Vampires, a gnome in a mech suit, a bard, a witch stirring a cauldron: the WoW Forever survey that has been circulating for a few days shows eleven classes that Blizzard is putting to a player vote. Every page of the WoW Forever survey is reproduced below, with the original survey text right underneath, along with the commentary from the Bellular Warcraft channel that analyzed it.
A WoW Forever survey that goes further than the last one
A new Blizzard survey has just leaked, and it goes further than the previous one. It is circulating as Imgur albums (an image hosting site), and the Bellular Warcraft channel went through it in a video published on September 29, 2026.
First point to make: this is a survey, not an announcement. The WoW Forever survey shows that Blizzard wants to know which class players want most. The studio is measuring interest. No class is confirmed, and the ones listed here may never ship.
According to Bellular, the previous survey only showed class concepts. This one has much more developed ideas: for each class, a lore page, armor, weapons, resources, roles and three example spells.
Eleven classes appear: San’layn, Demon Hunter, Death Knight, Monk, Tinker, Bard, Necromancer, Warden, Illusionist, Witch and Metalborn (the Runemaster).
Names change from one WoW Forever survey to the next. Bellular sees A/B tests here, meaning different versions shown to different groups of players to compare their reactions. A name you read here is not a name Blizzard has chosen.
This is not the first lead of its kind: a battle mage was already circulating. On the beta side, the census puts hunter and paladin at the top among the 9 current classes.
San’layn: real vampire mechanics
Bellular Warcraft starts its review with the San’layn, and admits to being fairly excited. According to him, these vampire elves are the ones we actually met in Wrath of the Lich King. The WoW Forever survey gives them a full lore page explaining how to bring them into Forever.

San’layn
Elves raised into vampiric undeath by the Lich King to serve as cruel masters of Blood Magic, the San’layn were among the most feared servants of the Scourge. During the Forsaken rebellion, some San’layn broke free from his domination, ultimately finding uneasy acceptance among both the Alliance and the Horde. Yet their freedom remains incomplete. Cursed with an endless thirst for blood, searching for a way to rid themselves of their vampiric affliction without surrendering their immortality. San’layn channel this vampirism into mastery of Blood Magic and savage melee combat.
Roles: Tank, Ranged DPS, Melee Damage
- Armor: Plate
- Weapons: One-Handed Swords, One-Handed Axes, Daggers, Shields, Dual Wield
- Resources: Mana, Health
- Blood Bolt: Sacrifice a portion of your own life to launch a bloody missile at a target within 40 yards, damaging them and siphoning some of their life energy. The caster heals for 10% of the damage done by the Blood Bolt. Costs 5% of Base Health. 3 sec cast time.
- Blood Mirror: Link yourself to a target enemy in melee range. For the next 10 sec, 30% of all damage done to you is instead done to the target. 3 min CD.
- Vampiric Bite: Release your restraint and bite an enemy in melee range for 100% weapon damage, gaining Crimson Frenzy for 15 sec. Crimson Frenzy causes you to heal for 20% of all damage you deal and increases your attack speed by 20%. However, if the target does not die within 15 sec, they will also gain Crimson Frenzy for 15 sec.
The highlighted passage in the capture describes their place in the world: some broke free at the same time as the Forsaken, and the Alliance and the Horde grudgingly tolerate them. Bellular finds a real moral dilemma here. These vampires want to shed their thirst for blood without losing their immortality. For him, this tension, far from the Lich King’s yoke, is a good story and a very Warcraft one.
In play, Bellular compares them to Blood death knights, with one big difference: plate, melee weapons and shields, so they can tank, plus dual wield, melee DPS and spellcasting. The survey shows three example spells. Blood Bolt costs health, Blood Mirror sends part of the damage you take back at the enemy, and Vampiric Bite gets all of his attention.
The survey describes a big heal and an attack speed bonus for the caster. The bitten target gets the same bonus, but only if it does not die within 15 s. According to Bellular, this one ability shows the Forever team is not afraid of wild interactions. If the San’layn make it in, they could offer real vampire mechanics, which reminds him of the San’layn fights in Icecrown Citadel, one of the best moments of those encounters.

Demon Hunter, Death Knight, Monk: familiar classes, stripped down
Not everything in the WoW Forever survey is new. Three classes already exist in the modern game, but Blizzard presents them without their most recognizable abilities. Bellular Warcraft goes through them one by one, and his take is less enthusiastic than on the truly new classes.
Demon Hunter
The survey says this version would have no Double Jump, no Glide, no Fel Rush, no Vengeful Retreat, and that it would start at level 1. Bellular draws a clear conclusion: these are not the Legion demon hunters, nor the Illidari captured at the Black Temple. He sees a more primitive version, far less mobile than the one played today.

Demon Hunter
Bound by forbidden pacts and fueled by fel corruption, Demon Hunters have sacrificed their sight and mortality to wage war against the Burning Legion. Marked by ritual tattoos and enhanced by supernatural awareness, they harness chaotic energy and their demonic warglaives to overwhelm their enemies in a furious assault of speed and fel-infused magic. This version of Demon Hunters will not have some signature abilities, such as: Double Jump, Glide, Fel Rush, and Vengeful Retreat. They will also begin at level 1.
Roles: Tank, Melee DPS
- Armor: Leather
- Weapons: Dual Wield. Warglaives and most other one-handed weapons
- Resources: Fury (Max 100. Gained from abilities.)
- Chaos Strike: Empower your weapons with chaotic fel energy, dealing Chaos damage with a chance to refund 50% of the Fury spent. Costs 40 Fury.
- Demon Blades: (Passive) Your normal melee attacks deal additional Shadow damage and generate 8-15 Fury.
- Metamorphosis: Leap into the air and crash down with explosive force, damaging and Stunning up to 4 nearby enemies for 1 sec before transforming into a powerful demon for 20 sec. 2 minute cooldown.
The example spells already exist in the modern game. Still, Bellular imagines the class would lean toward the Warcraft 3 demon hunter. Those who fear Blizzard will simply copy the current game forget, he says, that these hunters exist in Warcraft 3, just as Forsaken Kingdom, the Warcraft 3 expansion released on September 12, 2026, introduced a Forsaken paladin, so an undead one.

On the gameplay side, he likes to extrapolate. If the survey’s San’layn can bite, a Forever demon hunter could burn its targets’ mana with (that is the current priest spell) and lean harder on Immolation.
Death Knight
No single starting zone like in Wrath of the Lich King, Bellular notes, but the core of the concept stays the same. The survey removes Death and Decay, Death Strike, Pestilence, Death Grip and Army of the Dead, and plans a start at level 1.

Death Knight
Once enslaved as undead champions of the Lich King, Death Knights now wield their cursed powers in pursuit of his destruction. Through dark rune magic bound to frost, blood, unholy power, and death, they empower brutal melee strikes and unleash waves of necrotic power. Their weapons are etched within in powerful runeforges, transforming them into relentless instruments of war. This version of Death Knights will not have some signature abilities, such as: Death and Decay, Death Strike, Pestilence, Death Grip, and Army of the Dead. They will also begin at level 1.
Roles: Tank, Melee DPS
- Armor: Plate
- Weapons: Two-Handed Mace, Two-Handed Sword, Two-Handed Axe, Polearm
- Resources: Runes and Runic Power
- Runes: 3 pairs of Runes that regenerate one Rune per pair every 10 sec.
- Runic Power: Generate 10 Runic Power each time a Rune is spent, max 100.
- Icy Touch: Chill an enemy within 20 yards with a blast of ice, afflicting them with a Frost-based disease. Costs 1 Frost Rune. Generates 10 Runic Power.
- Plague Strike: A vicious melee attack that deals weapon damage and afflicts the target with a Shadow-based disease. Costs 1 Unholy Rune. Generates 10 Runic Power.
- Death Coil: Unleash a blast of Shadow energy that damages an enemy or heals a friendly Undead target. Costs 40 Runic Power.
Bellular notes that the example spells are those of the original death knight, not the modern versions. Above all he regrets that there is no trace of the old idea that you would have to die with a max-level character to be reborn as a death knight. By his own account, he would have loved that.

Monk
The survey’s monk would differ from the one we know: no Roll, no Stagger and a few other key abilities missing. Bellular’s verdict comes down to a nuance. It is not a bad idea, he says, but not a very exciting one either.

Monk
Masters of martial arts, Monks hone their minds and bodies to overcome tyranny and liberate the enslaved. Through fluid combat techniques and spiritual balance, they harness Chi to empower swift strikes, guide restorative mists to mend wounds, and tap into inner strength to withstand overwhelming assault. Monks also call upon ancient elemental spirits for guidance and protection. This version of Monks will not have some signature abilities such as: Spinning Crane Kick, Provoke, Roll, Stagger, and Chi Burst.
Roles: Tank, Healer, Melee DPS
- Armor: Leather
- Weapons: Staff, Polearm, 1h Weapons, Dual-Wield, Figurines
- Resources: Energy, Chi
- Energy: Max 100, gain 10 Energy per sec.
- Chi: Max 4, gained from abilities.
- Jab: Strike your target with your empowered fist. Costs 40 Energy. Generates 1 Chi.
- Blackout Kick: Kick with a blast of Chi, dealing heavy damage. Deals increased damage when striking a target from behind. Costs 2 Chi.
- Surging Mist: 1.5 sec cast time. Heal a target within 40 yards for a moderate amount with a surge of restorative mists. Generates 1 Chi. Moderate Mana cost.
Tinker: a mech suit, wrenches and a support role
We expected this class somewhere else. According to Bellular Warcraft, the Tinker looks like what players hoped for The Last Titan, the upcoming modern WoW expansion. Yet Blizzard is testing it in the WoW Forever survey. Bellular notes that some of the studio’s statements about The Last Titan suggest that expansion will bring neither a new race nor a new class. His guess: Blizzard wants to try a few ideas in Forever first, without committing the modern game, and see what players think.

Tinker
Master engineers who construct and pilot powerful mechanized suits tailored for warfare, Tinkers customize their mechs for explosive firepower, brutal close-quarter assaults, or battlefield support. Each Tinker modifies their machine with their own specialized augmentations and experimental technology. Unlike other combatants, a Tinker fights with two lives: the mech, and the pilot within. When a mech is destroyed, the pilot is violently ejected instead of killed, surviving just long enough to repair and reactivate their machine. Expert Tinkers can recover from seemingly certain defeat, turning catastrophic failures into desperate comebacks.
Roles: Tank, Ranged DPS, Support
- Armor: Mail
- Weapons: One-Handed Maces, One-Handed Swords, Daggers, Wrenches
- Resources: Energy (100 Max, regenerate 10 Energy per second)
- Activate Mech: Climb into your mech suit, activating powerful combat augmentations determined by your talent selections. If the mech takes fatal damage, you will eject instead of dying but must repair your mech reactivating it.
- Rocket Assault: Launch a volley of rockets at an enemy within 40 yards, dealing massive damage. Costs 60 Energy.
- Supply Drop: Deploy 3 drones that deliver supply crates to the battlefield. Allies who open the crates are massively healed and gain powerful combat enhancements for 30 sec. 2 min CD.
So the survey describes engineers in mech suits. Bellular compares them to Overwatch’s armored heroes: when the machine is destroyed, the pilot is not killed, he climbs out alive. Picture shooting down a tank Tinker’s suit in PvP, then watching him slip away to rebuild it. Bellular sees a nightmare to face and a thrilling class to play.
It would also be one more mail-wearing, energy-based class, with a new weapon type: wrenches. A good excuse, he says, to add gnome and goblin content.

The obvious objection remains. Mech suits in Classic? Bellular imagines that many players are worried: it sounds like modern WoW, not like Warcraft. He points out that the idea is much older. The Tinker is a Warcraft 3 hero, long before World of Warcraft. So think of that one, not of the big suits of modern WoW.

Another point that intrigues Bellular: one of the Tinker’s roles would be support. He even thinks Classic, or Forever, suits it almost better than modern WoW. The WoW Forever survey spells out what the word covers, with example spells, one of which caught his attention.
The survey cites Supply Drop as an example, which Bellular sums up as a drone strike, « but friendly ». The dropped crates heal allies massively and give them powerful combat bonuses.
For Blizzard, support has always been a risky addition. Bellular points out, though, that modern WoW’s Augmentation Evoker shows the studio eventually pulled it off. If Forever favors fantasy over ultra-tight balance, the Tinker can work, as long as it keeps the look and spirit of its Warcraft 3 version.

Bard: healing by playing music
The second support class in the WoW Forever survey: the bard. Bellular Warcraft points out that the last time a survey mentioned a bard, it was about the song of Azeroth and the world soul. This time it is the classic bard: singers and storytellers who heal and strengthen their allies by playing music.

Bard
Masterful actors, storytellers, and virtuoso musicians, Bards inspire their allies and unsettle their enemies through grand performances and enchanting melodies. Bards weave layered songs into an endless tapestry of music that heals, empowers, and hinders, all while fighting alongside companions with bow or blade. Rather than swaying the battlefield with their raw power, Bards excel at strengthening allies and manipulating the minds of their foes.
Roles: Support, Healer
- Armor: Leather
- Weapons: One-Handed Swords, Daggers, Bows, Musical Instruments
- Resources: Mana
- Heroic Saga: Perform a song of valor, inspiring party members and increasing their attack and spellcasting speed by 5% for 30 sec. Repeating this song intensifies its effect, stacking up to 3 times. The Bard may continue melee and ranged attacks while performing. All songs share a 10 sec CD.
- Ballad of Beauty: Perform a soothing melody for 30 sec, healing party members and removing a Poison or Disease effect every 3 sec. Repeating this song intensifies its effect, stacking up to 3 times. The Bard may continue melee and ranged attacks while performing. All songs share a 10 sec CD.
- Mesmerize: Entrance a Humanoid or Dragonkin enemy with visions of immense wealth, Disorienting the target for 30 sec. Any damage taken will break this effect. 1.5 sec cast.
The survey lists it as support and healer, in leather armor, with mana as its resource. The detail that matters is hidden in the first two spells: all songs share a 10 s cooldown and stack up to 3 times. So the bard piles up its melodies instead of swapping them each turn.
Bellular likes these spells because they are truly different from what we know. The bard keeps attacking while performing, which suggests to him an interruptible bonus, or even a channel (a spell you maintain over time). He also notes that a musical instrument would be a new weapon type.
He finally raises one point of context. Forever’s more cooperative spirit in the open world could help a support specialization. One obstacle remains, in his eyes: asking someone to play a class with no dedicated DPS specialization is a lot to ask.
Necromancer: a mage commanding half a dozen corpses
There is no detailed page from the WoW Forever survey in the captures for this one: we only have the summary card and the description that Bellular Warcraft gives. His pitch: a mage who conjures bones, controls about six corpses and can make them explode to deal damage.
Bellular thinks many players would love to play a necromancer. In modern WoW, the Unholy death knight already covers that fantasy. Since it does not exist in Forever, he sees no reason to hold back. Veterans of Guild Wars 1 and its horde-of-the-dead necromancer would feel at home, and Blizzard can go all the way to an evil mage in the style of Kel’Thuzad.
With the attention paid to the undead in Forsaken Kingdom, he could see the necromancer arriving early. One drawback, he says: given the Warcraft 3 story, human necromancers would be hard to justify.

Warden: a botched copy and a problem on the Horde side
The text says the Wardens have « cautiously opened their ranks » to other races. For Bellular Warcraft, it is a matter of necessity: when threats grow, the order has to recruit more widely. He compares them to jailers like Maiev, the one who kept Illidan prisoner.

Warden
Wardens are the chosen agents of Elune, serving as secret enforcers, jailors, and relentless bounty hunters tasked with pursuing threats beyond the reach of ordinary law. Feared for their ruthless efficiency, Wardens hunt criminals, monsters, and rogue spellcasters across Azeroth, delivering swift judgment to their marks and capturing the most elusive of prey. Once drawn exclusively from Night Elven society, the Wardens have cautiously opened their ranks. As the threats to Azeroth have grown, so too must the hand of order.
Roles: Tank, Melee DPS
The right-hand column repeats the San’layn one word for word: plate armor, same weapons, mana and health, Blood Bolt, Blood Mirror, Vampiric Bite. This is a copy-paste error in the survey, and the Warden’s real spells do not appear.
On spells there is nothing to comment on. The WoW Forever survey accidentally copied the second San’layn page, so the Warden’s real list remains unknown. Bellular falls back on Warcraft 3, where she was a sort of burly rogue who teleported short distances, a bit like the current mage’s . In his view there is no need to reinvent her: it is pure Warcraft, and a Warden faithful to that model would be enough.
Since the card makes them Elune’s agents, he imagines Blizzard could push her toward lunar magic and spellblade, that mix of sword strikes and spells. He pictures an armored tank wielding moon glaives, an image he finds striking.
One real problem remains in his eyes: Wardens on the Horde side would be extremely hard to justify. He talks about a balancing act, nearly impossible to pull off without it feeling forced.
Illusionist: spells learned by fighting monsters
Until now, the classes and specializations in the WoW Forever survey were familiar concepts, the kind of ideas you hope to see. Then Bellular Warcraft singles out a few that really stand out: the Illusionist, and with it the Witch. According to him, the Illusionist is an arcane mage, but more of a rover than a bookworm. The survey gives it leather, mage weapons and a ranged DPS (damage per second) role.
To measure the gap with what we play today, you can reread what happens to the current mage in Forever. Here is the page as the WoW Forever survey presents it.

Illusionist
Masters of perception and deception, Illusionists are dazzling arcanists who reconstruct reality itself through memory and observation. By meticulously studying the world around them they build an ever-growing catalogue of experiences to draw upon, learning to replicate sight, sound, scent, and behavior with uncanny precision. From that knowledge, they weave phantasms into existence, conjure creatures, animate mirror images, and dazzle with colorful lights designed to overwhelm the senses. Illusionists do not merely trick the mind, they replace reality with something better suited to their will.
Roles: Ranged DPS
- Armor: Leather
- Weapons: One-Handed Swords, Daggers, Staves, Wands
- Resources: Mana
- Prismatic Bolt: Unleash a bolt of multicolored light at an enemy within 40 yards, dealing damage of a random elemental type. Has a chance to instantly create a Mirror Image of the caster that casts spells at the target for 15 sec. 2.5 sec cast time.
- Shell Game: Instantly swap places with one of your active Mirror Images. 15 sec CD.
- Phantasmic Creature (Murlocs): Create three illusory murlocs that fight alongside you for 20 sec, coordinating their attacks against nearby enemies. These phantasms are fragile and easily destroyed. Instant cast. High mana cost. 2 min CD. You have a chance to learn new variants of this spell when fighting creatures of types you have not yet learned.
The Illusionist’s hook is summoning. Its mirror images deal damage too, and it adds phantasmic creatures, murlocs in the example. According to Bellular, these little illusions would probably do most of your damage, but they would fall quickly if the enemy targets them.
What excites him: creature illusions are learned by fighting those same creatures. He finds that far more enjoyable than the usual fare. He also notes that Shell Game, swapping places with a mirror image, promises a lot in PvP, and that the mirror image tricks are pure mage.

Still, for Bellular this is the least developed concept in the WoW Forever survey: more a touch of flavor than a class thought through to the end. He would like to see two specializations, one built around summoning, the other around bolts, to give it substance.
Witch: Old Magic and a double-edged cauldron
The witch is not usually a class that interests Bellular Warcraft. This time the description hooked him right away, from the two words « Old Magic ».
A modern WoW player might see the seventh cosmic force and a pantheon to meet. Bellular dismisses that reading: it is no longer how these things are thought of today. He describes a primal spellcaster, drawing on elemental forces and the rituals of the Black Empire. This is the folk magic peoples learn over time, before it becomes an academic practice like among the Dalaran mages.

Witch
Practitioners of the “Old Magic”, Witches are outcasts, misfits, and hermits who bind themselves to the powers that existed before mortal order: elemental powers, wild gods, and even the eldritch lords of the Black Empire. Where others see forbidden power, Witches see the world as it once was, and strive to restore that primordial balance through ritual, blood sacrifice, and dark alchemy. Witches wield power that is equal parts gift and corruption, shaping devastation and aid from the same dark source.
Roles: Ranged DPS, Support
- Armor: Cloth
- Weapons: Daggers, One-Handed Maces, Staves, Wands
- Resources: Mana
- Cauldron of Menace: Brew a volatile elixir infused with the menace of fallen enemies. Allies may drink from the cauldron once per combat, gaining 20% increased damage done for 30 sec, but suffering 10% increased damage taken. 10 sec cast. 30 min CD. May not be placed during combat. Cooldown reset when you defeat an enemy.
- Voidbolt: Blast an enemy within 40 yards with a burst of void magic, fueled by your own life. If Voidbolt kills the target, you will be healed for 5 times the Health you sacrificed. Costs 5% of Base Health. 3 sec cast time.
- Blood Golem: Sacrifice part of your own life to manifest a towering Blood Golem that attacks enemies with crushing melee strikes and can endure heavy punishment. Costs 20% of Base Health. Lasts 2 min. 5 min CD.
What he likes comes down to a mix. These types of magic are usually each filed in their own box, one per class. Seeing someone touch all of them would seem odd, but Bellular finds that the idea of folk magic justifies the mix, and he considers it very well done.
Two example spells catch his attention. First, Blood Golem, paid for with your own life. Then Cauldron of Menace, placed before the fight: according to him, other players can dip into it « whenever they want » during the encounter, to sharply increase damage dealt and taken. He admits the balance is far from obvious, then asks you to imagine the chaos on a battlefield.
The WoW Forever survey is more precise than he is. The cauldron can be drunk from once per combat, with a 30 minute cooldown, and it cannot be placed during combat. The cooldown resets when the witch defeats an enemy. The bonus is 20% increased damage dealt for 30 seconds, against 10% more damage taken.

Metalborn: the Runemaster, with iron, silver and lead
Last class on the list. Bellular Warcraft talks about an old favorite, the Runemaster. Careful, he says, this is not the one from the Warcraft tabletop RPG. He sees more of a monk with magic runes, one that existed before monks were really a thing in the game. He likes the concept.
The surveys do not agree on its name: Rune Master, Rune Knight or Metalborn. Bellular draws a useful conclusion: Blizzard is testing angles, as in A/B tests (two versions compared with players). So every class name in this WoW Forever survey can change.

Metalborn
Masters of the Metallic Arts passed down to them by the Titans, Runemasters walk the line between flesh and living alloy. They seek to uncover the secrets of creation and restore the natural world. Runemasters carve runes into their own flesh and weapons, partially transmuting their bodies into Iron, Silver, Lead and other metals, enhancing their unarmed combat and mastery of the elements. Their fists become anvils of war, their breath turns to silver mist, and their very blood hums with the power that once shaped mountains.
Roles: Tank, Healer, Melee
- Armor: Mail
- Weapons: Staves, Polearms, Unarmed, Fist Weapons, Dual-Wield
- Resources: Runes and Runic Power
- Runes: 3 pairs of Runes that regenerate one Rune per pair every 10 sec.
- Runic Power: Generate 10 Runic Power each time a Rune is spent, max 100.
- Iron Fist: Transform your fist into pure iron and shatter your target with a crushing blow that sunders their armor for 30 sec. Costs 1 Iron rune. Generates 10 Runic Power.
- Silvered Wind: Exhale a breath of razor-cold silver, freezing target enemy within 30 yards for 15 sec. Costs 1 Silver rune. Generates 10 Runic Power.
- Reconstruct: Invoke the lost powers of creation to heal an ally within 30 yards for a moderate amount. Costs 40 Runic Power.
To set itself apart from the old Runemaster, this version draws, according to Bellular, on the heritage of the Titans and the dwarves, as seen since Wrath of the Lich King. These fighters carve titanic runes into their flesh and weapons to transmute them into metal. Bellular quotes a line that, he says, would have hit hard in the original WoW manual: « Their fists become anvils of war. Their breath turns to silver mist, and their very blood hums with the power that once shaped mountains. »
In play, it would be a fighter able to heal with « the lost powers of creation ». Bellular rates Silvered Wind excellent as a spell name, for the fantasy mood.
Above all he notes the reverence for WoW history: the proposed rune system is the death knight’s. According to him, that is because the death knight system was drawn from the Runemaster concepts Blizzard already had. Here, iron, silver and lead runes would replace blood, frost and unholy. His joke: watch out for lead poisoning. Bellular’s verdict: 10 out of 10 for creativity.

Classes designed from Warcraft 3, not from Retail
The classes covered so far are all the ones Blizzard asks for feedback on in this WoW Forever survey. Bellular Warcraft takes the chance to issue an invitation: tell us in the comments which idea you like best, and with what mood, what visual flavor. He assumes someone at Blizzard will eventually read those messages.
His impression of the document is clear: the survey looks sincere to him, and he suggests taking it in good faith. In his view, the necromancer and the warden are the ones that would get the biggest reaction. The witch and the Runemaster appeal to him too. His favorite is still the San’layn. He explains that by his history: he started raiding during Wrath of the Lich King and has a precise memory of Blood-Queen Lana’thel.
His thesis boils down to a reading instruction. Looking at these classes from modern WoW, then working back toward Forever, would be a mistake, he says. He sees them rooted in the Warcraft 3 heroes and in the development history of World of Warcraft. Carrying back classes designed for the current game would be, he says, a big mistake, and he thinks Blizzard knows it.
What the Forever team has officially announced amounts, for now, to its first official podcast. Nothing says one of these classes will ship. Meanwhile, our talent calculator covers the 9 current Forever classes.
Warcraft 3 came out in 2002. World of Warcraft, in 2004.




0 Commentaires
Aucun commentaire pour le moment. Soyez le premier à commenter !