Tag Archives: wow

Someone Beat Minecraft Without Mining Any Blocks

Minecraft is a game where you sometimes mine stuff and sometimes craft stuff. But one player decided to skip the whole mining bit of Minecraft and decided to beat the game without ever mining a single block. This isn’t easy and involves a lot of scavenging, some expert bucket skills, some luck and a lot of patience.

First spotted by PC Gamer, Reddit user SpikyHedGey posted a video on the Minecraft subreddit on October 4 showcasing a highlight reel of everything they did to beat the game without mining. The impressive accomplishment was a huge hit with Minecraft players on Reddit, racking up over 11k upvotes already.

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A lot of the run early on is spent visiting villages, pyramids, and other special locations. Each of these areas could have useful items and materials for SpikyHedGuy, like armor, food, and buckets. (The buckets are very important.) The keyword here is “could.” These areas, which spawn randomly in the world, aren’t guaranteed to provide any useful items. So a lot of searching was needed.

The full video of how SpikyHedGuy pulled this off.

Once they had some basic supplies they then began digging into the world and getting into hidden temples. This involved a few different methods. Luring Creepers, enemies who explode when they get close to the player, was one common method. It is dangerous and a bit hard to control. Crafting TNT with materials from dead Creepers allowed SpikyHedGuy to place explosives where they needed. But supplies were limited and breaking blocks with TNT isn’t as precise as using a pickaxe. Both of these methods can destroy materials and items in the process, so less mining and more controlled exploding.

SpikyHedGuy then used a bucket and lava to create obsidian blocks in a specific pattern which activated a portal to the Nether. This is a very important step if you want to beat the game. SpikyHedGuy needed to farm some Blaze Rods to create Ender Eyes, which are needed to open the final portal to the last area of Minecraft, The End.

Fighting the big dragon at the end of Minecraft
Screenshot: HedGey (YouTube)

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Once there, SpikyHedGuy fought the big dragon boss and using some scavenged food, armor, weapons and even the bucket, they were able to defeat the end boss and beat Minecraft.

I’ve never even beat Minecraft, let alone beat it without mining. A lot of things could have gone wrong during this run, including not finding nearby villages, spawning inside blocks in The End area or various other setbacks. So some luck was needed to pull off this impressive Minecraft run.

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Source: Kotaku.com

How Warcraft Got Its Name

I lost hours of my youth playing online StarCraft matches, nearly lost entire friendships to the scourge of World of Warcraft. In all that time, it never occurred to me why Blizzard uses that -craft suffix on those games, or what it could possibly mean. At last, I have the answer.

Other non-Blizzard games have used it, too, most notably Minecraft, but also a plethora of less memorable titles. The more I see this suffix, the less it makes sense. Still, based off the MS-DOS granddaddy of these games, Warcraft: Orcs & Humans from 1994, I had some linguistic theories.

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Was the derivation similar to spycraft or stagecraft, thereby implying the skills and abilities necessary for the act of war? That would certainly be a flashier way of saying “strategic thinking,” which is really what any real-time strategy games boils down to. A less likely theory was that the titular -craft referenced a vehicle, like spacecraft or hovercraft, only in this case one constructed for doing large-scale murders of orcs and/or humans. Although later entries would add various ships and even a napalm-chucking ballista, the only mechanical “craft” in the original was a simple catapult.

One last theory: given that the game involves both doing war and crafting stuff out of resources to do that war, the thought did occur to me that “warcraft” was a simple nod to the two most common actions the game encouraged, in order of importance.

A reply from Blizzard’s public relations team wasn’t forthcoming, so instead I reached out to Patrick Wyatt, former Vice President of R&D and credited producer on the very first Warcraft title (emphasis ours):

The short answer is that Allen Adham, one of the two founders of Blizzard along with Mike Morhaime, had wanted to do a whole series of games about various eras of warfare, both historical and fictional, that would all have the name “Warcraft”, with a subheading (e.g. “Warcraft: Vietnam”). Allen was an extremely bright strategic thinker and was thinking about how to take advantage of the critically important — at that time, circa early ‘90s — dynamics of retail shelf space. Having many related titles on the shelf near each other creates cross-selling opportunities and demonstrates that the brand encompasses many games, and is consequently well-supported. As an aside, Allen should also get credit for ensuring we had really, really heavy game boxes. If you compared a Blizzard game with it’s [sic] competitors (we compared ourselves especially to Interplay, who published our games), other PC boxes were light as a feather, and the contents (typically a floppy disk and a couple of sheets of paper) would rattle around loosely. Blizzard boxes were packed with a heavy manual, a Blizzard notepad, discs, reg-cards, offers, and cardboard packing to prevent rattling, and consequently felt solid & heavy. Yeah, we did a lot to optimize for retail!

So our game, “Warcraft: Orcs vs. Humans” was the first of that series; there were no other -craft games prior to that. Inasmuch as the name predated the game’s initial development, it was chosen for its “coolness” rather than being based on any game design elements.

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It seems I’d overthought the entire premise, but Pat still had the decency to humor me. Although, as a brief aside, there was at least one -craft game prior to 1994: SpellCraft: Aspects of Valor, a strategy-ish game which was released on DOS in 1992 (and very nearly ported to the SNES shortly after.) Although the game itself is not especially memorable, its creator—Joe Ybarra—was one of the very first employees of Electronic Arts, and a contributor to better-known titles like M.U.L.E. It features not just the -craft suffix, but the intercapitalization later used on StarCraft as well, although footage of the game suggests there’s little in common between it and the dueling armies usually associated with the RTS genre. Unfortunately, I was unable to reach Ybarra for comment.

Just to be certain, I also reached out to Adham— one of Blizzard’s founders. Sure enough, he backed Wyatt’s story entirely (emphasis ours, again):

So the story on how we came up with the name “WarCraft” is really pretty simple. We were all playing Westwood’s Dune 2, quite possibly the first RTS ever made, and we were loving it and decided we want to make something similar, but with a high fantasy theme. Sam Didier, aka Samwise, suggested we call it “WarCraft” and mentioned that he had always wanted to use that name to make a game. We all thought it sounded super cool, and that was that. Pat is correct that we hoped to use the WarCraft moniker to name a whole series of games, across many different genres – fantasy, sci fi, modern military, historic military, etc. Of course the only two we ever actually developed were WarCraft and StarCraft.

So that’s the story of the origin of the name WarCraft. Not too exciting, just simple and true.

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After working up several hypotheses on a question that possibly no one else was remotely interested in, I guess I deserve an answer as simple as “because it sounds cool.” It was a bit deflating, even if it technically closed the book on my inquiry. Knowing this genre-defining series nearly went in a vastly different direction, most of all I’m grateful no one had to play Warcraft: The Gulf of Tonkin Incident.

Source: Kotaku.com

World of Warcraft’s Greatest Tragedies Look So Much Cuter In A Pop-Up Book

Last year, in the lead-up to World of Warcraft’s Battle for Azeroth expansion, Horde leader Sylvanas Windrunner went a bit more evil than usual. She set the world tree ablaze, destroying the night elf capital of Teldrassil and murdering countless innocents in the process. It was one of the most horrific events in the online role-playing game’s history. It’s also a delightful papercraft creation in the upcoming <a rel="nofollow" data-amazonasin="194568366X" data-amazonsubtag="[t|link[p|1838287009[a|194568366X[au|5724686334600252479[b|kotaku[lt|text" onclick="window.ga('send', 'event', 'Commerce', 'kotaku – World of Warcraft's Greatest Tragedies Look So Much Cuter In A Pop-Up Book‘, ‘194568366X’);window.ga(‘unique.send’, ‘event’, ‘Commerce’, ‘kotaku – World of Warcraft's Greatest Tragedies Look So Much Cuter In A Pop-Up Book‘, ‘194568366X’);” data-amazontag=”kotakuamzn-20″ href=”https://www.amazon.com/World-Warcraft-Pop-Up-Book/dp/194568366X/ref=sr_1_1?keywords=world+of+warcraft+pop-up+book&qid=1568994581&sr=8-1&tag=kotakuamzn-20&ascsubtag=8f9cc87c5444531780a87d2cc290baf0d6d97fa9″>World of Warcraft Pop-Up Book. You can almost smell the roasting night elves.

History, be it real-world history or fantasy MMO history, is full of terror and death and tragedy, but learning about history doesn’t have to be. The pop-up book, one of papercraft’s finest creations, can add depth, whimsy, and fun to even the most heartrending events.

The next major event in the Horde and Alliance war following the burning of Teldrassil was the Battle for Lordaeron. In the heat of the confrontation, Sylvanas ordered the ruins of the ancient Alliance capital that served as the capstone to the undead Undercity to be bombarded with blight, rendering it completely inhospitable for even the living dead. The World of Warcraft Pop-Up book lets children of all ages experience the ruins from a safe distance, preserving history and health at the same time.

As a special bonus, the book includes a fold-out depicting what Stormwind looks like when you’re drunk.

Hopefully next they make the World of Warcraft Classic Pop-Up Book, which is the same thing only with scissors so you can cut out the new bits.

Source: Kotaku.com

World Of Warcraft Classic Is Currently Facing DDoS Attacks And Is Down For Many Players [Update]

World Of Warcraft Classic is currently down for some players. The issues have been happening since around 11 AM EST in the United States. Blizzard has confirmed that the game is currently facing DDoS attacks and is working to fix the issues and get the game back up and running.

Some WOW fans believe they have found the group behind the attacks. Earlier today a Twitter account named UkDrillas claimed credit for the DDoS attack, giving a 30-minute warning before many players began running into connection errors.

It has not been confirmed by Blizzard if this user or group is actually responsible. As of 5:34 EST pm the account was promising more attacks and outages.

On the Blizzard forums, players are upset over the outages and sharing errors they are running into. No word from Blizzard about when servers will be back in working order.

Update (10:25 AM): Overnight Blizzard was able to get the servers stabilized and has confirmed the outage has ended.

Source: Kotaku.com

World Of Warcraft Classic Is Currently Facing DDoS Attacks And Is Down For Many Players [Update]

World Of Warcraft Classic is currently down for some players. The issues have been happening since around 11 AM EST in the United States. Blizzard has confirmed that the game is currently facing DDoS attacks and is working to fix the issues and get the game back up and running.

Some WOW fans believe they have found the group behind the attacks. Earlier today a Twitter account named UkDrillas claimed credit for the DDoS attack, giving a 30-minute warning before many players began running into connection errors.

It has not been confirmed by Blizzard if this user or group is actually responsible. As of 5:34 EST pm the account was promising more attacks and outages.

On the Blizzard forums, players are upset over the outages and sharing errors they are running into. No word from Blizzard about when servers will be back in working order.

Update (10:25 AM): Overnight Blizzard was able to get the servers stabilized and has confirmed the outage has ended.

Source: Kotaku.com

Juggling World Of Warcraft And Final Fantasy XIV Isn’t Easy

Kotaku Game DiaryDaily thoughts from a Kotaku staffer about a game we’re playing.  

One minute I’m a gnome warlock, delving deep into the naga-infested ocean of World of Warcraft’s Azeroth. The next I’m a red mage with cat ears and a tail, trying to remember my spell rotation in Final Fantasy XIV before the Shadowbringers expansion comes out. There’s brand-new content in both of my favorite massively multiplayer online role-playing games, and I’m having trouble keeping up.

I’ve been playing MMORPG games since the days of Ultima Online, but normally one at a time. I can juggle non-MMO games all day long. I’m currently playing a retro platforming shooter on the Switch (Gunlord-X), a monster truck racer on the Xbox One (Monster Jam Steel Titans), and a tactical fighting game (Samurai Shodown) on the PlayStation 4. There’s no danger of me mixing up those three.

MMORPGs are a different story. I’ve been playing World of Warcraft for nearly 15 years and Final Fantasy XIV: A Realm Reborn since its relaunch in 2013. Both games take place in unique fantasy settings. Both feature rich storylines I’ve become heavily invested in over the years. In both games I am part of an expansive community. I’ve got friends on servers and friends in guilds. I wish I could play World of Warcraft and Final Fantasy XIV more.

Except for right now. Right now, World of Warcraft just released the Rise of Azshara expansion, adding two massive new zones full of quests, gear, and adventure. Meanwhile, in Final Fantasy XIV, the Shadowbringers expansion launches in early access on Friday, and I’ve got a couple of dungeons to complete before I’ve caught up with the game’s story, which I have to complete before I can enjoy the expansion’s new high-level content.

I am hopping back and forth between two very different characters on two structurally similar but mechanically unique games, and I am getting dizzy. Here are some of the fun things I’ve screwed up in the process of playing both.

  • After a few months away, I’ve finally remembered the button sequence I use to efficiently perform my Final Fantasy XIV red mage’s spell rotation…in World of Warcraft, where it is far from how I play my warlock. I have died several times.
Red mage or dead warlock? Your choice!
  • I keep forgetting to summon my demon in Final Fantasy XIV. I have no demon in Final Fantasy XIV.
  • Did you know that red mages in Final Fantasy XIV often handle rezzing duties in multiplayer trials against powerful boss creatures? I forgot, and I got yelled at last night, and it was completely my fault.
  • I keep trying to message linkshell members from Final Fantasy XIV in World of Warcraft and WoW guildies in FFXIV.

It’s not always like this. During less busy times, when the lulls between new content grow long, I can slip between the two with ease. But now, standing at the crossroads between brand new Azeroth stuff and becoming Final Fantasy XIV’s Warrior of Darkness, I kind of just want to curl up and wait until the traffic is clear. I won’t, as it is my duty to collect and report on that sweet MMORPG booty. Just forgive me if I mix up my verstone and corruption spells.

Source: Kotaku.com

World Of Warcraft Classic Beta Players Are Reporting Bugs That Are Actually Just Features From The Past

Screenshot: Blizzard (WoW)

World Of Warcraft is an old game that has changed a lot since it was first launched back in 2004. Many players might have forgotten just how the game worked back then and as a result, players with access to the new classic version of the game are reporting old features as bugs.

World of Warcraft Classic is currently in beta, which means some players are getting a chance to experience a much older version of the MMO ahead of its release. WoW Classic is based on how WoW played in August 2006, back around update 1.12. Back then, things were different. Tauren hitboxes were much larger, sitting could cause certain combat effects to not trigger and completed quests were marked with dots and not question marks. Strange days.

These differences and classic features are causing some confusion among beta testers, who are submitting bug reports based on features that are working as intended. For example, creature spawn rates are much lower and slower in this version of the game. That’s not a bug, that’s just old World of Warcraft.

In response to these false bug reports, Blizzard has released a “not-a-bug list.” This list contains about dozen different things that aren’t broken or wrong, but working exactly how Blizzard wants them too. There is an actual bug list of real problems, but that is very different than the list below.

It seems Blizzard feels some players have incorrect memories of how WoW used to work and made this list to help gently remind players that World of Warcraft was a much different game back in the day.

One player said in a comment posted in response to the list, “Yeah people don’t realize the sheer enormity of game system evolution WoW has gone through since release. I’m not the biggest fan of BoA by any stretch, but I’ve played since closed beta vanilla, and I doubt I’ll be going back to classic. Leveling was painful. Experiencing these old systems once was enough.”

Source: Kotaku.com

Family Life Has Turned One Of World Of Warcraft’s Greatest Heroes Into Mel Gibson

In the latest cinematic trailer for World of Warcraft, orc leader Varok Saurfang travels to Outland in search of legendary Horde warchief Thrall, who retired with his wife and children following the events of the Legion expansion. What Saurfang finds is green Mel Gibson, but is it Braveheart Mel Gibson or The Patriot Mel Gibson?

Family life has treated Thrall pretty well. After killing his old friend Garrosh Hellscream toward the end of Warlords of Draenor and passing on leadership of the Earthen Ring to a player character in Legion, WoW’s orc daddy decided it was time to focus on his family. Gathering his wife and son, Thrall left for the rolling plains of Nagrand on the shattered remnants of the orc homeworld of Draenor.

When we last saw the Horde hero, he looked basically like this.

As seen in the cinematic below, Thrall’s been working on himself since then. He built a nice little homestead, grown out his hair and stopped plucking his eyebrows. He’s become Mel Gibson.

I thought I might be alone in thinking this. Maybe I harbored some deep-seated obsession with the anti-semitic actor. But no, within the first couple of comments on Blizzard’s post, my observation was echoed. Thrall has a green Mel Gibson vibe going here.

Again, not sure if it’s Braveheart Gibson or Patriot Gibson. The braids and the orcish love of war paint immediately bring William Wallace to mind, but Thrall’s major concern isn’t anyone taking away his freedom. In the cinematic, we discover that Sylvanas Windrunner, current Horde warchief and all-around murderous nutball, sent assassins to murder Thrall and likely his family. A retired war hero drawn back into battle when his family is in danger makes me think of The Patriot. I’m torn.

Either way, green Mel Gibson returns to active duty in World of Warcraft in the upcoming Rise of Azshara update. Whichever version he turns out to be, he’s sure to be much more likable than white Mel Gibson.

Source: Kotaku.com

World Of Warcraft Fans Are Perturbed Over Pulled Portals 

Next week’s World of Warcraft 8.1.5 update gives both the Alliance and Horde factions centralized portal hubs, which is good. At the same time, Blizzard is removing a bunch of existing portals, making it harder to get around the game. It’s an odd change that has players asking Blizzard why, and they’re not satisfied with the answer.

Reported last week by the fine folks at Wowhead, centralized portal hubs are a common request from World of Warcraft players. Rather than catching boats and zeppelins, taking overly long gryphon trips, or hunting down existing portals scattered about the cities, a central location with portals connecting to most commonly traveled locations would be a boon to travel-weary adventurers. That’s what players had in mind. It turns out Blizzard had other ideas.

The new portal hubs are currently featured on the public test server and are going live next week. Located in the Stormwind mage tower and inside the gates of Orgrimmar, each hub features portals to seven locations:

  • The Burning Crusade expansion’s Shattrath
  • Wrath of the Lich King’s Dalaran
  • Mist of Pandaria’s Jade Forest
  • Legion’s Azuna
  • Faction-specific cities for Warlords of Draenor and Battle for Azeroth
  • Blood elf or draenei starting areas from The Burning Crusade

These hubs also feature a non-player character that will teleport players to the Blasted Lands, where the Dark Portal stands.

That’s not a bad selection, though there are some glaring omissions. There’s still no quick way to get from Orgrimmar to the Tauren hometown of Thunder Bluff. Alliance characters looking to get from Stormwind to Ironforge still have to take the tram. Portals to every major faction city can be found in the current expansion’s hub towns of Boralus and Dazar’alor, but lower-level characters still have to hoof it. There doesn’t seem to be an easy way to get to Karazhan and the Caverns of Time anymore. Worst of all, the Legion version of the floating city of Dalaran, still used by many as a teleportation hub, is being purged of portals, a move that will likely leave the city a shadow of its former self.

The news of the portal shuffling caused quite a stir amongst players unhappy with the changes. A massive thread in the official World of Warcraft forums titled “Stop Removing Portals” has garnered more than 5,000 replies, including one from community manager Bornakk attempting to put the change in a positive light.

“I understand that changes can throw people off a bit at first, but I also think they help keep the world of Azeroth feeling alive. When there are fewer portals, does the world feel a bit bigger to you? Do you like that? How difficult is it to get to the locations you mentioned without a direct portal?”

Bornakk’s comment alone drew nearly 500 direct replies, including this one from player Orctang:

“Nope, just feels like travel is being time gated. If you want the world to feel bigger make bigger zones that are more alive.”

And an excellent point made by forum contributor Synsha:

“You opened numerous pandora’s boxes of convenience throughout various portions of the game and have built a community that relies on that convenience. Taking it away now is akin to shooting your own foot.

Build on what you’ve built… don’t tear out the base and expect the rest of the building to just… figure out how to stand up on it’s own. It’ll fall. As will your community.”

In response to the overwhelming negative player feedback, Blizzard community manager Kaivax posted an extensive explanation of the developer’s decision. In his post, Kaivax talks about attempting to balance conflicting design considerations. On one hand, the team doesn’t want to make the game too portal reliant. “Too many eliminations of the distances between places can diminish a sense of the world having a meaningful size,” Kaivax said. At the same time, Kaivax explained they don’t want to make travel to any location too inconvenient. He also points out that removing portals is something that’s happened with the release of every expansion; it just never happened with Legion or Mists of Pandaria, and now the devs are playing catch-up.

“With new expansions, we’ve made a tradition of removing some of the portals from the previous expansion’s cities. The goal with that is to encourage transportation flow through newer places where players are more likely to interact with other players. We neglected to do that initially following Legion (and we never did that following Mists of Pandaria for various reasons), but we feel that we should have. We’re correcting that now.”

Kaivax ends his post by saying that the new changes are the direct result of feedback from players, and that “We believe that the numerous remaining means of quick access in the game make most locations quite reachable.” The post already has more than 3,700 responses, many of them negative.

My favorite reactions to the portal controversy comes by way of the World of Warcraft Reddit page, where user winner_in_patching is compiling a list of predictions for the “next unnecessary random change in WoW.” Here are a few.

  • After tirelessly listening to feedback on how the Open World is not dangerous, we have removed out of combat health regeneration. Fear not. Spending 8 hours at an inn will get you back on the sunny fields in Azeroth. (by CardinalM1)
  • Armor Rating now converted to Movement Speed Rating. Your movement speed is affected by how many armor pieces you wear. Your movement speed can be reduced to a maximum of 1% and a minimum of 70%. Cloth Armor users will have a combined Durability of 2 for all their pieces. Naked Players will gain a boost to their movement speed and also be entered in the monthly Transmog competition. (by sleepysnipersloth)
  • Flying mounts now get an exhaustion bar, rarity and levels. This is to ensure people enjoy the landscape instead of flying. (by Kremdes)
  • Trading now only works in major cities. With these changes we hope to make the world seem bigger, bringing players together and discourage giving others your righfully earned loot. (by runnyyyy)

Fortunately, none of these player-suggested changes will be in update 8.1.5, which goes live on Tuesday, March 12.

Source: Kotaku.com

World Of Warcraft Guild Beats Newest Raid Boss Before Anyone Else, Twice

Earlier this week, top World of Warcraft guild Method defeated the Mythic difficulty version of the game’s newest raid boss, Jaina Proudmoore, who became available to fight on January 29. Yes, the Jaina Proudmoore, an Alliance leader you’re probably familiar with even if you haven’t touched Warcraft since it became an MMO. It took Method 347 tries. And then they did it again.

As typically happens with new raids, Method raced against a plethora of other top guilds to be the first to solve, slay, and loot the gilded socks off the new boss. First, they had to take down the Battle for Dazar’alor raid’s other bosses. Guilds “Big Dumb Guild” and “Wildcard” saw early success with the Champion of the Light and his much less grandiosely-named counterpart Grong, respectively, but Method’s longtime rival guild, Limit, proceeded to world-first the next five bosses, putting them in prime position to win the fantasy character murder race.

All of this happened within about 24 hours of the Mythic version of the raid going live. Then the guilds slammed face-first into Jaina. Jaina’s multiphase fight challenges players with ice spells that stop them dead in their tracks unless they’re near a certain amount of other players when those attacks hit. Jaina also casts other ice-based debuffs that can trip players up and leave them susceptible to additional damage from subsequent attacks.

Interestingly, to partially counteract this, Method ended up switching their characters’ races—which costs $25 per character—to trolls in order to get a racial ability that reduces the duration of movement-impairing effects by 20 percent.

Here’s the moment Method finally won on February 5:

Even so, Method spent months preparing for the raid and is now, according to database site Wowhead, 40 to 100 million gold in debt, having cleared out three auction houses for crafting materials. That didn’t stop them from downing Jaina a second time yesterday, three hours before Limit managed to become the second guild to defeat her.

You might be wondering why these top guilds—especially Limit, who spent money to switch over to the Alliance faction in order to exploit factional imbalances in preparation for this raid—are fighting Jaina Proudmoore, longtime Alliance hero of all things good and frosty. After all, she spent most of her early years, starting with Warcraft III, trying to compromise with the Horde and then-Warchief Thrall, figuring they had bigger problems on their hands (and/or claws, hooves, etc.) in the form of the demonic Legion battering down their entire dimension’s front door.

Jaina’s relationship with the Horde soured over the years, shattering entirely when Garrosh Hellscream assumed power and—among other heinous acts—bombed Jaina’s home isle of Theramore into oblivion. Since then, she’s oscillated between skepticism and outright hostility toward the Horde, and the recent atrocities committed by Horde mega-heel Sylvanas Windrunner haven’t exactly helped. The Battle for Dazar’alor raid, then, sees Horde players facing off with Jaina after an Alliance assault on the troll city of Dazar’alor. Alliance players are transformed into Horde characters for the purposes of making the whole thing make sense.

Even upon defeat, however, Jaina did not die. She only waded into battle to slow the Horde’s pursuit, and after winning 346 times and losing once—you know, like you do when you’re a lore hero confined to the eternal state of living death that is being a raid boss—she teleported away so she could live to fight another day.

Source: Kotaku.com