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How good Blizzard is at world building

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Gone were the singleplayer Garrisons, for example, that confined players to their own little base whenever they weren't out questing. Instead, Legion would introduce class-specific Order Halls where everyone of that same class would hang out to pick up new story quests, assign duties to NPC followers, and power up new artifact weapons. And Demon Hunters finally became a playable class—one of the best that Blizzard has ever designed WoW Classic Items. Not only are they great in combat (I particularly love how indomitable the tanky Vengeance specialization feels), but their ability to fly and overall mobility made World of Warcraft feel kinetic in a way it never had before. I mained a Demon Hunter throughout the entirety of Legion and loved it.

When I first played Legion, I found one of World of Warcraft's most exquisitely detailed and designed zones to date. The Broken Isles were a Greatest Hits of World of Warcraft lore, with each zone pulling inspiration from a beloved corner of Azeroth. Val'Sharah was a rich woodland slowly succumbing to a festering rot, while Azsuna was a melancholy elven ruin. Each of the five zones were so distinct it felt a bit silly going from one to the next but they also exemplified how good Blizzard is at world building. One subtle yet major improvement was with level-scaling, which has now been applied to all of the old zones too. In Legion, each of the four leveling zones could be tackled in whatever order you wanted and monsters would always scale to your level to keep things challenging.

Legion also improved and iterated on Warlords of Draenor's already great quest design. Treasures, elite monsters, and easter eggs were scattered everywhere, encouraging me to take countless detours to my next objective. And the quests themselves varied greatly and told interesting stories that helped deepen my understanding of the world and its inhabitants. I particularly loved Suramar, the endgame zone restricted for characters at level 110. This elven city was a huge step forward in how Blizzard designed urban areas. Each district was buzzing with activity and interesting things to see and do. The overarching story of the exiled Nightborne starting a revolution in Suramar that was told over the course of two updates was fun despite, at times, feeling like a grind.

While I'd still like to see Battle for Azeroth improve on this, Legion felt more social thanks to public Order Halls and new World Quests. Once players reached the level cap of 110, World Quests would dynamically spawn all over the Broken Isles that Buy Gold in WoW Classic offered all kinds of loot. It encouraged players to get out there and exist in the world instead of hiding in Dalaran waiting for to get into pre-matched dungeons and raids. It meant the world itself was constantly full of players to team up with and (if the mood struck me) gank.
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