Our sister site Fanbyte was part of a group interview with Game Director Ion Hazzikostas which answered many questions about Dragonflight! Topics includes the Talent Trees, design goals of the expansion, lessons learned from Classic WoW and Shadowlands, player housing, Dracthyr and much more.
Key TakeawaysHere's a brief summary of some of the key takeaways from this group interview.
Blizzard has learned that barriers that try to dissuade activity essentially just being annoying hurdles that players have to overcome in 2022. This has influenced the design of Dragonflight as players now play video games differently in 2022. Talent Trees will include Covenant abilities and even Shadowlands Legendaries. What will show up there will be influenced from the community as we continue to Alpha. They're looking to convert Solo Shuffle into a Rated Solo Queue with rating and rewards. It may be possible for Dracthyr to become other classes in the future, but that's not where the story is starting in Dragonflight. Player Housing is discussed a lot, and there's interest in it. They're excited about it and hope to deliver it at some point but it's not part of Dragonflight. Design Goals & Lessons LearnedYou mentioned previously how players have changed the way they play games, how has this directly affected Dragonflight and alt-catch up in Dragonflight? On the alts front in particular, it's really an extension and continuation of some of the philosophies that we've talked about a lot in Shadowlands Patch 9.1.5 last fall and carried forward into Eternity's End. The way we originally conceived so many of our WoW systems and investment choices as things that existed on a character level, what is your character's journey through the
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