World Of Warcraft's New Warfronts Aren't Great, But The Loot Is Nice

Such a photogenic horse.

Introduced in last week’s update, Warfronts are a new feature in World of Warcraft’s Battle for Azeroth expansion. They’re large-scale battles reminiscent of the original Warcraft series’ real-time strategy battles. They’re only exciting for about an hour, but look at my new horse and armour. So good.

Warfronts—or should I say Warfront as there is currently only one in the game—are an interesting idea. Teams of 20 players enter a specially redesigned zone (the vast Arathi Highlands, in this case), capturing resource locations and harvesting them in order to bolster their forces.

The goal is to grow strong enough to take on the computer-controlled enemy commander. Defeat them, and the zone and its riches are your faction’s to harvest. Don’t worry, it only takes around a half hour, tops. Check it out.

I’m sharing Noone182's video of the event, because I currently don’t have a Horde character who meets the level 120 requirement for the instanced event, and this business is on a lengthy timer.

Here’s how the current Warfront, The Battle for Stormgarde, plays out. The Alliance side begins with control of the Arathi Highlands zone.

From their base in Stormgarde Keep, players embark on quests for equipment and war resources. Boss creatures are scattered about the zone, dropping powerful armour and weapons, as well as the odd toys, mounts and pets. There’s a world quest that involves players taking on a siege tank. All of this can be completed once per possession of the zone.

Meanwhile, the Horde side is kept busy participating in gathering quests, providing resources and crafting items for their war effort. It’s a region-wide event in which everyone eligible can participate.

Once enough resources are gathered—in this first instance it took five days—Horde players have seven days to queue up for the scenario seen in the video above, which rewards them a nice piece of equipment. After that seven days is up, the Horde gets control of the zone, and the Alliance starts gathering resources.

The Alliance has control, at least for the next three days, 22 hours.

Given the timers and such, control of Arathi Highlands should change hands every two weeks. That’s a long time to do nothing, really. Farming the bosses and completing the handful of quests given out by the Alliance leader while in control of the zone took about two hours, maybe three.

There’s no reason to return when you’re done. And there’s really no reason to do the scenario more than once every couple of weeks. But there are plenty of reasons to do it all at least once.

Like level 340 to 370 (or more) armour and weapons. Both factions have their sets. The Alliance’s is white, blue and gold. Very tasteful. Between quests and boss mob drops, I’ve already gathered five pieces.

Considering how unlikely it is I’ll be doing mythic dungeons, this is likely some of the best gear I am going to get.

Have you met my little bird friend? His name is Ragepeep. He’s an owlbear, and I love him. He popped out of an egg after I killed a boss that looked a lot like him, only about ten times his size. Cute!

There’s a brazier on my head! This is what WoW calls a “toy.” Kids, don’t put braziers on your head.

What I am trying to say here is the new Warfront is a great way to get stuff. It’s also a great way to hear people shouting, “NO THE BOSSES DON’T RESET EVERY WEEK,” which is something many people in the zone are curious about. Get in there, get your stuff, and get out.

The world quest boss. Get him while everyone else is.

I was hoping for more than a quick battle and what’s essentially World of Warcraft’s version of a boss rush mode. But hey, easily obtainable gear is always a good thing. I’m on a horse.


Comments

    Warfronts are utterly crap. Pretty much everything new to BFA that they've introduced is crap, boring or downright bad game design. Only the systems they've carried over from Legion are still decent - namely raids and M+.

    Blizzard have really dropped the ball on this one, reddit is full of complaints every day. Sub numbers will be taking a large dive, it's WoD all over again.

    Would be keen to read an in depth article from Kotaku highlighting the issues that a lot of the player base has with BFA. Might be nice for Blizz to read some negative publicity for once, especially if it's laid out in an informative, constructive manner rather than people raging on reddit/forums.

      I got back into wow with legion and played it heaps over a few months, absolutely loved it. This xpac though I honestly struggled to push myself to get to the new cap then lost all interest. The zones are great, but it's still been there done that kinda thing.

      I spammed warfronts for a few hours on my main since I was getting a piece of gear at the end of each that was usually an upgrade. However, they're boring as hell. Mostly because they play out exactly the same every time. Spawn, kill alliance elite holding the horde base. Run to mine, kill that elite and gather some iron. Run back and kill the elite at the lumber mill, gather some wood. Then do a loop killing the elite at each alliance held base before pounding the alliance commander.

      Now you could argue that most of WOW is repetitive and could be broken down similarly. But I think where the problem really stands out is that 99% of the time you're not actually getting anything for your actions. In a dungeon or on a quest you kill a mob you get a bit of gold, maybe some vendor trash and if you're lucky some greens/blues/epics. But in a warfront you literally only get one item at the end after 20+ minutes of stuffing about.

      Island expeditions and Mythic+ (in my opinion) suffer this same problem. I'd much rather see a system where you have more small drops along the way. And I don't mean ore/wood or other stuff that's *only* usable in that particular instance. I mean actual stuff you get to keep, even if it's just a bit of gold or the odd random green. Hell, considering they have a mine it'd be a perfect opportunity to put some actual crafting reagents in as drops. Give a small chance of getting ore or gems when you kill the commander in the mine.

      I know that in theory you can get mounts and pets from expeditions or warfronts but I have not seen any nor have my guildies. So it's hard to maintain interest when the only "bonus" stuff that drops doesn't seem to be dropping anyway.

        I disagree about Mythic + but I agree on the rest of the content - it's dull. The expeditions have had their drop rates increased, no idea how rare the stuff is now...I'm probably never going to bother to do another one again.

          The expedition droprates are much higher. I did a few with guildies and we got stuff from practically every one. Something like three pets and a couple pieces of armour (310 greens). Not amazing, but nice to actually get something.

          The problem I have with Mythic+ is that you can do it and basically get nothing but a keystone to do more of them. You also end up with people who only want a specific dungeon because it drops the shield they need. Or people who refuse to run another dungeon because it doesn't drop *any* weapons at all. I don't mind varied loot but it's frustrating getting a key and no one wants to run it because "it's the dungeon with shit loot".

          And that's before you get to the problems with mechanics and classes. Hey this fight needs to have interrupts spammed on rotation. What's that your DPS have a one minute CD on their interrupt, better kick them and get a rogue in instead.

            I've been running Mythic + every week for over 2 years now....the key is running with a consistent group each week. Treat it like a 5 man raid night. Right now competitive players want to do more (I ran 20 M+ runs myself this week) so that kind of skews the intent behind it. In general you only need to run the max level key per week and maybe a few more but the end of dungeon loot isn't the priority, it's the weekly cache.

            In terms of your issues with people not wanting to run something because "it doesn't have their weapon" that sounds more like a selfishness of guildies problem...people preferring one dungeon over another due to drops has existed for as long as dungeons have been a thing. M+ hasn't changed that.

            In terms of interrupts...all tanks have a short interrupt CD. The worst interrupt timing works out so that it's 1-2 sec shorter than the tank interrupt timer (source: I tank a lot, it frustrates me I can't hit every interrupt). Having the 3 dps of the group fill in every other interrupt around the tank works out fine regardless of classes. In other cases there's longer between the casts and the tank can get all of them - like on last boss of Atal'Dazar.

            Edit: A tip if you're stuck with a key you can't run is to delete it. The next mythic you run will give you a new key that's 1 level lower than the highest you've done that week. I've done that a few times with underrot keys already because I just hate running that place (literally any other dungeon is fine) and have also done it to get a higher level key when I've helped push someone else's higher and mine is stuck at a 5 etc.

            Last edited 18/09/18 1:50 pm

    Awww, I read it as WarFonts, and was expecting an article about the typography of WoW.

    My dream remains unfulfilled.

    Every time I see a BFA article I feel like I dodged a bullet when I ended up cancelling the preorder I made when I got a random, overwhelming urge to get back into WoW after 5+ years...

    They could have used the Warfront scenarios as raids with groups having to clear bosses, etc... But instead we got uninteresting, underwhelming scenarios that are more tedious busy work than actually doing anything meaningful.

    Nothing like having your characters who've killed gods having to go cut down trees with the peons.

      This is something that bugs me from a different perspective. I have no problem with the idea of some heroes going to cut down trees. But they screwed it up when they put a 320 ilvl requirement in. It made sense when you had some people with shit gear (I got in on my hunter alt at about 280 ilvl before they changed it). Let the people with shit gear go do some busy work while the better geared people kill the enemies. Ironically I actually felt better doing that on my hunter than my main who was about 335, since I felt like I was contributing and freeing up the better geared people.

      They could have done some clever matching algorithms and tried to balance out ilvl a bit too. Just so you didn't get a raid with 20 people decked out in full raiding gear or alternatively 20 people in lousy greens who'd just dinged 120.

        Oh and I'd prefer for the gathering to be more about keeping the peons alive while they gather rather than us doing the gathering.

        If they'd really wanted to make us gather resources then a better approach might have been like the Legion scenarios that made you a different character. When you spawn in a warfront it could randomly assign players as peons, grunts, axe throwers, healers and tanks with warfront specific abilities instead of our usual ones. Make it a genuinely different mini-game.

      We already have raids/LFR as a "scenario" where people go and fight raid bosses.

      Warfronts are just a poorly executed idea that's going to die out pretty fast. They're planning to introduce more warfronts over time that will all be up an running through their cycles...and it will be largely ignored by the players as irrelevant. It'll be used to gear alts for a bit...but think down the line to next raid tier and 340ilvl is pointless.

    So Far as an alliance only player, BFA is has been a complete and utter failure that i would put as being worse than WoD because even in WoD, the questing was fucking brilliant, yet in BFA there is only one decent zone and that is Drustvar. Stormsong and Tirguarde Sound as fucking boring and have no coheasion when it comes to the main plot of each Zone.

    The dungeons are ok but have way to much annoying trash to deal with to the point that the trash is worse than the bosses. I havent touched the raid, but then again as an alliance only player i have no reason to even do it because we get absolutely nothing telling us about it even when we hit 120. our War campaign doesnt tell us anything about it. Add the fact that traveling between the islands is also a pain in the arse.

    Island Expeditions are total failure with the so called Ai being easier than Unreal Tournament easiest bot Ai and they also have server rubber banding to the point that unless you have someone sit at the ship to just farm the Ai, the Ai will always magically get a massive heap of azerite to stay on pace with your team

      I agree about expeditions being crap but the AI don't seem to get that many free resources. I've beaten them by 4k+ azerite on multiple occasions....if you keep them busy by dragging mobs onto them or farm out stuff faster or focus on the areas that have the most azerite you zoom ahead of them pretty fast.

    I liked Warfronts. Few things that would make it better would be if it shared around raid assist so it was easier to mark groups or set way points, but i like the fact you have to communicate. Some groups dont say anything and run around. Ive taken the libety and barked orders around the place and usually get the job done in 10-15 minutes. If you have someone delegating jobs and calling inc's it is alot more fun than, im gunna go cut trees and whistle back to base. Knowing how bad the lag is in there in there though i wish it tried to server match players with OCE realms before it just added anyone from NA in there.

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