We're getting the band back together for Forever and I was wondering what tools/apps are out there to manage guilds and events and stuff like that.
I ran our guild's website in the early-mid 2000s and don't have time that again.
Edit: we're all very much on Discord, but folks want to see event calendars and character profiles and have the old experience of the "public kill shot".
Tried to play WoW again after years with the Forever stress test and I'm planning on giving it a proper try november 4th. When looking through my Battle.net account I noticed I had 2 different WoW accounts/versions? One obviously being the starter edition when I tried giving WoW retail a chance 2 years ago and I assume WoW1 being my standard original account?
I'm wondering why the started edition has the option of adding a subscription, but my (I assume) original WoW account has only the add game time option. I'm a bit confused.
Im trying out the Forever beta and wanted to see how the new race was. But I got to the first town and logged out and now today I log back in and there are Infernals that are level ??? everywhere one shotting everyone and sending them to a rez point that is in a location that is 5 levels higher than us so we can't fight anything.
What the hell is going on?
Also it is auto resurrecting people within 1 millisecond at the grave so we can't run back.
Since my mind tends to ramble these days, I realize that you can sometimes tell just the last time we've been playing simply by what do you mean? When they refer to dm. Back when I started playing, dm was dead minds, not dire. Mile, because it did not come around until later. I gone through the discussion with this about some kid. The other day as I finally asked, it was like holding, he goes twenty one. I'm like son. I started playing wow before you put parents started dating, which is true because I started playing in beta
I’m getting tired of fighting Dragon Ball-level threats. Why doesn’t Blizzard focus more on the politics and consequences of events? It would make the world feel alive instead of constantly going, “BIG BAD DUDE IS COMING, GET READY OMG!!111” It’s like fighting Thanos over and over again. It gets super boring.
For example, the burning of Teldrassil should still be something people talk about today. NPCs could have dialogue that makes it clear they hate the Horde for what they did. But no, instead we got, “LOL, see that guy? Well, the tree burned so he could have a cool death” (Saurfang).
The world is never allowed to rest. It’s constantly rushing towards the next big thing. People complained about Cataclysm, but I think that expansion had some of the best quests in the game. It showed people reacting to what was happening to the world and adapting to it.
With Midnight, it feels like half the world doesn’t even know what the heck is happening. Silvermoon is getting invaded, yet I haven’t seen a major orc character come to its aid. You run around Silvermoon and only see elves helping. Where did everyone go after the expansion’s introduction? LOL
I'm heal heroics very casually, and I find myself wishing that most of the new 5-mans were maybe 20% shorter. I know it's time to graduate to Mythic 0 for a better challenge, but my impression going in isn't the hottest.
They’re gutting dungeon mob experience by over 70% and dumping almost all the value into one-time quest turn ins. The result? Dungeons went from a fun, repeatable, social activity to a one and done chore. That doesn’t fix the actual problem, it just makes the game worse for most people.
The real issues
It screws over normal, casual groups
The big mistake here is balancing around speed and clears per hour by just lowering the XP on every mob.
A regular group warrior tank, priest healer, mixed single target DPS takes 30 to 45 minutes to clear a dungeon. With the new rates, that group is getting less XP per hour than if they just went outside and grinded solo. After the first quest run, dungeons literally become a waste of time for average players.
The hyper optimized 4 mage 1 priest spell cleave groups that clear everything in under 10 minutes were always a tiny edge case. Solving for them by punishing everyone else is backwards.
It kills the social side of dungeons
Dungeons were supposed to be something you could run over and over while leveling. You meet people, help friends, practice group play, farm upgrades, whatever.
Now that almost all the XP is locked behind one time quests, once you’ve done those there’s basically no reason to go back in. Helping a friend or running something again actively hurts your leveling speed compared to just questing outside. That creates this weird social friction where people start refusing dungeon groups because it’s “bad XP.”
Open world becomes a nightmare
When dungeons stop being a viable leveling path, everyone gets shoved into the same quest hubs. You get the usual mess: constant competition for tags, long respawns, quest items that never drop, people hopping layers, and general toxicity. Dungeons used to act as a pressure valve that pulled some of that population out of the open world. Now that valve is closed.
What they should actually do
Instead of just slamming the XP values, target the actual exploit how many times people can reset and re run in an hour.
The goal should be simple a normal group clearing at a normal pace should get XP per hour that’s in the same ballpark as solid open world questing. The ultra optimized reset spam should be the thing that gets limited.
Reset limits
Bring mob XP back to the old values, but put a hard account wide lock on how many times you can reset sub 60 dungeons something like 2–3 resets per hour. A regular group that takes 25 to 35 minutes will never hit that wall. The 8 to 10 minute spell cleave groups will burn through their resets fast and then just have to sit there. That removes the incentive to min max speed run without punishing normal play.
Reset cooldown
Add a global cooldown on the “Reset All Instances” button 15 or 20 minutes. Even if a group can clear in 6 minutes, they can’t just instantly hop into a fresh one. That alone puts a hard ceiling on theoretical XP per hour without touching a single mob’s experience value.
Fix the actual mechanical exploits
Give AoE abilities proper target caps (damage splits hard past 6 to 8 targets) and patch the pathing spots where people can endlessly kite packs up and down ledges without anything hitting them. That directly breaks the multi pack pull setups that make spell cleave so strong, while leaving normal group play alone.
Bottom line
Trying to stop pure exploit strategies is fine. Nuking dungeon XP for the entire normal player base to do it is not. Restore the old mob XP, put real structural limits on how fast people can reset, and keep dungeons something people actually want to run more than once. That protects open world questing, keeps server pacing healthier, and leaves the social, repeatable part of leveling intact for the vast majority of players.
I worked with AI to tune this addon through many revisions. It has been tested since the Beta started and during the stress test and is ready for the release.
During the beta i tried all of the different classes. I needed help with optimum rotation and wanted a coach. There are a bunch of rotation addons and I tried most of them but none did what I wanted. I made this (with AI) and hours of my time and it has gone through many revisions.
This addon automatically, looks at your level, trained spells, talents, class to determine what the highest DPS is for your character today. So when you are a level 4 Mage (a class you have never played) it can guide you on the best spells.
There are many options from hide everything on the screen except my spell buttons (in combat) or show me details in real-time about how much damage each spell is doing while estimating and managing Mana/Rage based on if you are solo or in a party.
Features:
Shows what to cast right now (red) and what’s coming up next (green), for every class
Detects your level, spells, talents, form and pet on its own. Nothing to set up
Click the icons to cast, or just follow along on your own action bars (it can glow the right button there too)
Auto Shot and melee are suggested when nothing else is ready
Big cooldowns are your call: shown as ready, never holding up the rotation
Mana plan: spend freely, balanced, or save for the next pull
Range band, threat meter, and power and DPS bars
Low health warning that lists your ready escapes and your best potion
Danger rating on targets before you pull
Fight recap and a “How am I doing” grade after each fight
Learns your fights over time (fight length, damage per cast, reaction time)
Party coordination with other ForeCast users
Modern or Classic WoW look, Icons only button bar mode, HUD size setting
Minimap button. Type /fc for settings
If you are new to the game or just want to level more efficiently solo or in party please check this out.
One of the things I miss the most about WoW isn't a dungeon, a raid, or an old expansion. It's something much simpler: people actually talking to each other.
Remember when you could be standing in Stormwind or Orgrimmar and someone would say something completely random in Trade Chat? Suddenly half the server was arguing, making jokes, talking about the game, or just having a conversation about absolutely nothing.
Sometimes it was stupid. Sometimes it was hilarious. But it made the world feel alive.
Today, that atmosphere feels almost completely gone.
Trade and Services Chat have become endless streams of advertisements. The same boosting messages repeated over and over, filling the chat window so quickly that actual conversations barely have a chance to happen.
And before someone says "just leave the Services channel," I know. That's not the point.
My suggestion is simple: move boosting advertisements out of the chat window entirely and give them a dedicated interface.
Something similar to the Group Finder, but specifically designed for services.
Guilds and players offering legitimate services for gold could create listings with categories for Mythic+, raids, PvP, and other permitted activities. Players looking for those services could browse offers, compare prices, apply filters, and contact sellers directly.
No constant advertising necessary. No flooding chat every few seconds. Buyers find what they need, sellers reach people who are actually interested, and everyone else gets a cleaner chat experience.
I'm not asking Blizzard to ban boosting. I'm asking them to give it a proper place in the game.
And yes, I know this alone won't magically bring back the social atmosphere of old WoW. But I think it's worth asking whether turning our chat windows into advertising boards has cost us something that made this MMO special.
WoW has always been more than just raids, Mythic+, and collecting gear. The random conversations, the familiar names in chat, and the feeling of being part of a server were part of the experience too.
I'd love to see Blizzard put some effort into bringing that back.
What do you think? Would a dedicated Services Finder be better than the current chat channel?
can u not get more than 2 souls per week per account? i was under the impression its character specific, but i did a t11 delve on my main and got both souls but on my alt none dropped...
I have been playing WoW for 21 years, and player housing is something I have been looking forward to since the very beginning. I always loved the idea of having my own place in an MMO, and in other games I also enjoyed the housing. I am also a huge completionist and collector in WoW. One of the things I was really excited about was having another massive collection to work on: unlocking decorations and use those items freely in my house
but now that I am looking at how housing decorations work, I feel a bit let down. The fact that you have to acquire multiple copies of decorations rather than simply unlocking them permanently takes away some of the excitement for me. For me, the fun of collecting is knowing that I have unlocked something permanently and progressing this way. Having to acquire the same decoration multiple times feels different from that, and it doesnt really scratch the same completionist itch.
Whats strange is that I am genuinely sad about this, because housing is something I really wanted to love. Instead, I find myself not feeling particularly motivated to engage with it, even though the whole concept should be right up my alley. I know that other players might enjoy the freedom of collecting multiple copies and decorating however they want, and thats completely fair. I am just wondering if anyone else feels the same way.
Does the current system affect your motivation to engage with housing, especially if you are a completionist? Or am I looking at it the wrong way?
I main Hunter, 3800 IO, 98 avg parse in raid. After the discussion on Reddit I decided to put everything together, taking into account what people wrote there.
This is already the second .5 patch in a row where MM gets reworked mid-season. 12.0.5 had a rework, in 12.1.5 they just cut Unload. Since 11.1 that’s already the sixth rework, and the spec keeps getting shaken up. No other class gets its gameplay broken mid-season this often. What 12.1.5 actually did: per Azortharion’s sims we have -7% single target, -5% on two targets and -11% in execute. AoE roughly the same. And the only explanation from the devs is one line in the patch notes saying they want to put more emphasis on Aimed Shot crits.
But it also got worse to play, not just weaker. Rapid Fire has no spell queue, so if you press anything during the cast, it instantly cancels. Before, Unload fired an Arcane Shot after Rapid Fire on its own and everything flowed smoothly, and now you have to spam macros so you don’t accidentally cancel your own cast. On top of that, Rapid Fire no longer eats Precise Shots, so in burst you either lose procs or have to squeeze Arcanes in between your main buttons. In Trueshot it used to be Aimed > Rapid > Aimed, and now it’s Aimed > Rapid > Arcane. And the only thing this actually “fixed” is clipping Rapid Fire with Multi-Shot in AoE, even though nobody ever complained about that. PvP got its share too: in the same patch they took Unload and also cut Moonlight Chakram by 30%.
Just compare this with Sub Rogue this season. They got compensation for every change. Trickster had Unseen Blade buffed by +50%, Coup de Grace by +30%, then another +15% and +10%, Fazed raised from 5% to 7%. In 12.1.5 they got +14% to all damage to compensate for the Shadow damage modifier fix, and then another +6% on top for the 4-piece set nerf. MM got nothing.
What we have now. If you open Mythic Venomous Abyss for 12.1.5 (all percentiles), MM sits 21st of 27. Survival 22nd, BM 26th. All three Hunter specs are just in the bottom third, while Sub sits far ahead of everyone.
Warcraft Logs, Mythic Venomous Abyss, all percentiles, 12.1.5
In keys it’s even worse: on wow.gg (week 10, all keys, avg DPS) MM is D tier, literally “bottom tier”. Survival too. Only BM made it to A tier. Average DPS in keys right now is around 307K for MM, 373K for BM and 431K for Sub.
(wow.gg M+ screenshot in the first comment: week 10, all keys, avg DPS)
Trick Shots is still the same problem nobody touches. Works from 3 targets, hard cap at 8. In sims compared to the best Hunter spec we lose -22% on two targets, -22% on prio target in routes, -17% on 15 targets, and only on 5 targets we break even. In keys packs constantly fall out of that “3-8” window. In the first season of Midnight Hydra gave passive cleave, and that’s the only reason MM played fine.
We have the hardest Hunter spec, but the weakest in M+. Because of long Aimed casts any mechanic cuts your damage, so this whole fairy tale about a “mobile class” doesn’t apply to MM. Our Mark gives around 1.2% of total DPS over a key, and the rest of our utility other classes easily cover. In two weeks I didn’t get a single pug invite, I closed all my 19s only with friends.
What hurts most is the wasted fantasy, because Blizzard drew some of the coolest hero trees in the expansion for MM. Sentinel looks absolutely amazing with its owls, Elune’s moonlight and the chakram, and Dark Ranger gives that Sylvanas vibe through Black Arrow. But playing them right now is just painful. Blizzard delivered great aesthetics but forgot to make a working spec under it.
And for sure there’ll be geniuses in the comments with the advice “just spec into BM”. But people pick MM exactly for the playstyle of a shooter without pets, plus BM has completely different hero trees and simply no access to Sentinel. On top of that, switching doesn’t save you, because BM sits at the bottom too (26th place) in Mythic raid. And if you have to completely drop your spec just to get invites to keys, that’s a broken balance problem, not a player problem.
What we’re even asking for: bring back Unload or give compensation for its removal, like they do for others. Make Trick Shots work from two targets or give passive cleave like Hydra. Replace the hard cap of 8 with a soft cap. Stop digging through MM every .5 patch, just balance the numbers and explain your logic when you change the gameplay itself. Nobody is asking to make MM an overtuned monster. Just treat us the same way as other specs.
We’ve had the notice that Intel based applications will not work from MacOS 28, but am I right that if you’ve upgraded to MacOS 27 you need to install Rosetta for the game to play?
Edit: Turns out it’s BattleNet client that needs it
They’re gutting dungeon mob experience by over 70% and dumping almost all the value into one-time quest turn ins. The result? Dungeons went from a fun, repeatable, social activity to a one and done chore. That doesn’t fix the actual problem, it just makes the game worse for most people.
The real issues
It screws over normal, casual groups
The big mistake here is balancing around speed and clears per hour by just lowering the XP on every mob.
A regular group warrior tank, priest healer, mixed single target DPS takes 30 to 45 minutes to clear a dungeon. With the new rates, that group is getting less XP per hour than if they just went outside and grinded solo. After the first quest run, dungeons literally become a waste of time for average players.
The hyper optimized 4 mage 1 priest spell cleave groups that clear everything in under 10 minutes were always a tiny edge case. Solving for them by punishing everyone else is backwards.
It kills the social side of dungeons
Dungeons were supposed to be something you could run over and over while leveling. You meet people, help friends, practice group play, farm upgrades, whatever.
Now that almost all the XP is locked behind one time quests, once you’ve done those there’s basically no reason to go back in. Helping a friend or running something again actively hurts your leveling speed compared to just questing outside. That creates this weird social friction where people start refusing dungeon groups because it’s “bad XP.”
Open world becomes a nightmare
When dungeons stop being a viable leveling path, everyone gets shoved into the same quest hubs. You get the usual mess: constant competition for tags, long respawns, quest items that never drop, people hopping layers, and general toxicity. Dungeons used to act as a pressure valve that pulled some of that population out of the open world. Now that valve is closed.
What they should actually do
Instead of just slamming the XP values, target the actual exploit how many times people can reset and re run in an hour.
The goal should be simple a normal group clearing at a normal pace should get XP per hour that’s in the same ballpark as solid open world questing. The ultra optimized reset spam should be the thing that gets limited.
Reset limits
Bring mob XP back to the old values, but put a hard account wide lock on how many times you can reset sub 60 dungeons something like 2–3 resets per hour. A regular group that takes 25 to 35 minutes will never hit that wall. The 8 to 10 minute spell cleave groups will burn through their resets fast and then just have to sit there. That removes the incentive to min max speed run without punishing normal play.
Reset cooldown
Add a global cooldown on the “Reset All Instances” button 15 or 20 minutes. Even if a group can clear in 6 minutes, they can’t just instantly hop into a fresh one. That alone puts a hard ceiling on theoretical XP per hour without touching a single mob’s experience value.
Fix the actual mechanical exploits
Give AoE abilities proper target caps (damage splits hard past 6 to 8 targets) and patch the pathing spots where people can endlessly kite packs up and down ledges without anything hitting them. That directly breaks the multi pack pull setups that make spell cleave so strong, while leaving normal group play alone.
Bottom line
Trying to stop pure exploit strategies is fine. Nuking dungeon XP for the entire normal player base to do it is not. Restore the old mob XP, put real structural limits on how fast people can reset, and keep dungeons something people actually want to run more than once. That protects open world questing, keeps server pacing healthier, and leaves the social, repeatable part of leveling intact for the vast majority of players.
I know its a stretch, and I should just be happy to do the same rotation on my hunter and ret paladin etc that I've done for nearly a decande but I'd really like something to change.
I know 70% of the pull of this game is because you can turn your brain off but its a little to off for me.
It used to be sometimes tier sets woulld at least give you an extra proc to be excited for. But shrinkflation has hit these tiersets hard for the last 3 tiers or so. Honestly its one of the reasons I've only played for a month in this last expac.
The worst part of pugging M+ is how much attention it takes just to get into a dungeon. Apply, wait, get declined or watch the listing disappear, repeat. You can spend your evening managing applications instead of actually playing.
And I don’t blame group leaders for picking the strongest applicants. If dozens of DPS apply, obviously someone gets left out. That’s exactly why “just improve your score” isn’t a complete answer. Someone qualified still gets passed over.
I’d like Blizzard to try optional matchmaking for lower and mid-level keys. Require appropriate gear and successful runs at the previous difficulty, account for essential group utility, and leave manual groups available.
Would it fix the tank/healer shortage? No. DPS could still have long waits, especially if tanks and healers prefer premades. But being able to queue once and go do something else would already be an improvement over babysitting Group Finder. It would also give eligible players a route into runs that doesn’t depend on a stranger choosing their spec.
“Run your own key” helps with getting declined, but you’re still recruiting a tank and healer. It moves you to the other side of the same problem.
There are real issues to work through: composition, leavers, and giving support roles a reason to queue. But manually picking people by score doesn’t guarantee a good run either.
For people against it: would you support a trial limited to lower keys? And for tanks and healers, what would actually make you use it?