Legion: Gamplay
As I stated previously, I’m going to be delving into the different aspects of Blizzards latest expansion to World of Warcraft. There are a lot of core changes and immensely different aspects of the expansion. Most of the changes are great, however there are some pretty massive negatives I’ve found in my time as well. In this section, I’m going to talk about the pure gameplay aspect of WoW: Legion.
Everything is fluid, the graphics are as crisp as ever, and spell details and animations have gotten a facelift as well. Typically, we only experience new looking animations and spells for only the newly introduced abilities that are added in each new expansion. However Legion marks one of the first times I’ve seen a major revamp to quite a large number of spells and abilities. Melee characters seem to have gotten the brunt of the revamping, as movement and melee swinging in general looks sharp and fluid. However, there are quite a few spells that have added little niceties to them, such as the Restoration Druid’s Efflorescence now having a little mushroom pop up in the center of the ground effect, and a little sound effect to go with it. Even standing still with your Restoration Druid Artifact weapon will litter the ground beneath you with flowers and other greenery.

The Efflorescence effect looks (and sounds!) very neat.
Aside from the visual aspects of Legion, which are amazing, the actual gameplay itself may be polarizing. Some people look back at the days where secondary stats such as hit chance, expertise, resilience, or armor penetration were plentiful, and sometimes mandatory, with fondness. However, I look back on the days where everyone was required to hunt for gear, socket certain gems, or otherwise pray to the itemization gods to raise a secondary stat to just the perfect number (Never higher, or it’s wasted itemization!) as a massive unnecessary road block to experiencing fun content.
Stats in Legion are simplified, and thankfully almost everything has multi-spec usage. For example, a piece of leather gear will include agility, and intellect as well as stamina and secondary stats such as haste or crit. The proper stat becomes active depending on your class and spec/role. This is a massive improvement and one of my favorite features of ‘modern WoW’. No longer do you have to feel railroaded into the spec that you begin to gear yourself once you begin first raiding and improving your gear, you can now switch specializations at will in any rested zone or area, and aside from most likely not having optimal secondary stats, you’ll be able to function just fine.
On top of the gear having stats for almost every specialization, a lot of the complexity to WoW’s backend is gone. The number crunching, and stat tracking is mostly gone for the average raider. What replaces it, however, is more grinding in the form of questing and dungeons. Since the beginning, questing and dungeons have been the main focus of the game up until the level cap, where the end game content kicks in. Sure, daily quests were around, but they never took very long and the majority of the game was raiding at set times along with your guild and then promptly logging off, or hunting for mounts, pets, or achievements. I actually found myself appreciating the refocusing of the game on to questing once you hit 110 in the Broken Isles.

Zones look amazing, and the lore impact of the new zones is profound.
In Legion, you begin questing at level 100, and at level 110, there’s a whole new zone that opens to you (you can reach it sooner, but still) where you have end-game focused quests. The Suramar and the faction named “The Nightfallen” that inhabit the zone give you a massive quantity of quests which reward you with gold, and more importantly Artifact Power. At the conclusion of the zone’s quest line you gain access to new dungeons, as well as an absolutely massive amount of Artifact Power. Artifact Power, being one of the most important things you’ll need to collect throughout this expansion to upgrade your new shiny Artifact weapon.
I’ll get to Artifact Power, Artifact Weapons, and all the Class Hall information later. However, I want to focus on how different gameplay feels in this expansion.

Each class and specializations most prized artifact is now yours… and everyone else’s.
Legion introduces a new system when you enter the Broken Isles, you can actually choose which zone to enter first. The zones in the Broken Isles actually scale with your level, so you can tackle any one of them at almost any time. In my experience, I only needed to complete 3 zones, and the dungeon quests that you attain at the end of the major chain in each zone to reach the level cap. However, your mileage may vary, and I personally like to complete every quest in the zone before moving on, while the main quest line typically consists of 85% of each zone’s total quests.
Your class hall is the main ‘sanctuary’ for each class in the expansion. Without getting too in depth on the functions, and benefits of the class hall, I’ll say that the general routine is to go to your Class Hall, start some garrison-style missions, and grab any new quests that have appeared since your last visit to progress your classes ‘campaign’ in the Broken Isles before heading back out to your current questing zone and going nuts for a while through the zone’s main story.
Each zone has quite an awesome and distinct plot behind it as well. From the Naga and Nightborne in Azsuna, to the Vrykul, and Alliance vs. Horde plot of Stormheim, each zone will really feel unique and hold your interest for the duration of leveling, and then some. Luckily, you’ll want to revisit each zone often for Legion’s new system to replace daily quests, called World Quests.
World quests are among my favorite addition to Legion. They refresh in varying time frames, and tons of the appear all over the Broken Isles once you reach level 110. Each one shows you it’s time remaining before it de-spawns, and another appears, as well as its reward. It’s also a great way to gear yourself heading into heroic dungeons after you reach the level cap. There are even mini-raid-boss style world quests that you can use the in-game LFG tool to queue for. There’s no instant teleportation to the objective, but that would be going a little too far in the effort of convenience.
Just as in the Timeless Isles, the Broken Isles are littered with rare mobs as well, which serve as a satisfying distraction from a long session of questing. Rare mobs oftentimes reward gear that serve as major upgrades while leveling, and can have a chance to roll upgraded to epic quality as well. Almost all rare mobs drop order resources, which tie in to the class hall campaign, in a very similar way to how Garrisons functioned in Draenor.
The dungeons and raids in Legion are some of the best I’ve experienced as well. The dungeons are large, and have a wide variety of enemies. No copy pasting, or slightly different color re-skins of the same mobs here. Dungeon bosses offer interesting mechanics, as well as multiple mechanics not seen until attempted on Heroic, or Mythic difficulty, which offers some nice difficulty jumps as your gear and skill get better and better through the adventure throughout the Broken Isles.
The raid content at this point (Nighthold is the current raid tier), is absolutely top notch. The Emerald Nightmare raid offers complex mechanics, and lore-heavy content, which still being approachable enough at the lower raid difficulties for everyone to experience some truly unique and fun encounters. On higher difficulties, you’ll be having issues with some of these bosses well past the gear level for the raid, mostly if you run with people who like to underestimate encounters, as even small mistakes will almost always cause a wipe on Mythic difficulties. I feel, understanding common raid concepts, and understanding little mistakes can wipe a group is a pretty common sense statement, but you’d be surprised how many people still fail to grasp basic raid mechanics and priorities this late in WoW’s existence.

Raid hazards are dead simple to avoid even without mods. That doesn’t stop people from still having issues however.
The Trial of Valor comes immediately after The Emerald Nightmare in terms of tiers, however, at least on Mythic difficulty, Trial of Valor has some pretty intense skill requirements, and can give even Nighthold geared groups trouble if they’re not on their game. The final boss, and the overall feel of the Trial of Valor raid in general is pretty epic, and on par with some of the best content I’ve seen yet from Blizzard. I really have to admit that the raid content in this expansion so far have been absolutely stellar.
Nighthold is the current progression tier in Legion, and has adventurers facing off against Gul’dan himself as he attempts to open a portal to summon Sargeras himself into Azeroth. The raid is quite long, and offers very unique mechanics that I haven’t seen used before. There are similar tropes and reminders of Black Temple here, but taken to a whole new level, and on a scale that’s unprecedented except possibly by the Sunwell Plateau from The Burning Crusade. The ending itself, I’ll just say is… amazing.

The bosses and mechanics in Nighthold are among my favorite to exist in WoW.
However, even with the amazing raid content, I need to say that my absolute favorite gameplay addition/change in Legion are Mythic Dungeons. Taking note from Diablo 3’s Rift system, WoW introduced Mythic keystones in Legion. Essentially, after the Heroic difficulty, you can toggle a Mythic difficulty for any of Legion’s 5-man dungeons. Upon completion of any Mythic dungeon, you will get a keystone for a random 5-man Mythic dungeon. Keystones increase in difficulty from Mythic +1 to Mythic +Whatever you can accomplish. What I mean by that is that when you insert a Mythic keystone into the pedestal that appears on Mythic difficulty dungeons, you get a countdown, and a timer. If your group manages to complete the dungeon fast enough, you’ll receive 3 chests with 3 chances of loot after downing the first boss. If you get the 3 chests, you receive a new random keystone, but this time +3 levels higher than your last. Depending on how much time remaining on the clock, you can either receive 1, 2 or 3 chests. Or if you do not complete it in time, you will not gain any additional levels and your keystone will be depleted, until you attempt and complete that exact same keystone again, but this time completing it within the proper time frame, and ‘re-activating’ the keystone, and being eligible to receive loot from it again.

Completing a Mythic+ with as much time remaining is essential to upgrading your key (and loot!)
Mythic dungeons also add in affixes, similar to Diablo Champions, or Destiny Strikes. Affixes allow each dungeon to have multiple different mechanics, and keeps 5-man content relevant well past the end game, as at the higher Mythic+ levels, the gear quality is on par with Mythic raid content gear. On top of this, everything has a chance to upgrade randomly to Titanforged, or Warforged, increasing its item level even further than normal.

Best addition to 5-man content since… ever.
In Legion, there are many ways to get rewards, and the gameplay itself is polished, and refined to a point where quality of life, and difficulty are properly balanced. Mythic dungeons keep 5-man content relevant, even past the point where you’d normally be able to 2-pull an entire dungeon, and keep all the game’s content relevant into the end-game, giving players multiple pathways to the best gear, as well as some of the game’s best experiences in my opinion.
Next time, I hope to discuss the Class Hall guides, and the vastly improved plot and lore in World of Warcraft: Legion. See you next time!
























