Now the first excitement has gone. We see how Legion works, and what to do there. We’re all into some sort of this or that routine. And we had pretty much time to complete many goals. So it’s time to give a review – as of five months into expansion, 2017 eve.
Introduction – Pre-Launch Event
Everything about the pre-Legion month was awesome. You couldn’t be more motivated to go to Broken Isles – no, sir. You beloved peaceful territories were under attack, and every citizen of Azeroth – even those who could barely hold a sharp stick or cast a pair of spells – could repel the invasions. Demon Hunters woke from their imprisonment, and there was an ultimate introduction of the class: the story, the scenario design, the spell introduction, everything. Grudgingly, the Illidari were accepted into Horde and Alliance, but they gave away 700-720 gear to prepare for the isles assault, and adventurers liked them for that (even if the avalanche of Illidan puns in nicknames was overwhelming). There was an ultimate cool questline with Khadgar where we participated in relocating Dalaran – in the process we learned about the nowabouts of Ulduar and Karazhan, saw king Magni, and learnt that Azeroth is a Titan and is a SHE. Yet I consider it more of an educational event. The real emotional climax and danger were at the battle front when we participated in the first assault on the isles.
Led by faction leaders, we though that a small elite force would drive the demons back into space, lol. A catastrophe came, and we’ve tragically lost the faction leaders, with the surviving race heads very, very much disturbed mentally. Thrall never recovered. Jaina raged out of Dalaran and is nowhere to be seen. Genn and Sylvanas would rather rip each other’s throats than fight the demons…
With great grief and rage we stepped into Legion, ready to drive them back in the hellhole they came from. Did we have a chance to?
It’s interesting, but we didn’t. Legion presence is ridiculously small in Broken Isles – if there is any at all. Only two zones have some Legion camps worth mentioning. There is a powerful enclave in Suramar – but they don’t dare to show their noses outside of their dump. And a pair of camps in Azsuna – quite successfully held at bay by Illidari. In Legion, we don’t fight… Legion.
Azsuna – is a place to hold the raiding naga tidewave from Azshara. They’re just hunting the same thing as us, so that’s where our interests collide. If they didn’t, we probably wouldn’t have to fight them at all – because they wouldn’t lead a force to Broken Isles in the first place. And it didn’t feel like a race for the prize too. Blizzard just unloaded a tank of fish in the Azsuna ruins, and we had to shovel it all back into the ocean or else.
Val’sharah – has its own story, and is completely unrelated. While Xavius was initially a Legion servant, he has forgotten about them for long ago. He has his own plans, and while dangerous, it’s still a local druid problem. Yet we knew Ysera, and this alone made us want to go to the Emerald Nightmare. Well played!
Highmountain – ooh, the plush tea party! All the guys are so sweet and nice, including the kindergarten dweller Dar’grul. Some local conflicts between tribes are ruled out, we beat the bully, take a toy train back from him, and there’s peace and friendship up there.
Stormheim – has almost nothing to do with Legion. We continue Sylvanas/Genn conflict… for the first 15 minutes, and then we’re totally lost in a very dull viking stuff. The nemesis here is Helya. It’s only retelling Norse mythology, so there’s no link to agenda. Stormheim questing is probably the only utter fail in Legion: we didn’t follow Sylvanas and Genn or our factions, we just forgot them until a cinematic dropped on us in the end. And for this reason, cinematic was not moving at all. They punched each other and broke a lamp. A climax worth of a friday bar brawl at the town outskirts.
Suramar – it’s a rebel story. Everyone likes rebel stories and fighting against evil aristocrats. But yet again, demons are only decorations there – not the story core. If you don’t forget about the demons, it’s a perfect plot. You’re scheming, undermining, tagging the walls with slogans, sleeping on the rags in a hideout – living a life of a rebel. Precious!
Yes, I know the master plan. We need these pillars of creation – in the end we need to seal the portal to Legion worlds. We make sure that nothing strikes us in the back when we concentrate our efforts on Gul’dan. We also make friends with locals and help them – because we’re heroes and good guys. But… if you came here all motivated to avenge Varian and Vol’jin, well, you don’t.
Mind you, Blizzard doesn’t fail to make the stories interesting. Normally I enjoy leveling questing very much, and Legion is no exception. You feel for the locals, you want to help them, and you learn about what’s going on with interest. It’s just – you lose the point why the expansion is called Legion.
From the technical point of view leveling in Legion is uneven. Especially before the class tunings which came in a month – and when the leveling was already done. Some classes rocketed through the zones like hawks, swiping everything in the way. But some classes were all blood and tears and death. If a warrior clears the quest batches in no time and doesn’t even have so much as a scratch, my mage died, and died, and died, earning diabetes from conjured sweets to eat after every mob.
Levels came in perfect pace. By finishing your questing in four zones, you’re there at 109 or 110. There came fill-the-bar quests with excellent experience rewards upon completion. And there were order hall missions for experience too. The other alt could make a pair of levels from follower missions alone.
Quest rewards were good. As it’s supposed to be, you collect a full armor recolor by finishing the zone, and your ilvl goes up 25 levels.
Another important introduction in Legion is scaling. Scaling let us to choose the zone to quest – or you could even start questing in one zone, then do another, and return to finish the questing in the first one. Rewards would scale too. This helps not only with your possible questing with friends of lower or higher levels, but also makes all the zones filled with players. Same scaling applies to dungeons which reduced the queues.