn into shadow form. Is that it? There’s no real threat in the zone during the Shadow phase. Or at least I haven’t experienced anything significant while out and about.
People run to their houses and the whole purpose of lamplighters is to have these safe zones, but I don’t feel threatened at all or any sense of urgency. I just keep fishing or farming for mats or knocking out some quests.
I wonder how hard it would have been to carry the Void darkness into the shadow phase? Or at the least a brief moment of intense Void darkness, forcing one to stop in their tracks and whip out a torch, if only briefly, like a couple of minutes.
How do you folks feel about Beledar’s Shadow? Hate it? Love it? Need more/less? Would it be too scary for the little ones?
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I would absolutely love if the whole zone went super dark and everything got more deadly, but people would complain…so it’ll never happen.
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Thanks for the comment. I was hoping to generate some more discussion. Not sure if non-responses are due to not caring or folks are fine with the current setup. It just seems a bit underwhelming.
I wanted to get more info on the phenomenon, but Google search results focus almost entirely on the Spawn mount. I just remember seeing NPCs panic and run into the houses when the shift happened and thought “Oh yeah. Some nasty is about to go down.” Only…nothing went down.
It would be cool if at the climax there was an actual Void darkness to deal with rather than your standard day/night cycle underground, if only for just a few minutes. In Shadowlands, one still had to account for the Maw’s effects or local effects in the zone when killing bosses for mounts. Seems a missed opportunity.
But as you say…complaints.
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I agree it’s underwhelming.
Following the zone lore, when this happens it sets off alarm in the population and they have to take steps to stay safe. I would love it if we had something that made us feel that level of threat, as opposed to slightly more aggro mobs that look a little different.
Would be cool for the threat levels to get reduced as you level up your renown and have some better answers for the darkness, lots of things they could have done here.
Hallowfall is one of the best zones they’ve ever designed, though, so this is a relatively minor complaint about an otherwise amazing area to play in.
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