Fans of dying in Blizzard games don't have to limit themselves to Diablo 4. Soon World of Warcraft Classic will also enable the players to play with permadeath.
Not just Diablo IV players can now risk everything (read: a character with all virtual possessions). Official Hardcore servers are heading to World of Warcraft Classic and now the developers have discussed all the changes associated with it.
You can read the details on WoW's official website, but we have briefly discussed the most important information below. In addition, the developer has released an infographic with a brief description of the changes you can expect from Hardcore servers in WoW Classic.
The most obvious difference between regular Realms and their "hardcore" variants is the system of permanent character death. It doesn't matter whether it occurs at the hands of a mob, an NPC or another player - death means the definitive end of the game and even resurrection abilities won't prevent the loss of a character.
However, this one change entailed a host of others. To balance the gameplay, Blizzard has modified numerous quests and game mechanics.
Sizable changes have been made in PvP.
This is just a general description of the changes. Blizzard also decided to remove mechanics whose presence was due to technical limitations at the release of the original WoW, and in Classic they were left in just to stay true to that release. They include the removal of the limit on buffs and debuffs.
The developers also made it clear that all toxic behavior will not be tolerated. Some of them will not be possible as a result of the developer's changes (including running high-level mobs "on a leash" through several locations to torment novice characters), but Blizzard will also not be lenient either to those who intentionally spoil the fun for others, or those who abuse the player reporting system.
Hardcore mode will hit test realm (PTR) of World of Warcraft Classic later today, and will debut for everyone by the end of the summer. Let's mention that the testing will include a level 30 cap (via interview of Tyler "Sarthe" Robinson with senior technical designer Tim Jones and chief programming engineer Ana Resendez).
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Author: Jacob Blazewicz
Graduated with a master's degree in Polish Studies from the University of Warsaw with a thesis dedicated to this very subject. Started his adventure with gamepressure.com in 2015, writing in the Newsroom and later also in the film and technology sections (also contributed to the Encyclopedia). Interested in video games (and not only video games) for years. He began with platform games and, to this day, remains a big fan of them (including Metroidvania). Also shows interest in card games (including paper), fighting games, soulslikes, and basically everything about games as such. Marvels at pixelated characters from games dating back to the time of the Game Boy (if not older).