That angle is covered by the War Campaign; a series of questlines that are introduced as you adventure, taking you to the opposing faction’s zones to establish forward bases, scout, assassinate, and typically make a nuisance of oneself. They’re decent fun, and have an espionage flavour to them that WoW hasn’t featured prior to, but feel oddly lacking. They are many of the only vital quests in the expansion that are not dripping in wonderful voice acting, characterised alternatively by text-filled speech bubbles, which pop up and feel decidedly out of date next towards the story events elsewhere.
Additional notably, there is no point at which your War Campaign basically intersects together with the enemy’s. My targets on the Alliance side aren’t allies on the Horde side, but mostly caricatured, cackling, magic vampires. In turn, I never know something about what the reds get cheap wow gold up to in their War Campaign, despite the reality they apparently assaulted my new capital and desecrated some tombs. Have been it not for some random wandering, I wouldn’t even know exactly where the Horde footholds on my continent are – they just exist, and I can do absolutely nothing about it. Hell, half my quests around the opposing continent are to take out the mutual enemies of both factions, or helping the lovable-but-decidedly-neutral race of turtle-people to attain water. It really is a surprising disconnect within a PvE-focused, casual-friendly game like World of Warcraft, which has made its central storyline one particular that pits the two factions of players against every single other.
Blizzard’s attempt to tackle that dichotomy is War Mode. Carrying out away together with the archaic idea of PvP and PvE servers, everyone basically sets a toggle even though in their capital city. Bonuses are given to those that make a decision to buy wow items take part inside the war, to make up for the extra difficulty that comes from getting ganked just about every so frequently, and numerous other PvP incentives are in location.
It is brilliant – when it works. The bonuses are adequate that the majority of players turned War Mode on for their daily activities early on. Outdoors of a number of aggressors, most Horde and Alliance players method every single other cautiously, attempting to go about their quests without the need of engaging, recognizing that starting a fight can descend a whole region into an all-out battle for hours on end. Marking particularly murderous foes around the map, and giving significant rewards for taking them down, is usually a masterstroke – a continuous bait for the ambitious, also as a warning that death-averse players are in all probability superior off avoiding certain places.
The War Campaign feels genuinely hazardous to embark upon within this manner, most notably when an escort mission for a neutral faction paths via a dozen enemies. We eye every single other warily, painfully conscious on the quite a few skeletons of players scattered around from preceding skirmishes. Blizzard knew it was producing these moments, and also the paths between questing hubs and placement of objectives are created to produce them uncommon, but impactful.
Unfortunately, the honeymoon period for the feature wears off at max level. It goes from a minor inconvenience to die, to one that holds back group activities from beginning, delaying more than just yourself. I at some point turned it off simply because I could not interact with allies that didn’t have it on, and each dungeon entrance was usually a killing field for one particular faction or the other. It just stops getting worth the work as the rewards – currencies, rather than gear levels – turn into significantly less relevant plus the time wasted becomes more useful.