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Blizzard pleads with World of Warcraft fans not to judge the removal of combat mods too early, because Midnight was designed with it in mind: "We changed some of how we build encounters"
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Anna Koselke
2026-02-20
Contact me with news and offers from other Future brands Receive email from us on behalf of our trusted partners or sponsors By submitting your information you agree to the Terms & Conditions and Privacy Policy and are aged 16 or over. Contact me with news and offers from other Future brands Receive email from us on behalf of our trusted partners or sponsors By submitting your information you agree to the Terms & Conditions and Privacy Policy and are aged 16 or over. You are now subscribed Your newsletter sign-up was successful Want to add more newsletters? Every Friday Your weekly update on everything you could ever want to know about the games you already love, games we know you're going to love in the near future, and tales from the communities that surround them. Every Thursday GTA 6 O'clock Our special GTA 6 newsletter, with breaking news, insider info, and rumor analysis from the award-winning GTA 6 O'clock experts. Every Friday Knowledge From the creators of Edge: A weekly videogame industry newsletter with analysis from expert writers, guidance from professionals, and insight into what's on the horizon. Every Thursday The Setup Every Wednesday Switch 2 Spotlight Every Saturday The Watchlist Once a month SFX Get sneak previews, exclusive competitions and details of special events each month! Blizzard has made waves in the World of Warcraft community after its decision to remove combat mods, a plan that started to roll into action with the recent release of pre-Midnight patch 12.0 – an update that prepares the MMO for its upcoming expansion pack. It does so by smoothing things out across the board – but the most significant change is undeniably the restriction of access to user interface add-ons, which folks used during more challenging content like raids to help with cues and combat information. For many, it's come as quite a blow, but Blizzard thinks folks should wait until they actually get to experience the rest of the changes that Midnight has in store before casting their final judgment. Speaking to Polygon, associate game director Paul Kubit defends the studio's decision to axe add-ons, explaining that the new expansion's content and tweaks will make it far less painful for players, as Midnight was crafted with the removal of mods in mind. One of the big things, for instance, is "that apex talents unlock for classes, and so classes are going to have a little bit more structure to how they play out," as he describes. "And then also all the new content comes, all the new dungeons, all the new raids, and whatnot." Blizzard isn't "walking back" axing of World of Warcraft add-ons: "Our goal was never to stamp out the addon ecosystem" World of Warcraft director says the MMO's addon changes have been a long time coming, but better late than never World of Warcraft lead sometimes wishes Blizzard "hadn't called it Warcraft" because "it sounds intimidating" Lead encounter designer Dylan Barker agrees – fans should feel the difference post-Midnight. "We changed some of how we build encounters to suit this new environment," as the dev puts it. "We want to be able to provide clarity on what players are meant to do to succeed more through our own means." This applies to more than just the user interface, too. "And that's not just in the UI – that's doing extra levels of presentation on the creatures, in the world, and getting players to really look at the creatures that are trying to kill them, so that they can play better in that way," Barker states. "It's been a fun period for our team, because we've been focused on how to up that level of our game." As for Blizzard's reasoning behind doing away with add-ons, Kubit reiterates that it's about keeping things fair – something the team has now stated multiple times, that it's to "level the playing field" overall. The devs felt it's important they're "not giving players tools that shortchange the work that class design or encounter design does to provide challenges for players." It's all too reminiscent of Final Fantasy 14 and the topic of third-party tools, if you ask me. Blizzard wants "to make sure that you don't feel compelled to have" combat mods, hence their removal and Midnight's rework of, well, a lot. Kubit and Barker acknowledge that World of Warcraft's encounters and their design were a large reason why the add-ons have been so popular, as they "were able to basically solve a number of problems that were intended to be solved by players." For now, Kubit states they're "anxiously awaiting to see players' feedback" on how Midnight feels without any combat mods – but the work won't be over for the devs. "This is not going to be a '12.0.1 and done' initiative to make sure that players have all the tools that they need to be able to represent everything they want to see in combat," as he concludes. Blizzard is going to continue "to find issues" and address any room for improvement. Blizzard "looking at" giving World of Warcraft's older races the customization overhauls they deserve, but it's not happening "soon"
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articunoReal
Feb 20, 09:02 PM
This is trash, IMHO.~ Neither.
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teaOverlord
Feb 20, 07:22 PM
high-quality Could be awesome. whatever floats your boat
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lolwtfisthis
Feb 20, 06:22 PM
This is clear. Both. 🐸 Pretty boring story. played it, didn't like it
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