World of Warcraft The War Within Beta Review
Introduction
After spending several days playing the World of Warcraft: The War Within (Midnight) beta, I decided to share my most vivid impressions. This is everything that was bad, everything that was good, so you can get a complete picture as if you played it yourself.
It’s worth noting that to access the beta, you now need to purchase the Epic Edition for 90 euros, which includes beta access. Previously, Blizzard would send beta invites directly, but now it’s a paid experience.
What We Liked
Let’s start with the positive aspects to avoid immediately flooding everything with negativity.
Amazing Locations
What I liked most while playing Midnight was exploring the locations. Blizzard has once again created very diverse and well-designed zones. I mainly explored two locations, plus a bit of Khaz Algar, and everything looked really impressive.
Zul’Aman is quite diverse. I expected it to be just a troll settlement, but it turned out to be much more. The old Zul’Aman remains, slightly redesigned but recognizable, with some familiar old places, and around it the zone has been massively expanded. Additional land formation occurred around it, and it looks really good and varied.
The redesigned united elf location is also interesting. On the map, when you open it, everything looks quite small, but in reality, these are huge locations, as befits all modern zones. The redesigned elf city, in my opinion, is roughly twice the size of the current Darnassus capital from TWW. When you fly on a dragon, you just keep flying and flying.
- Blizzard has managed to keep NPCs gathered around certain key points rather than spreading them too thin;
- Even in random landing spots, there’s always something present – sometimes enemy mobs, indicating quest content will be available;
- The balance between city size and content density has been handled well, avoiding empty spaces while maintaining navigability.
- Locations like Zul’Aman have new land that appeared seemingly from nowhere;
- Silvermoon became much larger, but there wasn’t enough space on the continent for such expansion;
- The entire old Silvermoon was completely demolished and rebuilt – not just redesigned with updated models;
- The only remaining trace is the overgrown Undead scar from their march to Silvermoon, now covered with grass;
- Everything else has been completely redone with no connection to the original locations.
- Some forms are slightly recognizable in Quel’Thalas;
- You can see where Brutallus was killed, but there’s no special marker or demonic earth;
- Expected a visual reference to the past event, but found only a wall;
- In short, no traces of the past remain – everything has been completely redone.
- Found a location that will likely be added in future patches;
- Visible as a huge mountain, but inaccessible – attempting to fly there results in teleportation back;
- The mountain doesn’t appear on any current maps;
- New maps are only partially updated, indicating Blizzard still has work to complete.
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Improved Housing System
I was also very impressed by how much Blizzard fixed the housing system. On the PTR, the housing we saw about half a month ago had many issues, and Blizzard fixed most of them:
- At least the game no longer crashes when you build something outside;
- They made previews for models you purchase;
- Made automatic addition to the collection – into the storage for items you buy from NPCs.
- Previously, adding items to collection required clicking each item with a 2-second cast time – for 200 items, this meant nearly 10 minutes of clicking;
- Blizzard implemented an automatic system, but through a workaround method;
- Items now appear in inventory briefly after purchase, then automatically disappear with a message: “An item has been added to your collection”;
- While functional, this feels like a temporary solution rather than a polished feature.
- Housing is releasing in approximately 3 weeks, yet many bugs and questions remain;
- Currently only one house variant is available, while approximately a dozen were promised;
- Blizzard may have completed all variants but chose not to include them in beta testing;
- We’ll only see the full housing content when it launches live – hopefully all promised features will be ready.
What We Didn’t Like
Now let’s talk about what I didn’t like.
Disappointing Story
First of all, the story. I completed the starting story quest chain, and it’s just brilliant. Chris Metzen didn’t return for nothing. Let me tell you about it now.
- Evil forces attack – we fight them briefly;
- Save civilians, then fight more evil forces;
- Defeat a small boss, save civilians again;
- Face a more serious boss;
- Xal’atath appears with a dramatic line: “You think I’m just going to let you win?”;
- Complete additional quests, fight supporters, collect a weapon;
- Defeat the big boss together “with the power of friendship.”
- Xal’atath returns with a mocking line: “Ha-ha-ha, you thought this would be a problem for me?”;
- Summons five or more powerful bosses simultaneously;
- Void creatures begin rushing at the player;
- The situation appears hopeless – we’re losing the battle and must retreat;
- Casualties mount as everyone around is dying.
- We retreat to the Sunwell and gather around it;
- Pray to the forces of Light and achieve victory – though temporary;
- The superpowers Xal’atath unleashed aren’t visually shown – only described through subtitles;
- The resolution feels anticlimactic: “we prayed to the Light and won again” – a familiar pattern.
It’s immediately clear why Chris Metzen, the main lore guy, was brought back to Blizzard. He really tried to make such an interesting introduction for the expansion. I’ve never seen such a thing in any of the previous ten expansions. 10 out of 10, absolutely amazing.
- The story structure is far from original – similar patterns appeared in Burning Crusade’s Dark Portal;
- Multiple expansions follow the same formula: evil forces attack, we fight with last strength;
- The “save civilians” quest appears in literally every expansion;
- Even the Dark Portal introduction felt more interesting than this current iteration;
- The repetitive nature raises questions about creative direction.
- Writers likely earn several thousand dollars monthly, with main writers receiving stocks plus tens of thousands;
- Despite substantial compensation, the story quality feels lacking;
- Even generic RPG books often contain more interesting plot development;
- The disconnect between resources and output is concerning.
Well, actually, of course, this isn’t that terrible. World of Warcraft isn’t about this, it’s about gameplay.
Class Changes and Concerns
- Many players question whether classes have become worse with the changes;
- Analysis from top guild players is currently limited to reviewing talents and abilities only;
- Late-game content doesn’t exist on beta or alpha yet, so full testing isn’t possible;
- Most experienced players who can theorycraft builds seem generally positive about the changes;
- Despite Blizzard removing certain abilities, the overall consensus isn’t negative;
- We’re waiting for proper end-game content to fully evaluate class performance.
So for now, we’re staying with this opinion and waiting for Blizzard to roll out Tamiflu Plus, and we’ll really be able to play the end-game content. Raid testing, if I’m not mistaken, only starts in early December, but I went to the Spire of the Windfliers dungeon and, in principle, looked at what Blizzard made there.
Dungeon Design Issues
- Dungeons feel like Cataclysm-level in terms of complexity and polish;
- Linear corridor design with mobs positioned uninterestingly;
- Pattern repeats: pack of mobs → empty space → bridge/transition → another pack → boss → more empty space;
- Lacks depth and engaging encounter design;
- Too much empty space between encounters, making dungeons feel stretched and boring.
That is, in most cases, this is really very poor. This is very uninteresting for Mythic Plus. This doesn’t give space for different approaches to dungeons. And this is really, well, Cataclysm level in its worst execution.
- This is still beta, so changes may occur before release;
- We tested a normal dungeon – Mythic Plus versions may be significantly different;
- Enhanced mob abilities in Mythic difficulty could improve the experience;
- Hoping for improvements before final release.
I usually watch dungeon reviews from Dungeoneer Troop. This is such a Russian-language esports DK super top player. And he understands all this better. I’m waiting for his analysis. But again, we’re waiting for Blizzard to make Mythic Plus. But for now, I really didn’t like it.
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UI and Interface Problems
You know what else I didn’t like? Interface changes. First of all, a lot of what Blizzard promised doesn’t actually exist in the game yet. That is, they promised very, very many things that will be instead of addons, and these things either don’t exist, or there are practically none of them.
- Damage Meter – you can enable it in settings, move it somewhere, but it doesn’t work. That is, it’s not in the game. There are settings for the damage meter, absolutely minimal, and you can move it and that’s it. You can’t view it, it doesn’t work. The damage meter doesn’t exist at all. On beta, the damage meter doesn’t exist because old damage meters don’t work. Blizzard’s damage meter doesn’t work.
- Plates Configuration – Blizzard promised very detailed, flexibly configurable plates. First of all, they rewrote the code for plates for some reason – how they position themselves when there are many mobs and so on, how these plates stack. This depends on Blizzard’s code. Addons never affected this and don’t affect it now, because there are no more your addons.
- Debuff Display Issues – you can configure debuffs and buffs to display differently, but there’s no setting to display your buffs separately or to disable ally debuffs, so only yours are displayed. On nameplates of mobs, all debuffs from all players are displayed, and your debuffs are not highlighted at all. If two identical classes applied the same debuff, you have no chance at all, given that addons don’t work and they don’t have this information, absolutely no chance to find out which of the dots is yours.
- According to leaks, prepatch should have everything working for the interface;
- Prepatch releases end of January/beginning of February, with Midnight launching March 11;
- Currently, only about 15% of promised interface features are actually implemented;
- There are literally only a couple of new features visible and functional;
- Doubt is growing about whether Blizzard can complete everything in time.
- Nameplates behave erratically and unpredictably;
- Performing the same camera movement results in nameplates appearing in completely random locations;
- Nameplates jump around the screen without any logical pattern;
- This appears to be a serious bug rather than intentional design;
- The behavior makes it nearly impossible to track specific mobs during combat.
- Nameplates are so unfinished that even Heroic raid-level content becomes problematic;
- Tracking your own debuffs becomes nearly impossible with current nameplate behavior;
- This isn’t just a minor inconvenience – it fundamentally breaks gameplay mechanics;
- Players will struggle to master encounters that require precise debuff tracking;
- The system needs significant work before it’s viable for serious content.
- Higher Mythic Plus keys become nearly unplayable with current nameplate behavior;
- Even when all mobs are standing still, nameplates jump around randomly;
- This isn’t just incomplete development – it’s a critical bug;
- The issue persists regardless of mob movement or positioning;
- Current state makes high-level dungeon content unplayable.
- Tested by disabling nameplate addons on live servers;
- Blizzard’s standard nameplates on live work absolutely normally;
- The new rewritten system performs significantly worse than the old one;
- Question remains: why rewrite a system that was already functional?
- Current nameplate system is fundamentally broken and needs immediate fixing;
- While other issues (like story) are disappointing, this directly impacts gameplay;
- If this isn’t fixed before launch, it may be a deal-breaker for many players;
- This goes beyond minor complaints – it’s a core functionality issue.
- Raid frames still can’t be properly configured – only big or small squares available, not the custom layouts active raiders need;
- Blizzard removed many addon restrictions, but addon authors remain concerned;
- It’s unclear which addon developers will continue supporting their addons;
- Blizzard is completely changing the API with only months until release;
- Addon authors will need to rewrite everything from scratch without complete API documentation;
- As noted by WeakAuras author: Blizzard should have provided this information in advance;
- Blizzard themselves haven’t finished their own interface work yet.
The boss ability bar is also crooked. Minimal settings. I don’t know. They made, by the way, a voice assistant for the visually impaired. It works like this:
I don’t know, actually. Maybe that’s how it should be, because, well, the visually impaired know better.
- The voice assistant reads everything at once when cycling targets – may be useful for visually impaired players;
- Sound announcements only cover mob HP, your HP, and mob names;
- Missing functionality: Custom sound alerts for boss abilities and countdown timers;
- Many players relied on custom sounds to track important abilities they might miss visually;
- Players with color perception issues used custom sounds for abilities that don’t display properly for them;
- Despite colorblind mode, some visual indicators still don’t work for certain players;
- Blizzard removed this functionality and doesn’t appear to be restoring it;
- The new “sound assistant” is much more limited than previous addon-based solutions.
- Blizzard likely won’t have time to complete everything before prepatch (end of February);
- However, official Midnight release isn’t until end of June, so there’s still time;
- They could potentially work until March or May to finish interface features;
- Housing system shows they can deliver when focused – it’s been handled well.
Overall Beta Impressions:
- Despite numerous complaints, overall impressions are somewhat positive;
- This may be due to the novelty factor – seeing new content for the first time;
- The locations are genuinely impressive – flying around reveals amazing design and scale;
- However, this is just a first impression from exploration;
- We’re waiting for proper class gameplay testing and all dungeons at maximum difficulty;
- The real test will come when we can evaluate end-game content properly.
Final Thoughts
- Despite numerous issues, overall impression is somewhat positive;
- New locations genuinely impressed with their scale and design quality;
- However, significant concerns remain in three key areas:
- Story – lacks originality and feels repetitive;
- Dungeon design – too linear and lacking depth;
- Interface issues – critical bugs that need immediate attention before release.
We’re waiting for the next stages of beta testing, when we’ll be able to properly evaluate class gameplay and test all the new dungeons at their maximum difficulty. This is what matters most from a gameplay perspective.
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