World of Warcraft: Midnight Gamescom Recap
We learned a number of things about Midnight at Gamescom. We've summarized all of our coverage below and will update it one more time early this week with the final missing interviews and Fireside chats.
Gamescom Posts
Midnight Cinematic
Story and Lore
Characters
Zones
Allied Race - Haranir
New Demon Hunter Spec - Devourer
Leveling and Talents
Apex Talents
Class Design
Dungeons
Raids (3 Total, 9 Bosses)
Delves (11 Total)
Outdoor World Systems
Prey System
Player Housing
Release & Early Access
House Customization & Decor
Neighborhoods & Social Features
Monthly Endeavors
Development & Future Plans
PvP
Player Onboarding & Leveling
Returning Player Experience
Systems & Content
Development & Release Cadence
UI & Quality-of-Life
Continue reading...
We learned a number of things about Midnight at Gamescom. We've summarized all of our coverage below and will update it one more time early this week with the final missing interviews and Fireside chats.
- Player Housing - Build and fully customize your own home in Azeroth. Join neighborhoods with up to 50 other players, and collect hundreds of furniture and décor items from every part of the game.
- New Mid-Range Demon Hunter Spec - Devourer: A long-awaited third specialization for Demon Hunters is here, using Void and Cosmic magic for mid-ranged DPS. Additionally, Void Elves can now become Demon Hunters.
- Return to a Rebuilt Quel'Thalas - Explore a completely reimagined Eversong Woods and a fully rebuilt, flyable Silvermoon City, which will serve as the expansion's main hub.
- New Allied Race - The Haranir: Unlock this ancient, enigmatic race from the primordial jungles of Harandar, featuring unique bioluminescent aesthetics for their armor, weapons, and skin.
- Prey System - Opt-in to a new world gameplay system where you track powerful targets for unique rewards, but beware, your target may ambush you when you least expect it.
- New Raids - Challenge yourself with eight new dungeons and a total of nine bosses across three distinct raids: The Voidspire (6 bosses), March on Quel’Danas (2 bosses), and The Dreamrift (1 boss).
- Cheaper Transmog with Situational Swapping - Outfit swapping is no longer tied to gold costs (cost is now per slot) and can be set to automatically change based on your context, such as being in a city, your home, or out in the world.
- New 40 vs. 40 Epic Battleground - Players can charge into Slayer's Rise, a new large-scale battleground set in the chaotic Voidstorm zone.
- Alpha starts in a few weeks!
Gamescom Posts
- World of Warcraft: Midnight Cinematic, Gameplay Trailer, and Features
- World of Warcraft: Midnight - Systems Panel
- World of Midnight Developer Panel
- Player Housing Showcase, Dev Interviews, Youtube Shorts
- Midnight Dev Interview - Full Housing Neighborhoods System Not Coming in 11.2.7
- Dev Interviews - Haranir Racials, No TWW Season 4, and More
- World of Warcraft: Midnight - Pre-Order Rewards
- World of Warcraft: Midnight - System Requirements
Midnight Cinematic
- The cinematic team put an emphasis in conveying human emotions. Emotions that would be more difficult to convey when a character's eyes are completely glowing gold or if their design is too close to the in-game model, which can’t always convey subtle facial expressions.
- It's simply about human eyes, a human mouth and that's how we [as humans] interpret emotions. It's very difficult to convey emotions when these features are distorted.
Story and Lore
- The central conflict of the expansion revolves around the clash between the Light and the Void.
- The main threat is a void storm hovering over the Sunwell. Players will eventually venture into the void storm itself.
- The main campaign will feature a fixed beginning and end, but the middle chapters can be completed in an order of the player's choosing.
- One campaign chapter will take players to older zones, such as Light's Hope Chapel and Stratholme, focusing on Arator and his relationship with the Light.
- The sword of Sargeras will continue to be an important element in the overarching story of the Worldsoul Saga.
Characters
- Thrall is likely to make an appearance later in the expansion's story.
- Sylvanas Windrunner will also appear at some point.
- Valeera Sanguinar will have her own storyline that unfolds as players interact with her. She'll hopefully be better at not pulling things and standing in things.
- Liadrin dislikes the Amani trolls, which will become important
- The Amani trolls are led by Zul'jarra, the chieftain, and her brother and advisor, Zul'jan, who are the grandchildren of Zul'jin. They are currently facing some Void issues.
- Naga are not expected to appear in the near future.
Zones
- There will no longer be a loading screen for Eversong Woods, Zul'Aman, and Silvermoon.
- Silvermoon
- Silvermoon City has been rebuilt and will serve as the main hub city for both the Horde and the Alliance. Almost all of the city's assets are new, including the city walls.
- While it is a shared hub, around 1/3rd of the city remains under Horde control, and Alliance players will be "kill on sight" in those areas. Around 2/3rd will be set aside as a sanctuary for both factions.
- Silvermoon will be larger, with new areas such as the Sanctum of Light and a Memorial Garden.
- Eversong Woods - A radiant forest of lyrical enchantment.
- The Ghostlands area has healed and is now teeming with life.
- The Dead Scar has been healed, though some areas will remain tainted.
- Players will defend the Sunwell from the forces of Xal'atath.
- Zul'Aman - A vibrant jungle where ancient stone ruins are draped in moss.
- The classic raid has been expanded into a full zone. The original raid space will still exist.
- It is described as an old forest with tall mountains, frequent rain, and overgrown, abandoned Loa temples.
- The Amani trolls are facing void-related problems and have lost touch with their Loa.
- Players will meet new Amani leaders, Zul'jarra and Zul'jan, who are the grandchildren of Zul'jin. Zul'jarra will be seeking a way to help her people survive the void onslaught.
- Darkspear Trolls will unlock new cosmetic options, including Amani hairstyles, upon completing the Zul'Aman campaign.
- Harandar - A bioluminescent primordial jungle at the confluence of the World Trees' roots.
- This zone is home to the new Allied Race, the Haranir. Their starting experience will provide more of their backstory. The starting level will be similar to other Allied Races.
- Harandar is located within Azeroth but is not in a specific, directly connected place; the Haranir travel through rootways.
- It's characterized as a fungal jungle where the roots of the world trees meet.
- The zone contains the Rift of Aln, from which creatures dreamed up by the Haranir's goddess emerge, some of which are horrific.
- Voidstorm - A distant, chaotic world shrouded in cosmic predation.
- This mysterious world has been formed by the Void and is a place where everything will try to eat you.
- It features stormfields, areas with low gravity, and three large Nexus Points.
- Players will team up with Alleria, Arator, and the Void Elves.
- The campaign will reach its climax here, and it is the location of the Voidspire.
- Void creatures in this zone are highly predatory, seeking to consume weaker beings to absorb their power.
- The Dominar are the most powerful and intelligent of the Void creatures, with an established hierarchy. Xal'atath and her cultists are part with the Dominar.
Allied Race - Haranir
- An enigmatic people from Harandar, the Haranir's culture is shaped by the deep places of the world.
- They serve as guardians of the rootways and are led by a council of elders.
- The Haranir possess a direct connection to their goddess.
- Leaving their community to go into the outside world is an uncommon occurrence and is not looked upon kindly.
- Orweyna is one of the younger Haranir.
- Their architecture, tools, armor, and weapons are grown from roots, glowing mushrooms, and living bark. These items, along with their skin markings, are illuminated by bioluminescence.
- Some Haranir undertake an oath to become wardens, relinquishing their connection to the goddess to prevent creatures from the Rift of Aln from attacking.
- In the Den of Echoes, the Haranir remember their past through paintings. Players can interact with these paintings to learn some of their stories.
- Haranir druids have a Pangolin form.
- Classes: Warrior, Hunter, Rogue, Priest, Shaman, Mage, Warlock, Monk, Druid.
- Haranir Racials
- An active AoE ability to summon enveloping roots that heal allies and damage enemies in a targeted area.
- Innate critical strike damage and healing.
- Increased damage to and reduced damage from aberrations and elementals.
- The ability to fast travel between world tree roots, with some points requiring discovery and unlocking.
New Demon Hunter Spec - Devourer
- A mid-ranged DPS spec that utilizes Void and Cosmic magic.
- The playstyle is dynamic, with movement in and out of melee, rather than being a traditional ranged caster.
- Talents will cater to two main playstyles: a mid-range caster or a hybrid style that involves dashing in and out of combat.
- Void Metamorphosis
- The goal is to enter Void Metamorphosis and sustain the form for as long as possible to maximize damage output.
- This transformation is not cooldown-based but is instead fueled by Void energy.
- Players will want to collect void fragments.
- Void energy is a little different than Fel, it wants to get away from you.
- The longer that Void Metamorphosis is maintained, the more damage the player will deal.
- Abilities
- Void Metamorphosis: A transformation sustained by harvesting souls.
- Collapsing Star: A powerful finishing move that grows stronger with each cast while in Void Metamorphosis.
- Void Ray: A 25-yard piercing beam of Void energy, described as a "Void Eye Beam" line attack that turns enemies to ash.
- Reap: A scythe attack that consumes soul fragments.
- Voidblade & Hungering Slash: A melee combo that includes a retreat.
- Hero Talent Trees
- Annihilator: Shared with Vengeance. This tree focuses on dropping meteors on enemies. Void meteors for Devourers and Fel meteors for Vengeance.
- Fel-Scarred: Shared with Havoc.
- Gear & Visuals
- Devourers will continue to wield glaives. Developers are exploring the possibility of creating intelligence-based glaives that would convert to Agility for Havoc and Vengeance specs.
- Glaives will be sheathed on the back.
- The spec's ability visuals will be entirely Void-themed with purple effects and will feature scythe-like visuals.
- Void Elf Demon Hunter
- The Void Elf race will be able to be Demon Hunters.
- This combination will be unlocked via a very short quest line during the pre-patch.
- The Worldsoul Saga will provide opportunities for other race/class combos that will make sense with the story.
- Availability
- The Devourer spec and Void Elf Demon Hunters will both become available during the pre-patch.
- The Devourer spec can be switched to directly and will not require an unlock quest.
- Adding a new spec for Demon Hunters was a compelling fit for the story.
- The team intentionally teased the new spec and found the community speculation fun.
- The team is interested in hearing feedback about the new Demon Hunter spec. If there's interest in new specs for other classes in the future, that would be interesting to explore.
Leveling and Talents
- The level cap will be raised to 90.
- There will be 10 more talent points, split across the three existing trees. Four points into the spec tree and three into the other two trees.
- Hero Talent trees will be expanded with an additional fourth lane.
Apex Talents
- A new feature in the spec tree is the Apex Talent, a unique, multi-rank node that players are strongly encouraged to put points in, but not required to.
- Players can put four points into their Apex Talent, with each point, especially the first and last, intended to feel impactful.
- Examples of Apex Talents include:
- Evoker: The first point gives Reversion a chance to upgrade into Merithra's Blessing, healing the target and up to 5 nearby allies. The next two points cause Reversion to also reverse 4% of damage taken into healing. The final point increases Dream Breath's instant healing by 200% and gives it a 100% chance to grant Merithra's Blessing.
- Devourer: The first point allows Collapsing Star to always critically hit.
- The next two points increase Cosmic and Void damage.
- The final point grants 10 lesser soul fragments and immediate access to Collapsing Star when entering Void Metamorphosis.
Class Design
- Approachability will be a central focus for encounter and class design in Midnight.
- The team is looking at all of the classes and specs to see what they can do to make them feel more approachable and modern.
- The developers are addressing the issue of players feeling like they need WeakAuras to play certain specs, with Outlaw Rogue and Unholy Death Knight being some of the targets for fixes.
- Playing a tank or healer is a large ask. You're the leader of the party in a way. There are some plans for Midnight to make tanks and healers a little more approachable, some through encounter/dungeon design.
- There may be some things that tanks and healers are asked to do in an encounter that are a little too much.
- Future Updates
- Blog posts are planned to be posted soon to discuss class and design philosophies for Midnight. Everyone will have something to look forward to, the team is trying to make sure that they don't leave anyone out.
- The Worldsoul Saga will provide opportunities to introduce new race/class combinations that are fitting for the story.
- A new class needs to be really compelling and make sense, but this time around focusing on Demon Hunters makes a lot of sense in the story.
Dungeons
- Eight new dungeons, with Windrunner Spire, Magister's Terrace, Murder Row, and Den of Nalorakk as level-up dungeons and Maisara Caverns, Blinding Vale, Voidscar Arena, and Nexus-Point Xenas being the max level dungeons.
- All eight dungeons will be available as Mythic 0 during the pre-season.
- Windrunner Spire will tell us more about the history of the Windrunner family. Winged dungeon with lots of mysteries to uncover.
- Magister's Terrace has been expanded since we last saw it, allowing us to visit some new locations, including a balcony overlooking the Sunwell.
- We'll go in to Murder Row undercover to investigate the use of Fel Magic within the walls of Silvermoon.
- Voidscar Arena is run by the Dominar, bringing together combatants from around the universe to battle for entertainment. You'll be able to control the pace of the waves in Mythic+
- No current plans for solo queue for Mythic+, but the team does want to make finding groups better.
Raids (3 Total, 9 Bosses)
- Raid Details
- The Voidspire: A 6-boss raid located in Voidstorm, which is Xal'atath's stronghold. Bosses include Dominus-Lord Averzian and Salhadaar.
- The Dreamfrift: A single-boss raid where players will join the Shul'ka to hunt an "undreamt god."
- March on Quel'Danas: A 2-boss raid that concludes the story at the Sunwell Plateau.
- Release Schedule and Access
- At the start of the season, players will have access to The Voidspire and The Dreamfrift.
- The March on Quel'Danas raid will unlock approximately 2-3 weeks later.
- All three raids are part of the same tier.
- Completing the first two raids will not be a requirement to enter the later one, though the associated campaign quests will be linear.
- Story Integration
- All three raids will launch with a story mode.
- Raids will be more integrated into the story than ever before, with the narrative progressing through raids, quests outside of raids, and then back into raids.
- Difficulty & Progression
- The developers are splitting the bosses into three raids to move away from the repetitive feel of eight-boss raids.
- The Dreamfrift's difficulty is intended to be around the middle of The Voidspire's difficulty.
- March on Quel'Danas will have an increased difficulty compared to the other two raids.
- Once all raids are unlocked, it is likely that guilds will clear all three weekly.
- Tuning
- Ideally, progression should be a smooth experience for all skill levels. You shouldn't be in a position where you beat a boss and the next one feels impossible.
- There are several different tiers of guilds playing Mythic raids, with different levels of skill, coordination, time and investment. They all want a challenging progression experience.
- With so much variance in skill, how can they make content for all of those groups simultaneously?
- Progressive difficulty with the last few bosses being tuned for the top guilds in the world (for the first few weeks of a patch) is okay. Only a handful of guilds will even see them in the first few weeks.
- The next wave arrives, does their 50-60 pull experience, and defeats the bosses. The next group comes along and does the same after a nerf. This gives every group some progression without bosses being impossible forever.
- Tuning for a 10-player Mythic raid difficulty would be very challenging.
Delves (11 Total)
- There are 11 new Delves coming, one of them being a Nemesis Delve.
- New Companion: Valeera Sanguinar, who will be taking the place of Brann.
- The Shadow Enclave
- Collegiate Calamity
- Parhelion Plaza
- The Darkway
- Twilight Crypts
- Atal'Aman
- The Grudge Pit
- The Gulf of Memory
- Sunkiller Sanctum
- Shadowguard Point
- Torment's Rise (Nemesis Delve)
- Some of the new Delves are going to be outdoor spaces that allow you to use your ground mounts. These will be integrated into the stories of the zones.
- The team is still working on Delve tuning. Getting punched harder being the only difficulty increase isn't great, but they aren't looking at add adding new mechanics.
- There are other tuning knobs, such as spell cast times, cooldowns, and other things that can be tweaked to provide challenge without just scaling damage done. The team has looked at some similar changes for Mythic+
Outdoor World Systems
- There will be new one off things that happen once in a while, like Shipping and Handling, or the soup event.
- The team made a variety of these to appeal to different gameplay styles. Some might be built for high intensity combat, some for players learning about the lore, and more.
- Silvermoon Court - Balance your reputation between the four different military groups in Silvermoon, evoking feelings of the Burning Crusade reputations like the Aldor and Scryers. Each track has cosmetic rewards.
- Zul'Aman Abundances - Gather materials from Abundance Caves in all of the Midnight zones. Fast paced collect-a-thon that is profession themed. Go into caves, have a timed treasure room feel, gather/mine as much as you can. Professions aren't required, but if you are a gatherer there might be a few bonuses.
- Legends of the Haranir - Step into the forgotten past, using magical paintings to embark on bite-sized, lore rich journeys. Designed for devoted lore seekers, no gating, read some text, discover some objects, learn some history.
- Voidstorm - Stormarian Assault - Protect the Void Elves as they activate their singularity anchor, wave defense, public event. Success is not only defined by how well your group fights, but also how well they place defenses.
Prey System
- An opt-in, outdoor world hunting system available in Azeroth and Voidstorm, where you hunt targets and can be ambushed in return.
- This secret initiative is led by Astalor Bloodsworn from Murder Row, Silvermoon City, and has an Anguish mechanic.
- Players can accept contracts from Murder Row. Once a contract is claimed, the target becomes aware and may hunt you as well.
- The system features dynamic encounters, such as ambushes and a series of conflicts that build towards a final showdown.
- It uses quest technology to create unpredictable scenarios, which may require you to find footprints or disarm traps.
- There are three difficulty tiers that unlock as you progress: Normal, Hard, and Nightmare.
- Normal difficulty is comparable to existing open-world content and bosses.
- Hard and Nightmare difficulties increase the challenge with enemies that may have Affixes and additional mechanics known as Torments (e.g., Fear, Fixate).
- Nightmare difficulty is designed to be on par with a difficult Delve.
- The final encounter on Hard and Nightmare is a 1v1 showdown in the open world, where nearby players can assist.
- Rewards include a wide range of cosmetics, mounts, titles, housing items, and power rewards.
- The system will be tied to the outdoor row in the Great Vault, rewarding up to Hero tier gear.
- Delves give solo players an opportunity to get cool stuff, so the Prey system will as well.
Player Housing
Release & Early Access
- A "preview" version of player housing is expected to become available during The War Within's 11.2.7 content update, anticipated toward the end of the year.
- This early access focuses on the house itself and its customization, with the full neighborhood system launching with Midnight.
- The primary reason for this early release is to allow players a head start on collecting decoration items from various in-game sources, such as old dungeons and raids.
- Players who preorder any edition of Midnight will get early access to the housing feature.
- Those who do not preorder Midnight can still begin collecting housing decor items when Patch 11.2.7 is released.
House Customization & Decor
- There are hundreds of decor items to be earned from dungeons, raids, quests, crafting, and other in-game activities.
- Players will receive a generous starter set of decorations, so they can begin customizing immediately.
- All crafting professions will be able to create some form of decor.
- Decor items range in size, with the largest being the Tauren Waterwheel (roughly the size of a building, 24 ft diameter) and the smallest being the Youngling Courser Toy Set (about the size of a keyboard).
- Exterior housing customization is a separate space divided up in 3 things; the plot, the house that sits on the plot and the yard around the house.
- At launch, exterior designs will be available for Orc, Human, Night Elf, and Blood Elf styles, with more hopefully planned for the future.
- The UI for exterior customization is similar to the barbershop and character creation screens.
- Players will be able to import and share housing layouts, similar to the talent build system.
- House owners can set access permissions, allowing entry to everyone, only friends, guildmates, or other options.
Neighborhoods & Social Features
- Neighborhoods are zones that can be Public or Private (for Guilds or Charters) and can hold up to 50 players.
- The complete neighborhood system, including neighborhood-wide challenges and events, will be released with the official launch of Midnight.
- A house finder feature will help players locate public neighborhoods with available spots and allow them to tour them.
- Guilds with more than 50 members can occupy a single neighborhood through instanced layers, sharing the same name and progression. Players can move freely between these instances.
- Players can live in a neighborhood with whatever people they want. This means a Horde player can live with Alliance players. This is necessary in a world with cross-faction guilds and Warband owned houses.
- Cross-faction guilds will need to choose a single neighborhood style.
Monthly Endeavors
- Endeavors are month-long, neighborhood-wide events that offer progression, themed decor, and NPC evolution.
- These events are designed to encourage players to venture out into the world and are similar to a mix of world quests and the Trading Post's travel log.
- Neighborhood managers can select an Endeavor from a list, committing the neighborhood to a theme for the month, such as a visit from the gnomes of Mechagon.
- As the neighborhood makes progress, visual indicators like props and cultural artifacts will appear in the zone.
- Completing Endeavors unlocks items for individual houses and new opportunities within the neighborhood.
- An Endeavor UI, accessible from anywhere, tracks progress, logs contributions, and suggests next steps.
- Neighborhood management is flexible; managers can be structured similarly to guild ranks, and they can choose to run their neighborhood democratically if they wish.
- Participation in Endeavors earns Community Coupons and Neighborhood Favor, which are used to unlock upgrades.
Development & Future Plans
- The housing feature is intended to be an evergreen system, deeply integrated into the core game, with the development team committed to future additions.
- Development began during the Dragonflight expansion, requiring years of work and the creation of new server tech.
- The team focused on creating a feature that would exceed player expectations from its first iteration.
- Significant effort was put into the housing UI to ensure it is simple, accessible, and features robust filtering and search options for the large number of decor items.
- The team is actively gathering feedback from testing and has plans for additions in future patches and the next expansion.
- Cooperative player housing building is something the team would like to deliver after Midnight launch.
PvP
- Slayer's Rise - A new 40 vs. 40 Epic Battleground set in the Voidstorm.
- Inspired by Alterac Valley, it features a push-pull dynamic where players start on opposite sides, converge in the middle to fight for a control point, and then attempt to push a lane to the opposing base.
- The objective is to defeat the enemy's Dominar commander.
- Players can recruit neutral forces to help push their lane, requiring teams to attack, defend, and recruit simultaneously.
- The Voidstorm area where Slayer's Rise is located will also serve as an open-world PvP hotspot, containing PvP vendors and World Quests for those with War Mode off.
- Training Grounds - To help ease players into PvP, the Comp Stomp brawl is becoming a permanent mode. This mode allows players to team up with other humans to compete against AI opponents. It's designed to help players learn the map, rules, and combat against smarter, revamped NPCs. The Training Grounds will include Arathi Basin, Battle for Gilneas and Silvershard Mines.
Player Onboarding & Leveling
- New Players: The Exile's Reach (Level 1-70) starting experience is being updated to focus on the Dragonflight expansion.
- It will feature prominent lore characters like Wrathion, Khadgar, and Alexstrasza, with a story centered on traveling to the Dragon Isles.
- This experience concludes with players being guided to the Waking Shores to continue their journey.
- For the first time, new players will be able to level through an entire expansion and experience its complete story.
- This includes sequential leveling through the first four zones, Zaralek Cavern, and the Emerald Dream, punctuated by Story Mode raid encounters against Raszageth, Sarkareth, and Fyrakk to ensure the full narrative is experienced.
- The War Within Catch-Up: To bridge the story between The War Within and Midnight, a shortened questing experience of a few hours will be available. This will guide players through the key story beats and cinematics of The War Within. It is designed for all players and will serve as the primary leveling path from 70 to 80 for those new to the game.
- Chromie Time isn't going anywhere.
- New tutorials for Skyriding and interrupting spells will be introduced.
Returning Player Experience
- To ease the transition for returning players who may feel overwhelmed, an optional introductory experience is being added. Players will join Thrall or Jaina in a focused scenario that temporarily hides their quest log and bags to remove distractions.
- This experience involves a story where players will fight various enemies like Gnolls, Ogres, and Cultists, helping them re-familiarize themselves with their character's abilities.
- While optional, completing this will reward players with a full set of level-appropriate gear. A stack of gear will also be ready for returning players as soon as they log in.
- An optional tour of the Arathi Highlands for returning players will also be available.
Systems & Content
- Skyriding: The Skyriding system is being simplified. The vigor bar is being removed and replaced with a system of six shared charges for Surge Forward and Skyward Ascent.
- Group Finder: People making groups may be able to express their intent. Are you looking for the most efficient players, or players here for fun and a more relaxed time. Players looking for a group will be able to filter by that.
- Continued Lorewalking system guided by Lorewalker Cho.
- Legacy Content: The development team is exploring ways to repurpose content from the past 20 years, ensuring it's introduced with proper context for new players. They've cited the Horrific Visions system as a good model for how content like Torghast could be brought back.
Development & Release Cadence
- The team will be talking about alpha very soon, with a larger public beta to follow. The release is planned for early 2026.
- All the aforementioned updates to the player experience are planned for the pre-patch.
- There will not be a Season 4 for The War Within.
- Midnight is expected to follow the same update cadence as recent expansions to avoid long content droughts.
UI & Quality-of-Life
- The UI has been undergoing a rework since Legion, with major background changes in Dragonflight, enabling more complex features.
- A core philosophy is to improve the base UI by integrating popular add-on features so players no longer need to rely on them for crucial information.
- The team is focused on making the base user experience the best it can be and better communicating information to players.
- Edit Mode will be expanded to include all new UI elements.
- Accessibility improvements include adjustable text sizes, improved tooltips, and simplified professions.
- A Cooldown Manager will be updated to have customizable aura tracking, debuff states, and sound alerts.
- The Combat Assistant will see continued improvements to Assisted Highlights and Single-Button play.
- Transmog 2.0
- The transmog system is becoming slot-based. Instead of applying appearances to individual items, you will apply them directly to an equipment slot.
- New items equipped in a slot will automatically adopt that slot's appearance for free.
- A gold cost is paid when first creating or unlocking an outfit slot, but swapping between your saved outfits is free.
- The Transmog UI is being revamped with a larger, more modern window.
- Players will use "Outfit Slots" to save different appearance sets. A number of slots will be given to players, with more available for purchase at a relatively low cost.
- Outfits can be automatically swapped based on "Situations," which are contexts like your location or activity.
- Examples of Situations include being in a house, a rest area, the open world, character select, delves, dungeons, raids, arenas, and battlegrounds, or while crafting.
- You can have multiple outfits assigned to a single situation, and one will be randomly selected each time, allowing for variety.
- Damage & Healing Meters
- An official, built-in damage and healing meter is being added to the base UI.
- The meter will be server-side, ensuring it is perfectly accurate without issues from players being out of range or phasing.
- It will support multiple panels (e.g., one for damage, one for healing), though the full depth of its options compared to popular addons is still TBD.
- Nameplates
- Enemy nameplates are being revamped with several presets (Classic-inspired, bulky, modernized) and improved threat visuals, including a fiery effect.
- They will provide more information, such as player debuffs, enemy buffs, shared crowd control, and scaled cast bars, all with customization options.
- The new design will include indicators for enemies that are behind you.
- Important enemy abilities, especially critical interrupts or raid-wiping mechanics, will be emphasized with larger, flashier cast bars on the nameplate, reducing addon reliance.
- Boss Timers & Alerts
- The default raid and combat UI will now include boss timers and alerts.
- A timeline will display major upcoming boss abilities.
- Alerts will notify you if you are targeted by a specific mechanic.
- This is considered the first phase of a larger combat UI project, and the team is looking for feedback.
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