World of Warcraft: Was Legion as Good as I Remember?

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Throughout this almost 20-year ride World of Warcraft has had unbelievable highs and..unforgettable lows. From Wrath of the Lich King to a full year in Siege of Orgrimmar. From Warlords of Draenor and another  full year in Hellfire Citadel to the wonderful Legion. As somebody who's always championed Legion and believe it's World of  Warcraft's best ever work. Today I'm asking the question:  is it as good as I remember? Let's find out. This video will be broken up into segments which I will chapter and  timestamp in the description if there are sections you would prefer to jump to. The first part of this video will be a story  recap, which will be the longest segment by far so feel free to skip over that  if you have no interest in it. I'll also be skipping PvP, as I wouldn't  be able to give a clear evaluation on it. I hope you'll enjoy. Before we jump into Legion, we have to  document the ending of Warlords of Draenor and regardless of what a car crash it was it did pave the way for Legion narratively. Bllizard pulling the plug on Warlords early  and redirecting most of their resources into   Legion was very clear to see, with the amount  of care, love and quality that went into it. Warlords of Draenor was really disheartening because the potential was there  to create something really great and ultimately it was just such a waste. It's without a doubt the biggest 'what  if?' in World of Warcraft history. Some backstory that you may not be familiar with. After Illidan's defeat to Arthas  in Northrend back in Warcraft III Illidan would return to  the Black Temple to recover and begin to train both Blood and Night Elves to  become Demon Hunters, also known as the Illidari. They would go on to attack many Legion worlds Nathreza being the one of most importance which is the home of the demonic Nathrezim;  the dreadlords who served the Legion. He'd also sort of project his spirit onto Argus  to spy on Kil'jaeden, but he was found out. However Illidan was saved  by a really powerful Naaru who also gave him a vision  of himself in the future now wielding light magic and  being a Champion of the Light. This vision disturbed Illidan immensely. Illidan and his Army's mission was  to obtain the Sargerite Keystone which would allow travel to every  world controlled by the Legion. This campaign took place at the same time that the Heroes of Azeroth raided the  Black Temple in The Burning Crusade. Whilst the Illidari were successful at obtaining  the keystone after slaying Brood Queen Tyranna who was the leader of the forces in Mardum. They would return to find their leader dead at the hands of our Heroes,  Maiev Shadowsong and Akama. Maiev would have all of the Illidari arrested  and put into stasis inside green crystals along with the corpse of Illidan with the keystone now in  possession of the Wardens. With Archimonde's defeat in the finale of  Warlords of Draenor in Hellfire Citadel we see Gul'dan pushed into The Black Gate and into  the Twisting Nether and ultimately, our timeline. Tasked to open the way for the  Burning Legion to return once more. Gul'dan would make his way to the Tomb of Sargeras where he originally met his end in Warcraft III as he was torn to shreds by a swarm of demons. Alternate timeline Gul'dan would open an ancient  sealed portal from the War of the Ancients securing the Legion's invasion. The leaders of the Alliance and Horde were  told and would assault the Broken Shore the island where the Tomb of Sargeras is. The Alliance and Horde forces led by King Varian Wrynn and  Warchief Vol'jin respectively were separated and pincered,  which led Sylvanas to wave off   the archers that have been assisting the Alliance leading Varian and Greymane to  believe the Horde had betrayed them. The assault on the Broken Shore proved futile with Varian sacrificing himself to save his forces allowing Gul'dan to disenchant him on the spot. Vol'jin was also fatally wounded and with his dying moments declared  Sylvanas his successor as Warchief. After the Assault on the Broken Shore Gul'dan and Cordana Felsong who was the traitorous Warden  from Warlords of Draenor would attack the Vault of the  Wardens searching for Illidan's body which was intended to be used  as a vessel for Sargeras. Maiev freed the Illidari, as she despised  the Legion more than the Demon Hunters. Gul'dan was successful at  retrieving Illidan's body,   as well as the Sargerite Keystone  and would escape the vault. The Illidari also escaped and would pledge  themselves to both the Alliance and the Horde The invasions would continue across Azeroth with Jaina moving Dalaran  above Karazhan In Deadwind Pass to defend Stormwind and nearby areas. Khadgar expressed Dalaran should be  used in defense of all of Azeroth and for the Horde to be let back into the city. A vote was called and passed  with Jaina left furious as she left and wasn't seen  again until Battle for Azeroth. Khadgar would task the Champions of  Azeroth to search both Karazhan and Ulduar in a bid to stop the Legion Invasions. The existence of the artifacts known as The  Pillars of Creation would be discovered. These were given to the Titans  during The Ordering of Azeroth and were later used in the War of the Ancients  to close the portal in the Tomb of Sargeras. The same portal that Gul'dan has now reopened. The Pillars of Creation were  scattered across the Broken Isles which would serve as the new continent in Legion with the Kirin Tor teleporting  Dalaran above the Broken Isles. The Legion were already making progress with  corrupting the denizens of the Broken Isles with many allying with the Legion including the people of Suramar. The leader of Suramar, Grand Magistrix Elisande   was worried what the Legion would  do if they didn't bend the knee. The player characters would be tasked with finding   the Pillars of Creation and  returning them to Dalaran. The Heroes of Azeroth would secure four  out of the five Pillars of Creation. In Stormheim the player character  would face off with the Felskorn a Vrykul tribe loyal to the Legion. They would compete with them  for the Aegis of Aggramar which was held by Odyn, a Titan keeper  who resided in the Halls of Valor. Odyn was trapped within the Halls of  Valor by Helya, the first of the Valkyr out of spite for the transformation. Odyn once managed to get a  look into the Shadowlands  and see how the Kyrian were carrying  souls of mortals into the Afterlife. inspired by this he made the Valkyr. The first Valkyr, Helya wasn't happy with this so she cursed him and trapped  him in the Halls of Valor. The champions of Azeroth  managed to defeat the Felskorn and obtain the Aegis of Aggramar. They'd also visit Highmountain where they would  meet an uncorrupted black dragon named Ebonhorn while also obtaining the Hammer of Khaz'goroth. In a cursed Night Elf region of Azsuna they  would obtain the Tidestone of Golganneth after having some trouble  with Queen Azshara's naga. And lastly in the region of Val''sharah the heroes of Azeroth would  face the Emerald Nightmare a corrupted version of the Emerald  Dream by the Old Gods and the Void. This corruption was spread by Xavius former adviser to Queen Azshara. The battle against this corruption was tough with  the Dragon Aspect Ysera falling into corruption and ultimately having to be killed. After Ysera's defeat the Champions of  Azeroth would claim the Tears of Elune the fourth Pillar of Creation. Then our Heroes would go  into the Emerald Nightmare and cleanse the Dream of  corruption, defeating Xavius. In Val'sharah we would also find and free the imprisoned Maiev Shadowsong  with the help of her brother, Jarod. The fifth Pillar of Creation, the Eye of  Aman'thul was kept in the city of Suramar which as mentioned earlier  is allied with the Legion. It would take the Heroes of Azeroth  months before they would be able to   free the city with the help of the Nightfallen a faction of exiled Nightborne who refused  to ally themselves with the Legion. They were cut from their  power source, the Nightwell thus withering and dying. We would see seek their help and would slowly liberate Suramar  City and the surrounding region. The Alliance and the Horde  would occasionally clash most notably at Stormheim where the forces of Sylvanas and Nathanos would  fight with Alliance forces led by Genn Greymane. As we now know, we would find  Sylvanas making shady deals with Helya who was also allied with the Jailer. Helya then gave Sylvanas  an item called the Soulcage that Sylvanas was supposed to use to  enslave Eyir, the leader of the Valkyr and then force her to give the Valkyr to Helya who would corrupt them making them servants of the Jailer. Greymane thought Sylvanas wanted to  use Eyir to continue raising forsaken so he chased her down and found her torturing her and then managed to break  the Soulcage and free her proclaiming that he took her future  the same way she took his sons,   when she killed Liam during the Cataclysm. After we deal with the problems in Val'sharah something would fall into the orbit of Azeroth and onto the shores of Suramar. Khadgar instructs us to recover this artifact which would turn out to be the  core of a Naaru called Xe'ra which contained a message from  the Army of the Light and Turalyon who went missing with Alleria  after the destruction of Draenor. The message says to seek out Prophet Velen. We head for the Exodar which  is under attack by the Legion led by Velen's corrupted son. Velen explains to us that only Oros, the  last descendant of Xe'ra can unlock the core. However Oros is destroyed by the Legion. We defeat Velen's son and leave for Dalaran. Before leaving we overhear that  the Draenei are preparing to work   on a vessel that will take them back home to Argus. The Light's Heart, the name for the  core of Xe'ra remains in Dalaran until Khadgar figures out the Tears  of Elune could be used to activate it. The plan succeeds and we get a vision of Xe'ra who  tells us she seeks the Child of Light and Shadow: Illidan Stormrage. It's strongly hinted that Xe'ra is the same Naaru   who gave the vision to Illidan  while rescuing him from Argus. She explains that the Light's  Heart can be used as a vessel. She would then send us to the Illidari  who searched for the soul of Illidan and found out it was being  held by Helya in Helheim setting up the raid the Trial of Valor. We would defeat Helya,  obtaining the soul of Illidan which would be kept in Light's Heart  until we were able to recover his body. The defeat of Helya also liberated Odyn from  being imprisoned within the Halls of Valor. While working on liberating Suramar the Champions of Azeroth would  have to go back to the mainland   and stop the Legion from taking over Karazhan. We're successful and we also  get to meet the spirit of Medivh where he and Khadgar have a touching moment. The forces of Azeroth, now  together with the Nightfallen slowly encroach upon the city of Suramar. All that remains is The Nighthold where Grand Magistrix Elisande  and her loyal followers reside. Not only that, but Gul'dan is atop of The Nighthold; the Nightspire where he's performing a ritual to use  Illidan's body as a vessel for Sargeras. Furthermore the Eye of Aman'thul, the last  pillar of creation is right there too. The Crusade into The Nighthold  begins as we conquer everything including Elisande and make our way to the top of the  Nightspire where we fight Gul'dan. During the fight Gul'dan uses the  powers of the Eye of Aman'thul and near the end of the fight Sargeras would take  possession of Illidan's body for a brief while but is ultimately defeated by us. Khadgar then uses the Light's Heart to transfer the soul of Illidan back  into his body, resurrecting him. He proceeds to disenchant Gul'dan  until all that is left is his skull. Then we get an interesting moment where  Illidan decides to crush the skull to pieces rather than consume it as he did in the  past with main timeline Guldan's skull. Now that we have Illidan back,  and all five Pillars of Creation it was time to strike back at the Broken Shore Kil'jaeden would increase  the intensity of the invasion while the Class Orders would unite into a  coalition called the Armies of Legionfall and this time we are successful at assaulting  the Broken Shore and establishing a foothold. We would make our way towards the Tomb of Sargeras where we plan to seal the Legion  portal with the Pillars of Creation. During the fight at the Broken Shore an Alliance player would find a  compass that belonged to Varian Wrynn. They would show this compass to King Anduin who had come to the Broken Shore to  witness the place where his father fell. Here he would recover his father's sword,  Shalamayne, which would light up once again. Also during this time Death Knights,  known as Deathlord of the Ebon Blade supplied with the information by Lich King Bolvar would go in to the Ruby Sanctum the main residence of the Red Dragonflight to seek out information regarding a  great dragon skeleton in Northrend. The Deathlord is then given a choice to murder  all remaining dragons here or spare them. The armies of Legionfall led by  Illidan, Velen, Maiev and Khadgar break into the Tomb of Sargeras placing the Pillars of Creation at various  points to seal the entry of demons into Azeroth . We then fight the Fallen Avatar locked in a Titan facility beneath  the tomb, reawakened by Kil'jaeden. After the Avatar is defeated we would chase  after Kil'jaeden into the Twisting Nether. We'd end up on his spaceship making  its way into the orbit of Argus. We would finally defeat Kil'jaeden  and with his dying words said that he was always envious of Velen and never really believed that  Sargeras could be stopped. Velen places his hand upon  Kil'jaeden's forehead in silence out of empathy, or perhaps  forgiveness, and Kil'jaeden dies. The spaceship sustaining heavy damage and with no one to steer it would  start crashing into Argus's orbit. Illidan uses the Sargerite  Keystone to bring us home but in doing so also opened a massive  rift between Argus and Azeroth essentially allowing easy travel with  the two now in each other's orbit. Khadgar is horrified by this but Illidan smiles and says that "The  hand of fate sometimes must be forced". It was mentioned earlier that  the Draenei would start work on   a vessel that would bring the them home to Argus and that work is finally done and the vessel  known as The Vindicaar is ready to go. Our heroes would make their way to Argus and here we would witness the  arrival and the crash of The Xenedar a major spaceship of the Army of the Light an army that was comprised of the  survivors of Legion invaded worlds. Here we finally meet Alleria and Turalyon the fabled legends of Azeroth  who disappeared decades ago. They ended up in the Army of the Light where  they fought the Legion for a thousand years with time working differently  in the Twisting Nether. We're also accompanied by Lothraxion a light infused dreadlord who was sent by Turalyon   to aid the paladins during  the Broken Isles campaign. Along the way we'd meet Eredar survivors who refused to bend the knee to the Legion but were still mutated into  the broken called Krokul. We would make our way to the crashed Xenedar where we would recover the shards of Xe'ra. Returning the Light's Heart,  Xe'ra's core, would reawaken her. She would see Illidan and bent on fulfilling the prophecy  of the Child of Light and Shadow the vision Illidan saw of himself  as a Champion of the Light she began imbuing him with the light. Illidan was very much against this. He believed there were no chosen ones and he already had experience with  trading freedom for power before so iIllidan would get enraged  and would destroy Xe'ra blowing the elder Naaru to pieces. Turalyon, incandescent with rage  would take a swing at Illidan who would quite literally just grab his sword. The Argus campaign would now begin with our heroes and their allies making  their way towards Antorus, The Burning Throne which served as the final raid of Legion. It was here where they hoped to strike at the very  engine that resurrected the souls of the Legion. They would also come across  the Seat of the Triumvirate where they would fight a darkened Naaru  whose powers Alleria would consume granting her powers of the  Void and a new Void Form. She was known to dabble in  the powers of the Void before for which she was even imprisoned by  Xe'ra before the crash landing on Argus. Magni Bronzebeard, Speaker  of Azeroth came to Argus and upon arriving found out that  Argus also had a World Soul. We would invade Antorus freeing the Titans Sargeras kept  after capturing their souls. We would also visit Elunaria  where we would protect Eonar. Along the way, we would also fight Varimathras who was gravely tortured for his actions from Warcraft III to Wrath of  the Lich King with the Forsaken. Now that all Titans were freed we would get teleported to  the Seat of the Pantheon from which the Titans wanted to use  the power of the World Soul of Argus to imprison Sargeras once and for all. The World Soul of Argus is brought  to the Seat of the Pantheon severing his connection with the Burning Legion. We could see a growing cloud looming over Azeroth. Sargeras was coming. The main reason Sargeras could never claim Azeroth was that he didn't know exactly  where it was in the Cosmos but with the rift opened by the Sargerite  Keystone after the raid of the Tomb of Sargeras Azeroth was now closer than ever. Sargeras would command the soul of Argus to rise and kill Azeroth's Champions,  as well as the Titans imbuing Argus with some of his powers. We're ultimately successful in defeating him. At the end of the fight, Sargeras would  finally emerge, desperate to strike at Azeroth and would manage to stab the  planet with his sword Gorribal. The Titans would use their collective powers along with the last of Argus's energies and would imprison Sargeras  within the Seat of the Pantheon Illidan would remain here  to serve as Sargeras' Jailer while the Champions of Azeroth would then  make their way home with The Vindicaar Accompanied by the Army of the Light. The rift between Argus and Azeroth would close and a red star would adorn the skies of Azeroth. Sargeras' sword would leave a giant wound in  Silithus and cause the planet immense damage. Magni would then use the powerful  artifacts the Champions of Azeroth gathered such as Ashbringer, Doomhammer, Blades  of the Fallen Prince and even Xal'atath to stop Azeroth from dying, but  weakening the artifacts permanently. As a nice epilogue to the story of Legion we find a crystal on The  Vindicaar left behind by Illidan. Through it we hear a recording of Illidan telling  us that the crystal contains two messages: the first one is for Malfurion,  Illidan's twin brother telling him how the teachings  of Cenarius were never for him and how he wished to quell  the strife that divided them and telling him to take care of Tyrande,. The second message was for Tyrande the love of Illidan's life,  who chose his brother over him. Illidan tells her that he always  kept her in his heart as his anchor and tells her to take care of Malfurion and that she made the right choice by choosing him even though he sometimes wished it differently. After delivering the messages Illidan tells us   to go to the second Well of  Eternity atop Mount Hyjal. A monument to his dedication to Azeroth and leave the crystal there where it  is revealed there is one last message:   for you, the player character. A projection of Illidan, Malfurion and  Tyrande sitting on a bench appears. Illidan tells us that we've proven  our commitment to Azeroth and that   our dedication and sacrifice rivals his own. He then tells us that the defense  of Azeroth is now in our hands and with that, the message is over and the echoes   would dissipate and fall  into the Well of Eternity. This is without doubt the biggest storytelling  experience World of Warcraft has ever done and this felt like a true conclusion  to the events of Warcraft III excluding the storyline of Arthas  which obviously ended in Wrath or eventually Shadowlands, if  you have the courage to say that. I'd just like to say that I'm not  an expert on the lore by any means and full credit of this story recap and  the segments regarding the Order Hall   Class Campaigns were taken from a post on Reddit which you can read in the  description if you're interested Class Order Halls felt like Garrison's  done right or a bit better at least. I mean at least you actually saw  other people this time, right? On a serious note this felt like something players  have been crying out for for a very long time. Player agency and class fantasy or identity   is something that felt lost for  a really long time until Legion and now sadly does again  post Legion in my opinion. it was a hub for your class enriched with lore and was a great  foundation for different types of content: Artifacts Class Quests Class Mounts  and so much story to discover. Similarly to Garrisons,   you would acquire followers that you  could level up and send off on missions to bring back certain things: artifact  power, gold, items for your followers,   battle pet currency and so much more. Each Class Order Hall had its  own campaign, mostly side quests so here is a list of some of the important things  that affect the story of Legion and beyond: The priests would meet Calia Menethil the last living heir of  Lordaeron, and sister of Arthas. And they would also turn a  Void God back into a Naaru showing us how the Light and the  Void are two sides of the same coin. The priest specializing in  Shadow would obtain Xal'atath an ancient sentient blade of unknown origin but that was used in service of the Black Empire. This blade would play a major  role in Battle for Azeroth and will be at the forefront of The War Within. The paladins would find Tirion Fordring trapped  on the broken Shore, where he was presumed dead. However he would die here and a paladin  would take up the mantle of Ashbringer. As a paladin main, this made me sad and his death seems so forgettable  if you aren't a paladin player and this just felt like a cop out so the  player could just wield the Ashbringer. For such a storied character  and the man who actually   shattered Frostmourne to be done dirty like this I..don't know. it was-it was  sad. You deserved better, Tirion. The Death Knight's would raise new Four Horsemen: Nazgrim, Thoras Trollbane, Darion  Mograine and Sally Whitemane. Originally the Death Knight's would attempt to  resurrect Tirion Fordring as the fourth Horseman as the Death Knights would storm Light's Hope  Chapel in an attempt to steal his corpse. The Death Knight's would fight Lady  Liadrin, and attempt to begin a ritual only to be burned by searing light. Darion Mograine would open a deathgate  to save the player and the horsemen but would pay the the price for it and die. But what is dead may never die. Showing great courage and leadership, Darion would  be raised and become the leader of the horsemen. Players would also reconnect with  the Lich King Bolvar Fordragon while also reforging the shards of Frostmourne  into the Blades of the Fallen Prince. The Shaman would gather the Earthern  Ring and make peace among the elements still in chaos after the Cataclysm. A Shaman would also become  the wielder of Doomhammer after Thrall found it unusable because of the  guilt he felt after Garrosh Hellscream's death. The Rogue's would be joined by Vanessa Vancleef an important character in the  stories of Vanilla and Cataclysm. A couple of classes would also find  out what's below Tirisfal Glades the Tomb of Tyr, a Titan keeper who was  instrumental in creating the Dragon Aspects. The most important part narratively  is the Illdari storyline who would make contact with  the soul of Illidan Stormrage which was out-and-about in the Twisting Nether after being expelled from his body by  Gul'dan to make space for Sargeras. Illidan is more demon at this point,so  his soul is more demonic than not thus roaming the Twisting Nether. Illidan would instruct the Illidari  to seek the Sargerite Keystone and also go to the black Temple to  seek the help of Akama once again. Akama wasn't really into this so the Illidari would separate the soul of Akama taking the piece that was  loyal to the Illdari with them as he knew all the plans  for destroying the Legion. The Illidari would also break  into the Vault of the Warden's slaying Cordana Felsong to retrieve  the Sargerite Keystone once again. I've always been a one character Andy  having always stuck to my Paladin but the Class Order Hall gave me a reason  to want to play different characters because there was new content and  story locked behind each class. It was motivating and exciting, and it  begs the question as to why Blizzard   moved away from something  that was so widely praised. We could put it down to laziness or perhaps what felt like  a hangover with Garrisons or maybe this was just an attempt to  reinvent the wheel with expansion features such as Covenants in Shadowlands. Covenants had massive potential when you  tie power to them it defeats the purpose because players nine times out of ten are going  to choose the one that is the most powerful. It felt like Class Order Halls were perfect but they didn't envisage it going beyond  Legion, and for them it served its purpose. Depending on how you feel about  weapons, your opinion may vary. I know some people who absolutely  love the artifact weapons and some who felt really sad knowing they would have no weapons to look  forward to in the Dungeons and Raids of Legion. I think the weapons were a brilliant idea but weapons have always been  a huge draw in content too. Of course we could talk about really  fun trinkets and tier piece bonuses,   but weapons just hit different. Literally. it also felt a bit odd to be sat in the Class  Order Hall with everybody wielding the Ashbringer but I thought it was genuinely a very cool idea. I do understand the disappointment or frustration some players would have by not having any  shiny new weapons to look forward to though. I think Blizzard tried to combat this with  relics you could put inside the artifact weapon. They strangely reminded me of materia  from Final Fantasy 7 a little bit. Relics would enhance specific  traits in your artifact weapon as well as boosting the overall  item level of the weapon. I'll praise Legion to the moon but I'm very mindful that Legion paved a  cruel road for World of Warcraft to walk with the introduction of borrowed power, and  an insane increase of tasks required of you. it didn't feel so bad in Legion, at least for me. it was grindy but I like that, and  MMOs are essentially time sinks anyway. Admittedly, it didn't feel nice to dump  all of your artifact power in one weapon effectively locking yourself into that spec. Borrowed power was a novelty at the time and for me, it was an incentive to play the  game more, do the tasks and get stronger. The amount of bonuses and quality of  life that existed in the artifact trees was a huge draw for me to keep pushing myself by grinding Maw of Souls until I couldn't see  anymor- I mean completing World Quests..obviously. it felt akin to leveling in Classic World  of Warcraft and earning Talent Points. Putting those points in your artifact  weapon tree felt exciting and rewarding. This ultimately got out of hand  with both BFA and Shadowlands and thank God we're back in a place now with  a good old-fashioned dedicated talent tree. However it does have me curious  how many times they will expand   this current talent tree before tearing  that down for something completely new. Dailies were also revolutionized with  the introduction of World Quests. World Quests would reward gear, reputation, gold,  currency, and most importantly artifact power which would be used to gain  levels with your artifact. I know.. I know. it can't all be perfect, right? Legion had its flaws for sure. If locking yourself into one  spec with artifacts wasn't enough can I interest you in a Sephuz's Secret perhaps? The legendary system in Legion was  unforgiving and it took no prisoners. It's a sad thought to receive a LEGENDARY  item and be disappointed with it. Legion had what was called a  legendary eligible activity for example : kill a dungeon or raid boss,  open a treasure, open an emissary cache etc. These would increase your chances  of receiving a legendary drop. Once a legendary drops, the chance of your next legendary resets to   the base drop chance and then  you'll work your way up again. However you had no control over the  legendary you would actually receive,   with some being a whole lot better than others. This could essentially make or break some specs with some guilds or pugs even going to levels  of not taking people to certain content if they didn't have their bis legendaries something that was totally  out of the player hands. In patch 7.3.5 an additional method to  obtain Legion legendaries was implemented the Purified Titan Essence item can be purchased   for 1000 Wakening Essences and  will grant a random legendary which didn't exactly help you  target the one you were looking for if you still didn't have it by then but it would at least help  eliminate other legendaries. At the end of the day everybody who plays WoW or games generally know there's  going to be a meta and a route to go. Whether that is talent builds in WoW, Diablo  builds, Heroes of the Storm talent builds. There will always be THE route that will  give you the best possible performance and whilst variety is the spice of life, most  people just want to perform the best they can. Case and point: Covenants in Shadowlands.  Hold tight Hero Talents in The War Within. And whilst I can appreciate them being creative  and having fun with some of these legendaries tying them to RNG was a  great failing of Blizzard and arguably the biggest blunder of the expansion. So what's your item level now? What do you mean? Well now that you've got a legendary! Oh I can't equip it. It's shit. As mentioned in the story recap Legion saw the return of the Hero Class  with the introduction of the Demon Hunter. The Demon Hunter had been considered twice before in both The Burning Crusade and  Wrath of the Lich King respectively but Blizzard didn't feel ready  to introduce a new class in TBC and in Wrath it just didn't make much  sense with the theme of the expansion. I remember people being upset they were  also yet another leather wearer coming off the back of Monk in Mists of Pandaria which didn't seem great, but  Demon Hunters looked immense. Seeing abilities in the developer preview like  Metamorphosis and Eye Beam looked so good. Demon Hunter was the first class  to only have two specializations: Havoc for DPS and Vengeance for Tank. They originally started at Level 98 and had their  own introduction starting Quest Zone on Mardum which would serve as the 'flashback' to when you   and the Illidari are sent  on the mission by Illidan to receive the Sargerite Keystone that I  mentioned at the story section of this video. The mobility of the Demon  Hunter was a huge talking point with both Fel Rush and Vengeful Retreat  making it super easy for them to get around. They also possess a double jump  and a built-in glide function. I feel that Havoc had a very strong  place in Legion as a Powerhouse DPS but outside of the mobility it just felt pretty boring and there wasn't  a great deal of complexity to the class and Vengeance on the other hand just felt like it really struggled  to find its feet as a tank in Legion. I think Legion had the best dungeons of any  expansion and for me, it's not even close. Halls of Valor Eye of Azshara Black Rook hold Maw of Souls Vault of the Wardens Need I go on? These were stone cold bangers. The fact that Legion would expand on  dungeons as the expansion went on too with the likes of Cathedral of Eternal  Night and The Seat of The Triumvirate is something we haven't seen since. We were truly spoiled in Legion. The introduction of Mythic+  transformed World of Warcraft forever and is a pillar of what modern  World of Warcraft is today. Mythic+ was heavily inspired by  the Challenge Modes we had seen   in both Mists of Pandaria and Warlords of Draenor. It's a system that offers players an endlessly  scaling challenge in five player dungeons. The system allows players  to compete against a timer but has much more lenient times so the emphasis is on solid  execution, rather than pure speed. Depending on the time you finish a key it can level up to a maximum of three times. Dungeons have various affixes  that will change on a weekly basis to create challenges, keep things interesting and have you think of alternate ways  you may approach a dungeon that week. To begin a Mythic+ dungeon, at least one  player in the party must have a Mythic Keystone which can be obtained from the last boss of a  Mythic dungeon or your weekly challenger's chest The Great Vault as of Shadowlands. Mythic+ wasn't without its issues early doors. If you fail to finish a dungeon in  time, your keystone will be depleted. Depleted keystones can still  be used to start dungeons but those dungeons won't reward loot at the end. If you do beat the timer on a depleted  keystone, your keystone will be restored so you can attempt the next difficulty for loot. This was really frustrating if  somebody would rage quit the group or if you had party members randomly disconnect as opposed to the iteration it has now, where  it would simply go down a level if failed. The Weekly Challenger's Chest  mentioned before was also quite odd too as you were essentially rolling the dice  on any potential loot from a random dungeon as opposed to the ability to pick-and-choose  the reward in The Great Vault like in Shadowlands and Dragonflight. Mythic+ is great in the sense that  you can just simply plug in and play. You don't have to to be online at a set  time or have a raiding schedule to stick to. Just find four people to  play with and away you go. Along with the introduction of Mythic+ we were  also introduced to the Mega-Dungeon series. This has been a staple since  its Inception in Legion as we have now seen Return to Karazhan Operation: Mechagon Tazavesh, the Veiled Market and most recently Dawn of  the Infinite in Dragonflight. Mega-Dungeons are massive five player dungeons  that use a lockout system similar to raids. The dungeons also eventually get split up into two   separate dungeons when they are added to the Mythic+ season. Legion was already knocking it out of the park for me but that Karazhan trailer was amazing. Karazhan is in my top five raids of all time. I actually booked a week off work so I could  play the hell out of Return to Karazhan but then got incredibly ill,  so I couldn't play at all. That was sad. Anyway, the reintroduction of  Karazhan was a masterstroke  by Blizzard and if I had any complaints about it it would be having to farm Drape of Shame which is obviously a fault of  Titanforging, which we'll get to but I can't tell tell the amount of  runs I put my friends through for that. Return to Karazhan was such  a beautiful hit of nostalgia and to re-explore it and see how  things had changed was so much fun. I'm really glad they continue to  expand on the Mega-Dungeon series,   and I can't wait to see where they take it  next as I feel they've all been excellent I thoroughly enjoyed raiding throughout  Legion and I have fond memories of every raid. Besides maybe Tomb of Sargeras that place was just..um pain. The Emerald Nightmare fights were okay. it felt interesting finally getting  this close to the Emerald Dream after it had been a wish  of the players for so long. Visually it felt a bit dull or samey and it's honestly quite a  forgettable raid in my opinion. It would probably rank last place for me. I really enjoyed healing Ursoc and I know some people didn't like it  but I really liked the Cenarius fight but I felt Xavius was a bit of  a let-down as a final encounter. Trial of Valor was just a filler raid, but I did  enjoy it a lot more than the Emerald Nightmare I really enjoyed Odyn, although  it was a bit of a long encounter. Guarm was a lot of fun, and I thought Helya  was really cool with the intermission phase. I sadly never got to do this on Mythic, but  thoroughly enjoyed it on Heroic all the same. The Nighthold is the Gold  standard for Legion raids   and is also in my top five raids of all time. Every boss was unique and engaging and I don't think I had any issues  with any of the bosses in there although Mythic Star Augur is by far one of  the most mentally taxing fights I've ever done. Gul'dan was brilliant and the detailed story in the  build-up made this raid feel epic. if I had to pick a favourite fight I think I'm honestly going  to have to go with Krosus with Tichondrius just missing out on top spot. I think Krosus is such a simple  but well-designed encounter. I think The Nighthold is probably where some  of my happiest memories of WoW are, period. Tomb of Sargeras. Yikes. Welcome to Hell. Tomb of Sargeras is just nightmare fuel. Can I call it a guild-breaker? Is that a thing for Tomb of Sargeras? I feel like it was. I was looking forward to this raid so much as it has so much lore and history to it but this raid genuinely made me miserable. The constant soaking was just such a drag the raid felt very punishing and it became so tiresome that my guild actually folded. I can't even remember how far we got I think Sisters of the Moon Mythic, and my guild  just had enough and didn't want to play anymore. The Raid felt exhausting. After my guild folded I continued to play and  did Antorus Mythic which I thought was brilliant. There were some great fights in here. Healing Imonar was a ride and I loved Coven Aggramar and Varimathras. Take your pick really. This raid had a lot to offer. This place had stunning visuals the stakes were high and it was an epic ending for Legion. Thunderforging was introduced in Mists of  Pandaria for the Throne of Thunder raid and Warforging would follow in Siege of Orgrimmar. Thunderforged loot was designed to be a rare  chance drop from Normal and Heroic bosses which would award an additional  six item levels to an item. For example Normal mode loot in Throne of  Thunder would have had an item level of 522 Thunderforged Normal would  raise this item level to 528. The same would apply for Heroic, with regular  Heroic items item level 535 raising to 541. You could also use seals for a chance to  potentially roll an item from a bosses loot table which also had the chance to thunderforge. As mentioned, this trend continued into  Siege of Orgrimmar renamed Warforged and then in Legion it would  be Warforged and Titanforged and this is where it start to get out of hand and the carrot on a stick method  for loot was truly realized. Receiving Warforged gear in Legion  became a lot easier to achieve as you could get it from World  Quests as well as Dungeons and Raids. Receiving Warforged loot in Legion would  increase the item level of loot by 10 item levels If it gained 15 item levels or more,  it would be considered Titanforged with the gear potentially  going 45 item levels or higher. I remember doing an LFR in The Nighthold once with somebody getting a Convergence  of Fates trinket from Elisande but it titanforged so it was almost the equivalent  of the Mythic version which just felt ridiculous to players who  are actually progressing those fights. This felt extremely frustrating if you  were targeting your best in slot gear as you would never ever feel that  your character set was truly complete   as there was always a chance for  your gear to war or titanforge. The same would apply to gem sockets being  on the gear if you were lucky enough or tertiary stats, such as leech and avoidance. Whilst the latter still exist, I think we can all  agree: good riddance to this terrible modifier. Is there anybody out there  who doesn't still quote: "An illusion! What are you hiding?" I refuse to believe it's just me. This is another prime example of something  that has been left to rust by Blizzard: the city of Suramar. it's too good to be left to waste. I would love to see it transformed  into a Horde capital at this point. Music in WoW has always delivered and  the music in Suramar is no exception. It felt like so much love and  care went into this place. It reminded me of when I first  saw Gilneas back in Cataclysm. it just looked so far ahead of  anything else they'd ever done. Suramar felt like an actual city. You have NPCs walking around  and doing different jobs guarding cleaning cooking and so on. The buildings were all unique. I actually read on Reddit and had to  check for myself to see if it was true there are wine sellers where time is  sped up, so you walk at 300% speed and you can watch the workers  restock shelves at lightning speed. I know some found Suramar tedious and there will always be  complaints regarding things whether it's be the Ancient Mana grinding or things getting rep-gated or whatever it may be but for the most part, it was very well received  and the storytelling in this zone was brilliant. It's one of Warcraft's best  ever zones in my opinion. The only complaint I would have with Suramar  is having to navigate it with a ground mount which leads me to my next subject... It would feel disingenuous to leave Pathfinder out because I know it was an issue  for some players in Legion. We'd only seen Pathfinder once  before in Warlords of Draenor. it served as a two part  gatekeeping achievement in Legion which would allow you to fly in  the Broken Isles once completed. The achievement was account-wide and part one tasked you to: explore the five Legion questing zones complete all major storylines in the Broken Isles complete 100 different World Quests complete your Class Order Hall Campaign and to earn revered reputation  with the six Broken Isle factions. Completing part one of this achievement would  grant your ground mounts increased movement speed. Part two was implemented in patch 7.2. Part two required you to explore the Broken Shore  and hit revered with the armies of Legionfall. Originally you also had to complete  a Legion invasion in each zone but this has been hotfixed out. Pathfinder upset a lot of people, as  they saw it to be pointless and frustrating. Even more so when people were gatekept from flying   in these continents after those  expansions were no longer relevant Like Draenor, or Kul'tiras  and Zandalar for instance. Legion without a shadow of a doubt had the  best patch cadence any expansion has seen besides Dragonflight, which has done really  well in releasing content at a similar pace. '77 days' is what people would say. 11 weeks and it would be time to  sink your teeth into something new. There was also a pattern with Legion's releases. The patches contained new  dungeons, new story quests and introduced new zones  and artifact weapon revamps with Concordance of the Legionfall and  The Netherlight Crucible respectively. it wasn't so much the pace  that felt so good about Legion but every patch in Legion felt like there  was always a reason to play and participate. When in comparison to something  like Warlord's 6.1 patch which introduced the S.E.L.F.I.E  cam, this felt amazing Legion is one of the rare expansions  I've played without ever unsubbing. I feel like Blizzard have done well to  try and replicate this with Dragonflight albeit players still complaining there  still isn't enough to do in the game and the structure and vision is  obviously a bit more different   now too with World of Warcraft  being seen as a seasonal game. Let's finish with a nice one: The Mage Tower A true fan favourite of Legion. It challenged players to conquer  unique solo class specific encounters and was a true test of mastery. I love that the rewards were  simply artifact skins and not gear like it's so often the case with WoW. I'm an extremely average Ret Paladin but I  made it my mission to get the Ashbringer skin because I was so in love with  it, and I still use it today. The Mage Tower was so successful and pined for  that it made a return permanently in Shadowlands with the reward being a Legion themed transmog. You could also work towards an  achievement called A Tour of Towers,   which would reward you with  a Soaring SpellTome mount. Huge props to anybody who has that mount. So to answer the question I think: Yes I do think Legion is as  good as I remember it to be. It isn't perfect by any means, but nothing is. Like any other expansion it  certainly had its issues. Legion's biggest strengths were its storytelling the amount of love and care that  went into all of the classes and the replayability that it offered. But as I previously mentioned, it paved a  cruel road for WoW to walk for some time with borrowed power and the amount of  chores and tasks that were expected of you. This video is my opinion and you may have similar or completely  different views to me and that's great. These videos are made for discussion,  entertainment and opinion. So enough from me, I want to know what you think. Is Legion all it's cracked up to be? Would you play Classic Legion  if it ever got to that point? Do you think Legion is overrated or perhaps like  me do you think it was peak World of Warcraft? Let me know your thoughts in  the comment section below. Thank you so much for watching especially if you sat through the entire thing. If you enjoyed this video, please  consider liking and subscribing and I'll see you in the next one.
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Channel: Edd
Views: 66,455
Rating: undefined out of 5
Keywords: World of Warcraft, Warcraft, Warcraft III, WoW, Classic WoW, Season of Discovery, Legion, Illidan, Wrath of the Lich King, Warlords of Draenor, Shadowlands, Dragonflight, The War Within, The Worldsoul Saga, Battle for Azeroth, Mists of Pandaria, Cataclysm, Classic Cataclysm, The Burning Crusade, Vanilla WoW, The Burning Legion, Blizzard, Blizzard Entertainment, Activision, Activision Blizzard, Asmongold, Preach Gaming, Demon Hunter, Gaming, Gamer, PC gaming, MMO, MMORPG, Video Games
Id: dk7wNjc6v2w
Channel Id: undefined
Length: 40min 32sec (2432 seconds)
Published: Sun Mar 10 2024
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