SoD feedback

First off, I want to say, Season of Discovery has been my favorite iteration of WoW so far. The class experimentation, the rune system, and the way old content was revitalized — it all made Azeroth feel alive again. Here’s my feedback after experiencing the full season:


:red_triangle_pointed_down: Cons & Room for Improvement

Some classes ( like warrirors) were left behind for much of the season, especially with only one real DPS path. Two-handed Fury didn’t come online until late Naxx, but when it did, it felt incredible — a true high point. Would love to see more options earlier in the next season. ( I heard Warriors were amazing in phase 1 but I was playing shaman at the time)

  • Only two new dungeons and one new raid (not reworked raids) was a bit underwhelming. While reels helped keep old dungeons relevant, there needed to be more reasons to return to them once you had the gear and toys. Adding more, consumes or something would help make this a currency sink to keep relevent. Maybe even world buff packs. Idk.
    *Class balance was lopsided. Some specs were so strong (looking at you, Shaman) that it made others feel pointless by comparison.
  • Scarlet Enclave tier loot was slow at first, but now its almost all offspec or vendered a month into it.

:white_check_mark: What Worked Really Well

  • The way old dungeons stayed relevant was awesome. People were still running them for catch-up gear all the way to Naxx.
  • Flex raiding was the biggest win. Tuning bosses for 20 players but allowing overstacking gave guilds flexibility while maintaining challenge.
  • Rune quests were flavorful, immersive, and felt true to each class. The class questing system was a huge success.
    *Hardmodes for cosmetics and higher legendaries chances were excellent additions that encouraged mastery and replayability.
  • Bigger bags, plentiful loot (outside SE), and the general flow of gearing were all handled well.

#:crystal_ball: What I’d Love to See in Season of Discovery Part 2

  • Reworked Talent Trees: Less filler, more meaningful choices. Make every point feel impactful. Trim the fat, enhance identity.
    *Runes return as either talents or a profession — where players can craft runes and engrave them into gear. Let them be sold on the AH to keep professions engaging.
    *New Class: Spellbreaker— A hybrid tank/DPS/support melee class that suppresses magic and reflects spells. Anti-caster, arcane-themed, and deeply rooted in Warcraft III lore.
    *New Zones, New Raid(s)— Keep pushing into unexplored or underutilized areas of Azeroth.
    *More race/class combos: Undead Paladins, Dwarf Shamans, etc. Give more room for player fantasy.
    *Achievements and Titles — But only if they feel earned. Titles should feel prestigious, like completing a legendary questline or overcoming a major challenge. Not just “killed a boss one time”.
    *extended world events - the Aq wvent, scourge invasion felt good that it wasnt a FOMO event.
    *World Buff Items- being able to buy and store buffs, was also amazing. Dying to a cleave, then being able to rebuff felt good that i didnt have to sit on the DPS sideline for the rest of the raid.

Final Thoughts
Season of Discovery brought back a sense of community, creativity, and experimentation that WoW had been missing for a long time. With just a few tweaks and more content, Season 2 could be legendary. Please keep pushing the envelope.

I am very sad to see this version go. Though its not over yet, since the announcement i have already seen a huge decrease in players. Including my guild.

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