Death Knight: The God Class
60sReveals how the overpowered Death Knight class dominated PvP and PvE, sparking debate on game balance.
▶ Play ClipThis video analyzes why World of Warcraft's second expansion, Wrath of the Lich King, is considered one of the game's best. It covers the expansion's key features, including the death knight class, the achievement system, raid changes, and the compelling story of Arthas Menethil. The video argues that Wrath struck a successful balance between accessibility for casual players and challenge for hardcore players, leading to the game's peak subscriber count of 12 million.
In 2008, World of Warcraft was at its peak with the Burning Crusade expansion, and the video sets the stage for the release of Wrath of the Lich King.
The Burning Crusade is considered the golden era, but a new threat emerges: Arthas Menethil, the Lich King, who is stirring in Northrend with his Scourge army.
The Alliance and Horde must unite to face the world-ending evil of the Lich King, with the floating city of Dalaran serving as a neutral bastion.
The Wrath of the Lich King expansion was announced on August 3rd, 2007 at BlizzCon, following the success of Warcraft 3: The Frozen Throne.
The expansion continued trends from Burning Crusade, including more levels, new spells, talents, class balance, zones, dungeons, and raids. A major selling point was the new death knight class.
The death knight was a new hero class, starting at level 55, with a unique starting zone. It was designed to be 'epic but equal' but ended up being overpowered in both PvE and PvP.
The achievement system was introduced, tracking and publicly recording player accomplishments, offering points and cosmetic rewards like pets, mounts, and titles.
Siege vehicles were introduced for PvP and PvE, notably in the new PvP zone Wintergrasp, which aimed to revive world PvP but had mixed reactions due to queues and balance issues.
The inscription profession was added, allowing players to create glyphs that altered abilities, adding another layer of character customization.
Raids evolved with the introduction of 10-man and 25-man modes, with scaled-down loot for 10-man. Hard modes were introduced in Ulduar, later standardized as heroic modes.
The expansion released on November 13, 2008. It featured two starting zones (Borean Tundra and Howling Fjord) to split the player base and add replayability.
The expansion heavily focused on the story of Arthas Menethil, from his fall from grace to becoming the Lich King, with quests and cutscenes driving the narrative.
The Wrath Gate cutscene was a historic moment, using in-game models in a machinima style, inspired by fan-made content on YouTube.
Blizzard made raiding more accessible with easier 10-man modes and the introduction of hard modes, balancing challenge for both casual and hardcore players.
The dungeon finder was added post-release in patch 3.3, allowing players to queue for dungeons. While well-received, it later became controversial for reducing social interaction.
Achievements made the game more goal-oriented, fostering a checklist mentality that diminished intrinsic joy and social experiences for some players.
Dual spec was added, allowing players to switch between two specializations for a fee, a highly requested quality-of-life improvement that promoted experimentation.
The expansion coincided with Activision's acquisition of Blizzard's parent company, raising concerns about future monetization and studio shutdowns.
The expansion ended with an iconic encounter with the Lich King at Icecrown Citadel, featuring a memorable cutscene where Bolvar Fordragon becomes the new Lich King.
Wrath of the Lich King is regarded as one of the best expansions, with the game hitting its peak of 12 million subscribers due to its compelling narrative, refined gameplay, and broad appeal.
Wrath of the Lich King is celebrated for its compelling story, refined gameplay, and successful balance between accessibility and challenge, which led to World of Warcraft's peak subscriber count of 12 million. Its legacy endures as a high point in the game's history.
"The title is mostly accurate; the video thoroughly explains why the expansion was great, covering its features, story, and impact, though it also includes some critical analysis."
What was the peak subscriber count for World of Warcraft during Wrath of the Lich King?
12 million
43:53
What new class was introduced in Wrath of the Lich King?
Death knight
5:42
What level did death knights start at in Wrath of the Lich King?
Level 55
8:09
What was the name of the new PvP zone introduced in Wrath of the Lich King?
Wintergrasp
10:56
What new profession was added in Wrath of the Lich King?
Inscription
12:09
What were the two starting zones in Northrend?
Borean Tundra and Howling Fjord
16:17
What was the name of the first raid tier in Wrath of the Lich King?
Naxxramas (re-release)
30:12
What feature was added in patch 3.3 that allowed players to queue for dungeons?
Dungeon Finder
33:10
What quality-of-life feature allowed players to switch between two specializations?
Dual spec
36:49
Who became the new Lich King at the end of the expansion?
Bolvar Fordragon
41:41
What was the name of the second raid tier that introduced hard modes?
Ulduar
30:56
What was the name of the final raid in Wrath of the Lich King?
Icecrown Citadel
39:39
What was the name of the cutscene that used in-game models in a machinima style?
Wrath Gate cutscene
26:12
Golden Era and New Threat
Sets the context for why Wrath was anticipated after the success of Burning Crusade.
1:21Death Knight Class Introduction
The first new class in 4 years, a major selling point that added fresh gameplay.
5:42Achievement System
Introduced a new form of character progression that changed player behavior and goals.
8:53Raid Evolution
The introduction of 10-man and hard modes made raiding more accessible while retaining challenge.
13:00Dungeon Finder Impact
A controversial feature that improved convenience but reduced social interaction in the MMO.
33:10Peak Subscriber Count
Wrath reached 12 million subscribers, the highest in WoW's history, showing its broad appeal.
43:34[00:00] Heat. Heat.
[00:20] [Music]
[00:28] is warning that some are becoming
[00:30] addicted to online gaming and it's
[00:32] affecting their studies and their
[00:33] health. The warning comes as the latest
[00:35] version of the hit fantasy game World of
[00:38] Warcraft has been last night. Thousands
[00:41] queued on Oxford Street in London to buy
[00:43] the first copies of technology
[00:44] correspond. year is 2008 and World of
[00:48] Warcraft is riding high off of its first
[00:50] expansion, The Burning Crusade. As you'd
[00:52] know if you saw episode 4 of the series,
[00:54] it was an expansion that soared to New
[00:56] Horizons, and it showed the player base
[00:58] the possibilities of what an expansion
[01:01] pack could be. 10 more levels, new
[01:03] zones, dungeons, raids, redefined class
[01:06] balance, two races, flying mounts, and
[01:09] the thrill of arena PvP to name just a
[01:12] few. It just built on the foundation of
[01:15] a game that had already taken the world
[01:16] by storm. And it would break
[01:18] subscription numbers month after month.
[01:21] And it is at this point that many
[01:22] consider the game to be firmly in its
[01:24] golden era. But eventually, every
[01:27] chapter closes to open another one. And
[01:30] Blizzard Entertainment showed that there
[01:32] was far more story to tell and
[01:34] challenges to conquer by unveiling their
[01:37] second expansion, The Wrath of the Lich
[01:39] King. Following the events of the
[01:41] Burning Crusade, a darker threat loomed.
[01:43] Arthus Manithal, once a prince, now a
[01:46] deathless tyrant, stirring in the frozen
[01:48] wastess of North End. His scourge army
[01:51] swelled, unleashing plagues and undead
[01:54] horrors across Azeroth. From the howling
[01:56] fjords to the icy peaks of Ice Crown,
[01:59] North Rend beckoned, a harsh and haunted
[02:02] continent of Viking inspired tribes,
[02:05] ancient Titan relics, and the looming
[02:07] shadow of Ice Crown Citadel. This was no
[02:10] mere skirmish. The Alliance and the
[02:13] Horde would unite, however uneasily, to
[02:15] face this world ending evil, with the
[02:18] floating city of Doran serving as their
[02:20] neutral bastion. And unlike the Burning
[02:22] Crusade, at this point, the player base
[02:25] had an idea of what to expect from an
[02:27] expansion. The Doomsayers were silenced,
[02:29] and there's now this set standard and
[02:32] expectation for what their $50 got them
[02:36] after soaring into the heavens in the
[02:37] Burning Crusade. There's just one
[02:39] question. Could The Wrath of the Lich
[02:41] King even match, let alone surpass the
[02:43] quality of the adventure into the
[02:45] Outland?
[02:49] [Music]
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[04:16] I'm very pleased to tell you that the
[04:18] dev team's been hard at work on the
[04:20] second expansion for World of Warcraft,
[04:22] Rical Expansion.
[04:29] On August 3rd, 2007 at Blizzcon, the
[04:33] announcement was made. The next
[04:34] expansion was The Wrath of the Lich
[04:36] King. Of course, at this point in time,
[04:39] Warcraft 3 and its expansion, the Frozen
[04:41] Throne, hit store shelves and quickly
[04:43] became one of the fastests selling PC
[04:45] games of all time, even breaking their
[04:47] own record set by Diablo II. In the
[04:50] events of the frozen throne, players
[04:52] learned of the story of Prince Arthus
[04:53] Menithol, where driven by a quest for
[04:56] vengeance takes up the cursed blade
[04:58] Frost, eventually leading him down the
[05:00] path to becoming the new Lich King, who
[05:03] is the ruler of all undead in Azeroth.
[05:06] After gathering his forces from the
[05:08] lands of Northrand, he begins invading
[05:10] the Eastern Kingdoms and Calumdor and
[05:13] spreading his influence across the land.
[05:15] and it's up to you, the player, to stop
[05:18] him at his home turf in Northrand
[05:20] itself, which was now conveniently
[05:22] mapped out by Azeroth's ctographers.
[05:25] Wrath would continue the trends started
[05:26] by the Burning Crusade, and it held what
[05:30] many now consider to be gold standards
[05:31] of an expansion, more levels of
[05:33] character progression, new spells,
[05:35] talents, updated class balance, as well
[05:38] as new zones, dungeons, and raids to
[05:41] conquer. Perhaps one of its biggest
[05:42] selling points, however, was the death
[05:45] knight. Funny enough, a remnant of
[05:47] vanilla World of Warcraft back from
[05:49] 2004. Well, sort of. There were actually
[05:52] three vanilla classes that didn't make
[05:54] it. The first being the demon hunter,
[05:56] but more importantly, the rune master,
[05:59] which was a casting class that used
[06:00] runes as a resource as opposed to mana,
[06:03] and also necromancers, who raised the
[06:06] dead and casted plagues. Eventually, the
[06:08] latter two classes would merge and
[06:11] become its own class called the Death
[06:13] Knight. Lorewise, they were created by
[06:15] the Orc Warlock Guldan during the Second
[06:18] War. Seeking to bolster the Horde's
[06:20] forces, he used the dark magic to bind
[06:23] the souls of fallen orc warriors into
[06:25] reanimated human corpses, which created
[06:28] powerful undead warriors loyal to the
[06:30] Horde. These early death knights, such
[06:33] as Terrant Giend, were necroantic
[06:36] entities wielding shadow magic, and they
[06:38] were quite distinct from later
[06:39] iterations. In Wrath, however, they were
[06:42] reimagined as a playable class tied to
[06:45] the Lich King's rise. After the events
[06:47] of Warcraft 3, the Lich King, which was
[06:50] Nerzul, and later Arthus, refined the
[06:52] process, raising powerful heroes and
[06:54] champions who died in his service or
[06:57] were forcibly converted. They were then
[06:59] imbued with necroantic powers, wielding
[07:02] rune blades and commanding the powers of
[07:04] unholy, frost, and blood magic. They
[07:07] were then bound to the Lich King's will,
[07:10] and they served as elite enforcers of
[07:12] the scourge. As for the expansion
[07:14] itself, it introduced death knights as
[07:18] former heroes of the Alliance or Horde
[07:20] that were freed from the Lich King's
[07:22] control after the events at Light Hope
[07:24] Chapel, where the Argent Dawn weakened
[07:26] his grip.
[07:29] That day is not today.
[07:31] Ferion
[07:36] [Applause]
[07:46] led by Darien Mgrain. These death
[07:48] knights formed the Knights of the Eban
[07:50] Blade, which sought redemption and
[07:53] vengeance. Players started as death
[07:55] knights in a unique starting zone called
[07:58] Atrisis the eb and hold and experienced
[08:00] their break from the Lich King and
[08:02] joined either faction to fight against
[08:04] him in Northrand. They had the then
[08:07] wholly unique property of starting at a
[08:09] high level 55 which at the time was just
[08:13] 25 away from the new cap 80. Because of
[08:16] this, there may have been plans at some
[08:18] point that in order to create one, a
[08:21] player would actually have to sacrifice
[08:23] another character with a minimum level
[08:25] of 55, but this was either a rumor or it
[08:29] just ended up being scrapped, and the
[08:31] only restriction ended up being that you
[08:33] could only make one per server.
[08:35] Regardless, this would end up being one
[08:37] of the expansion's major selling points,
[08:39] as it was the first new class that
[08:41] players saw in 4 years, and many
[08:44] questions circulated around them, such
[08:46] as what races can play them, what roles
[08:48] do they fit, and just how powerful would
[08:51] they be? Another big feature was the
[08:53] achievement system, which would be a
[08:56] completionist's dream. Of course, just
[08:58] with any MMO, there are many things to
[09:00] do. There are dungeons to run, raids to
[09:03] complete, professions to level, gold to
[09:05] earn, players to kill. But with all of
[09:08] them, what you would have to show for it
[09:10] usually were just some memories and some
[09:13] loot. In Wrath, however, this changed as
[09:16] it was when Blizzard added this new form
[09:18] of character progression where the game
[09:19] would now track and publicly record what
[09:22] were called achievements. They varied
[09:25] quite wildly in every stretch of the
[09:27] game, such as dungeons, raids, PvP,
[09:30] economy, reputations,
[09:32] pretty much everything, even silly
[09:34] random side activities that no one would
[09:37] do aside for the sake of the achievement
[09:39] itself. As a reward for each
[09:41] achievement, the player would receive a
[09:43] certain amount of points, and in some
[09:45] cases even rare cosmetic rewards such as
[09:47] pets, mounts, and even titles. Some
[09:50] people find it surprising today that
[09:52] siege vehicles were a highly touted
[09:55] feature. Siege weapons
[10:02] and buildings that can be destroyed with
[10:03] those siege weapons.
[10:07] These would be vehicles that players
[10:08] would control to wreak havoc, giving
[10:11] them powerful abilities. and they
[10:13] primarily appeared in various quests
[10:15] throughout North Rend, but also in some
[10:17] more pivotal activities such as the
[10:20] second raid tier, Old War and also the
[10:22] new PvP zone, Winter Grasp. As useful as
[10:26] flying was in the Burning Crusade, one
[10:28] of its undeniable downsides was that it
[10:30] hurt world PvP, they tried to dampen
[10:33] this by adding some side PvP objectives
[10:35] in many of the zones. Hala and Arand
[10:38] probably being the most major that
[10:40] people remember. But when players can
[10:43] simply zoom away at a 300% speed flying
[10:46] mount, it's much harder to get a natural
[10:48] and organic war started like the classic
[10:51] Tanel versus Southshore battles from
[10:53] vanilla WoW. So Winter Grasp was an
[10:56] attempt to rectify this. It was
[10:58] essentially this whole dedicated zone
[11:00] where everyone is flagged for PvP.
[11:03] Flying is disabled and throughout the
[11:06] day, the battlefield would become active
[11:08] and the two sides would fight for
[11:09] control of the winter grass keep which
[11:12] gave access to vendors, items, and even
[11:15] an entire raid. The winner of the battle
[11:17] would be the defender on the next stage
[11:19] and the loser the attacker. and they
[11:22] would have to use siege vehicles to
[11:23] attack and defend the keep within a
[11:25] certain amount of time in this attempt
[11:27] to reinvigorate world PVP back into the
[11:30] game. These siege vehicles would also
[11:32] see use in two completely new
[11:34] battlegrounds, the Strand of the
[11:36] Ancients and the Aisle of Conquest,
[11:39] where with the former, similarly, the
[11:41] two factions would take turns attacking
[11:42] and defending a keep through their use
[11:44] of catapults and turrets and good
[11:46] oldfashioned ground combat. whichever
[11:49] 15-man side that captured it in the
[11:51] fastest amount of time was the winner.
[11:54] And as for the aisle, this was a larger
[11:56] 40 vers40 battleground that similarly
[11:58] had a focus on siege vehicles and
[12:00] breaking through gates to Russia keep.
[12:03] Although in this one, both teams would
[12:04] be both attacking and defending at the
[12:06] same time. Just as how the Burning
[12:09] Crusade released the new jewel crafting
[12:11] profession, Wrath had inscription which
[12:14] could make stat boosting scrolls,
[12:17] vellums for enchanters to turn into
[12:19] consumable enchants, and most
[12:22] importantly, they could also make
[12:23] glyphs, which were another new feature.
[12:25] This was something that was akin to the
[12:28] talent tree system where players could
[12:30] add another layer of customization by
[12:32] placing both minor and major glyphs on
[12:35] their character that altered their
[12:36] abilities in various ways. For example,
[12:39] hunters could get one that reduced the
[12:41] cooldown of their aimed shot or
[12:44] increased the duration of their serpent
[12:46] sting as major glyphs or mend pet
[12:48] increases pet happiness as a minor
[12:51] quality of life glyph in this attempt to
[12:53] add more agency in build customization.
[12:56] And last, but certainly not least, raids
[13:00] actually underwent a significant
[13:02] evolution with the introduction of
[13:04] another raid size 10men. Initially,
[13:08] World of Warcraft, of course, launched
[13:10] with the quite ambitious 40man size,
[13:13] which certainly delivered an epic
[13:14] experience as players teamed up with 39
[13:17] others worldwide to tackle colossal
[13:19] bosses. But, as you would know if you
[13:22] saw the Burning Crusade episode, this
[13:24] size posed challenges, including, but
[13:26] not limited to complex raid compositions
[13:29] and design constraints. Creating
[13:32] environments large enough for 40 players
[13:35] and a boss proved quite difficult and
[13:37] sometimes even leading to entire raid
[13:40] cancellations. Consequently, The Burning
[13:42] Crusade reduced the standard raid size
[13:44] to 25. This 15 player reduction was
[13:48] wellreceived for its convenience, which
[13:51] prompted Blizzard to offer an even
[13:53] smaller 10-man option in Wrath. This
[13:55] flexibility was certainly welcomed, but
[13:58] there was one string attached, and
[14:00] that's the fact that they yielded scaled
[14:02] down loot as Blizzard aimed to keep
[14:04] 25man raids as the primary focus of the
[14:07] raiding scene. So, there was still some
[14:10] reluctance clearly in rewarding the best
[14:12] loot for such a downsized activity.
[14:16] [Music]
[14:27] And so the stage for another expansion
[14:30] was set. Most of this news came during
[14:32] the Burning Crusade, of course. So
[14:35] players not only had their hands full,
[14:37] but they also had a plethora of new and
[14:39] exciting content to look forward to.
[14:42] They blasted through the fallen black
[14:44] temple and battled in the dangerous
[14:46] halls leading to the Sunwell with very
[14:49] few actually finishing the expansion
[14:51] before the date arrived.
[14:55] [Music]
[15:02] November 13th, 2008, the release of
[15:05] World of Warcraft second expansion, The
[15:08] Wrath of the Lich King. This was still
[15:10] the era of physical media, which I
[15:12] always like to mention. Today with
[15:14] digital downloads, it's as simple as
[15:16] sitting at your computer and clicking a
[15:19] button. But back then, if you wanted to
[15:21] be one of the first to explore the new
[15:23] zones, you had to wait in line at Best
[15:25] Buy or whatever retailer that you
[15:28] preferred and sit with a bunch of
[15:30] unbathed nerds in eager anticipation of
[15:33] this worldwide cultural phenomenon. It
[15:36] really hearkens back to the old days of
[15:37] Blizzard with this huge sense of
[15:40] community and really just this
[15:43] celebration of this combined love and
[15:45] addiction. So you'd pick up a copy, your
[15:48] social energy completely spent for the
[15:51] day, rush home and install it. But
[15:54] today, computers aren't even typically
[15:56] sold with disc drives anymore. Just
[15:59] another relic of a bygone era. And so
[16:02] the boats and zeppelins leading to
[16:04] Northrand officially launched and the
[16:06] player began their campaign into the
[16:09] Lich King's doorstep. Something unique
[16:11] with the expansion that was noticed
[16:13] immediately was that for the first time
[16:16] players could choose between two
[16:17] starting zones. Whereas the Burning
[16:19] Crusade followed this more linear style
[16:21] of progression with the Hellfire
[16:23] Peninsula and then Zanger Marsh Terraar
[16:26] and so on. Both of these starting zones,
[16:28] the Boran Tundra and the Hauling Fjord,
[16:31] led to their own follow-up zones, which
[16:34] had several advantages. The first being
[16:36] simply splitting the massive player base
[16:39] up. As exciting expansion launches are,
[16:42] an annoyance, especially back in the
[16:44] day, is that there's maximum competition
[16:46] for quest NPCs, and players often find
[16:50] themselves sitting around racing to take
[16:52] critical spawns in time. While this
[16:54] still definitely happened in Wrath, it
[16:57] was dampened a bit by the player base
[16:59] essentially being split in half between
[17:01] these two starter zones. It also had the
[17:03] advantage of adding replay-ability. By
[17:05] this time in the game's life, many
[17:07] people had alternate characters that
[17:09] they would play on the side. So where
[17:12] they first maybe went through the borian
[17:13] tundra on their alt they could do the
[17:15] hauling fjord instead which led into the
[17:18] grizzly hills offering a completely
[17:20] unique experience between its unique
[17:23] quests and dungeons. If you did manage
[17:26] to see the Burning Crusade episode, you
[17:28] may remember that I mentioned that Wrath
[17:30] is when they really started to focus on
[17:33] the story element of the MMO RPG genre.
[17:36] While I'd say that this started to ramp
[17:38] up in the Burning Crusade with its large
[17:41] focus on major lore characters like
[17:44] Illan Storm Rage and Keelth Sunstrider,
[17:46] this is really when they kicked it into
[17:48] maximum overdrive with its focus on the
[17:51] new Lich King, Arthus Menithol. He was
[17:53] made the primary focus from the
[17:55] beginning to the end. And he was
[17:58] referenced in quests. He made
[18:00] appearances at the end of major quest
[18:02] chains or dungeons. And although I won't
[18:05] go over his full story, I'll leave that
[18:07] to the professionals like Noble, I did
[18:09] want to briefly cover Arthus' arc
[18:11] because it is so important to the
[18:14] identity of the expansion. So this
[18:16] episode will have a little bit of extra
[18:18] lore here. So, Arthus Menithol, born the
[18:22] heir to the throne of Lordon, grew up in
[18:24] a golden age of peace under his father,
[18:27] King Tyrannis Menithol. Trained as a
[18:29] warrior and paladin of the Silverhand
[18:32] under the legendary Uther the
[18:34] Lightbringer, Arthus embodied courage
[18:36] and devotion with his heart set on
[18:39] protecting his people. His charm and
[18:41] resolve won the affection of Jana
[18:43] Proudmore, a gifted mage. And as a young
[18:46] man, Arthus carried the weight of his
[18:48] kingdom's future, and his life was
[18:50] steeped heavily in duty and promise. But
[18:53] as always, darkness loomed over Lord
[18:56] Ron. A mysterious plague began to
[18:58] spread, turning villagers into mindless
[19:00] undead, and Arthus, tasked with
[19:03] defending his homeland, discovered the
[19:05] plague's origin. It was orchestrated by
[19:07] the Scourge, the undead army controlled
[19:10] by the Lich King, who at the time was
[19:12] Nirzul. Investigating the outbreak,
[19:15] Arthus confronted the necromancer
[19:17] Kelazad, slaying him. But in the
[19:20] process, he learned of a dreadlord named
[19:22] Malganis, who was the one that
[19:24] orchestrated the scourge's advance. His
[19:27] pursuit of justice led him to the city
[19:29] of Stratholm, where the infected
[19:31] populace was on the verge of turning. In
[19:34] a fateful decision, Arthus ordered the
[19:36] city to be purged, slaughtering its
[19:38] citizens to halt the plague spread.
[19:40] What? How can you even consider that?
[19:44] There's got to be some other way. Jana
[19:46] and Uther, horrified by the act,
[19:48] abandoned him, leaving Arthus isolated
[19:51] and his moral compass beginning to
[19:53] falter. Driven by pure vengeance. Now
[19:56] Arthus chased Malganis to the frozen
[19:58] wastess of Northrand, and it was there
[20:00] he encountered the cursed blade
[20:02] Frostorn. Its icy whispers promising the
[20:05] power to defeat his enemy. Ignoring the
[20:08] warnings of its soulstealing curse,
[20:11] Arthus claimed the blade and its dark
[20:13] power consumed him. He ended up
[20:15] vanquishing Melanis, but at a terrible
[20:18] cost. Frostorn had bound his soul to the
[20:21] Lich King, and he returned to Lord Ron
[20:24] as a death knight, murdering his father
[20:26] and plunging his kingdom into chaos. He
[20:29] then resurrected Kelazad as a lich and
[20:33] he led the scourge in a rampage,
[20:35] destroying the elven kingdom of Qualas
[20:37] and corrupting the Sunwell they were
[20:39] protecting. As the Lich King's champion,
[20:42] he waged war against the living. But the
[20:45] Lich King's power waned when Illan Storm
[20:47] Rage attacked the Frozen Throne in
[20:49] Northend. Arthus then journeyed to
[20:51] defend his master, defeating Illan in a
[20:54] fierce duel outside of Ice Crown
[20:56] Citadel. And then at the frozen throne,
[20:58] he dawned the helm of domination, which
[21:01] merged him with the spirit of Nurzul,
[21:03] the original Lich King. Their
[21:05] consciousness now fused with Arthus'
[21:08] world dominating. He became the new Lich
[21:10] King, a tyrant enthroned in ice, and
[21:13] commanding the scourge from Ice Crown
[21:16] Citadel. Which brings us to the events
[21:18] of the wrath of the Lich King, where he
[21:20] finally unleashed the scourge upon
[21:22] Azeroth. He attacked cities directly,
[21:25] raised monstrous lieutenants like the
[21:27] dragon Synindraosa, and forged new death
[21:30] knights to serve his will. Yet, a
[21:32] flicker of his humanity remained,
[21:34] restraining the scourge's full
[21:36] devastation. Today, in the current
[21:39] expansions, the story is such a huge
[21:41] focus of the game. All of the plot lines
[21:44] are intertwined with some form of main
[21:46] quest. There exists external lore books
[21:49] as well as a plethora of in-game
[21:51] cutscenes. The first of which was
[21:53] encountered in none other than wrath
[21:55] with the wrath gate where Bolvar for
[21:58] dragon and some orc doucher who cares
[22:00] about his name have a brief encounter
[22:02] with the lich king himself. Bulvar take
[22:06] the light for the order for the
[22:08] alliance.
[22:12] [Music]
[22:13] [Applause]
[22:18] Back you mindless wretch.
[22:27] Fight on brothers.
[22:38] Rise up, sons of the horde. Blood and
[22:41] glory await us.
[22:46] [Music]
[22:48] Tar
[22:50] for the
[22:53] I was wondering if you'd show up. I
[22:56] couldn't let the Alliance have all the
[22:58] fun today.
[23:02] [Music]
[23:10] Arus,
[23:11] the blood of your father, of your
[23:15] people, demands justice.
[23:19] Come forth, coward, and answer for your
[23:23] crimes.
[23:38] You speak of justice, of cowardice.
[23:42] I will show you the justice of the grave
[23:46] and the true meaning of fear. Enough
[23:51] talk. Let it be finished.
[24:07] You will pay for all the lives you've
[24:10] stolen, traitor. Boldly stated, but
[24:15] there is nothing you can do.
[24:20] What
[24:23] did you think? We had forgotten.
[24:28] Did you think we had forgiven?
[24:32] Behold now the terrible vengeance of the
[24:36] forsaken.
[24:38] Sylvanas.
[24:41] Death to the scourge and death to the
[24:45] living.
[24:55] [Music]
[25:05] This
[25:07] isn't
[25:09] over.
[25:14] Now
[25:16] all can see. This is the hour of the
[25:22] forsaken.
[25:25] [Music]
[25:27] We're finished.
[25:29] No escape
[25:31] for any of us.
[25:44] [Music]
[25:51] [Music]
[26:08] [Music]
[26:12] This was a really historic moment. in
[26:14] its history and it marked this sort of
[26:16] evolution into the modern era. It wasn't
[26:19] a full-on cinematic like with the
[26:21] official trailers. It was more of the
[26:24] then very popular machinima style where
[26:26] it used in-game models and animations
[26:29] for the most part. At this point in
[26:31] 2008, YouTube had started to really gain
[26:34] a lot of popularity. And out of all of
[26:37] the World of Warcraft related content on
[26:39] the website, some of the most popular
[26:41] were called machinimas, which were
[26:43] fan-made animations and stories and
[26:46] adventures within the World of Azeroth.
[26:48] Illegal Danish will be ours. It's
[26:51] unmistakable that Blizzard drew much
[26:53] inspiration from them in the making of
[26:56] the Wrath Gate cutscene. This focus on
[26:58] the story would also be quite heavily
[27:01] influenced by the entire quest campaign
[27:04] as well as key dungeons such as for
[27:06] instance the calling of Stratholme where
[27:08] you witnessed firsthand that fateful day
[27:10] where Arthus made the decision to kill
[27:13] the entire civilian population and face
[27:15] off against Malganis. But as for the
[27:18] more flashy things like the features,
[27:20] starting with the death knight from the
[27:23] beginning, although they were
[27:24] technically labeled a hero class, the
[27:26] developers made it clear that they
[27:28] wouldn't be more powerful than the rest
[27:29] of the classes in the game. One of the
[27:31] goals with the death knight was epic but
[27:33] equal. So epic in how you obtain it,
[27:35] epic in how it feels, but not any more
[27:38] powerful than any other classes. Spoiler
[27:40] alert, they were incrediblying
[27:43] overpowered. Like seriously, it was
[27:46] ridiculous. Even to this day, people
[27:49] disregard an entire arena season because
[27:52] they were just so absolutely
[27:54] overpowered. They're essentially all
[27:56] three roles mixed into one. Tank, DPS,
[27:59] and healer if you count self-heals and
[28:02] all guarded by heavy plate armor. Their
[28:04] blood specialization focused primarily
[28:07] on survivability and self-healing. Their
[28:10] frost was more magic based, buffing
[28:12] frost related attacks, and undead was
[28:15] more necromancy, increasing the potency
[28:17] of plagues and diseases, as well as
[28:21] undead minions. All three were used for
[28:23] their own purposes, but no matter what,
[28:26] they were incredibly powerful in both
[28:28] PvE and PvP. As for their actual
[28:31] gameplay, they were kind of a hybrid of
[28:33] the warriors rage and the rogu's energy
[28:36] systems mixed into one with runes and
[28:39] runic power. Some abilities cost runes
[28:42] which regenerated over time much like
[28:44] energy and generated runic power much
[28:47] like the warrior's rage and others
[28:49] typically more powerful abilities
[28:51] consumed that runic power once again
[28:54] much like the warrior. And although all
[28:56] three specializations were unique from
[28:58] each other, they were all designed for
[28:59] both tanking and DPS with a surprising
[29:03] amount of self-healing. So despite
[29:05] whatever the developers claimed, they
[29:07] were the god class and they were heavily
[29:10] overpop populated as a result. Some
[29:12] people even speculated that it was done
[29:15] intentionally in order to sell more
[29:17] expansions. As mentioned, another huge
[29:20] feature were the changes tied to the
[29:22] raids as they mark a really huge change
[29:25] in the endgame design of the game. I
[29:27] mentioned this in the Burning Crusade
[29:29] episode, but in regards to its raid
[29:31] difficulty, if you couldn't clear it,
[29:34] you simply couldn't clear it. And the
[29:36] only two options were to either play
[29:38] better or wait for a nerf. At that
[29:40] point, there was no easy difficulty mode
[29:43] to retreat to to see the content in its
[29:46] entirety. But this all changed with the
[29:49] Wrath of the Lich King expansion. At
[29:51] first, with the new 10-man mode, they
[29:53] weren't just easier logistically in
[29:56] gathering players. They were just plain
[29:58] easier, which is reflected in the lower
[30:00] quality loot. And even then, compared to
[30:03] the extreme difficulty of the Burning
[30:05] Crusade raiding scene, 25man mode was
[30:08] also made to be more accessible. The
[30:10] expansion actually started off with a
[30:12] re-release, Nex Ramis, which was the
[30:15] final raid tier 4 vanilla World of
[30:17] Warcraft. The reasoning for this was
[30:19] that since so few players ended up
[30:21] seeing it in vanilla, it was pretty much
[30:23] a new raid for 99% of the player base.
[30:26] The only difference being bosses were of
[30:28] course upscaled to level 80, and some
[30:30] mechanics changed and were added here
[30:33] and there. The raid itself was mostly
[30:35] the same as its original release, except
[30:38] for one thing. its difficulty, which was
[30:41] far easier. It was clear between the
[30:44] difficulty level and logistics. Blizzard
[30:47] wanted rating to be more accessible, but
[30:49] at the same time, they also didn't want
[30:51] to forget the more hardcore players. And
[30:54] they sought to rectify this by adding
[30:56] the first version of hard modes to the
[30:58] game with the second raid tier, Aldoir,
[31:00] where many of the fights had these
[31:02] optional challenges to complete that
[31:04] intensified both their difficulty and
[31:07] the quality of loot. again trying to
[31:09] serve both hardcore and casual players
[31:12] and providing a viable option for both.
[31:15] Although this was quite wellreceived,
[31:17] they would eventually settle on what
[31:19] would become standard for the game for
[31:21] the next decade, and that's heroic mode
[31:23] with their next raid tier, the trial of
[31:25] the crusader, where for both sizes,
[31:28] players could set the difficulty to the
[31:30] much more intense heroic mode, where
[31:33] bosses have more health, they deal more
[31:35] damage, and sometimes even have added
[31:38] mechanics to deal with. The challenge
[31:39] was back full force back to the Burning
[31:42] Crusade levels, I would say, but it was
[31:44] now a toggled option instead of the only
[31:47] option. They would, of course,
[31:48] eventually take this even further with
[31:51] the LFR mode later introduced in the
[31:53] next expansion, the Cataclysm. But it
[31:56] was indeed Wrath is where they started
[31:58] pursuing this philosophy of making
[32:00] raiding much more accessible for the
[32:02] more casual players. As for the
[32:04] dungeons, they were as well-designed as
[32:06] ever. From the Viking halls of the
[32:08] Otgard Pinnacle to the Lost Titan vaults
[32:11] of the Halls of Stone or the
[32:13] timetraveling culling of Stratholme,
[32:15] there was as much variety as ever. As
[32:17] for their actual difficulty, similar to
[32:19] raiding, they were more accessible in a
[32:22] few different ways. Heroics in general
[32:23] were much easier compared to their
[32:25] Burning Crusade counterparts, and they
[32:28] no longer required reputation farming to
[32:30] even enter them, although the
[32:31] reputations tied to them were still
[32:33] crucial for the various enchants.
[32:36] Speaking of this, reputation hubs, which
[32:38] were just introduced in the previous
[32:40] expansion, were being expanded upon at
[32:42] this point. Many of the factions had
[32:44] these hubs where players would return to
[32:47] daily to farm reputation. And as you may
[32:50] know, if you watched other episodes,
[32:52] these daily activities would eventually
[32:54] take over the game in many ways. But in
[32:57] Wrath, most would say that they were
[32:59] still quite tame. But the dungeons
[33:01] themselves are also quite important to
[33:03] talk about because they are tied to
[33:05] another major design shift with the
[33:08] introduction of the dungeon finder which
[33:10] was added post-release in patch 3.3.
[33:13] Discounting battlegrounds. This was the
[33:15] first cued instance finder for the game
[33:18] where with a click of a button you would
[33:20] be paired up with other players for any
[33:22] Northrand dungeon of your choosing. In
[33:24] its initial release, you are locked to
[33:26] players on your server and your server
[33:28] only. But they would eventually make it
[33:31] cross server. And as wellreceived as it
[33:34] was at the time, it would later become
[33:35] quite controversial and named as one of
[33:38] the main reasons why the game eventually
[33:40] lost its social atmosphere. By skipping
[33:43] the group forming process and talking to
[33:45] people, traveling to the dungeon,
[33:48] helping each other find the actual
[33:49] location. a lot of the interaction was
[33:51] removed and the experience became less
[33:54] social because eventually you were just
[33:57] teleported immediately to the dungeon
[33:59] with people on another server that
[34:02] you'll probably never interact with
[34:04] again. So there was very little reason
[34:07] to engage with each other. All of this
[34:09] kind of dampened the social experience
[34:12] and that's something that many today
[34:14] claim to be one of its most appealing
[34:16] traits being an MMO RPG. Additionally,
[34:19] another major design shift were
[34:21] achievements. And these two were very
[34:24] wellreceived at the time. It gave people
[34:26] goals, things to chase, and it was a
[34:29] very time-consuming form of character
[34:31] progression aimed towards
[34:33] completionists. The tasks were extremely
[34:36] varied. Some were trivial, some were
[34:39] very challenging, and even today they're
[34:42] respected as a form of vetery and
[34:44] commitment as they were later removed as
[34:46] the new expansions came out. But what it
[34:49] also did was it made the game more goal
[34:52] oriented and it fostered a culture where
[34:55] players increasingly sought tangible
[34:58] rewards for every action which in a way
[35:01] unintentionally diminished the intrinsic
[35:04] joy of just playing it for its own sake.
[35:06] Activities like exploring the world,
[35:09] role- playinging, or engaging in
[35:12] spontaneous group content became less
[35:14] common as players now started to focus
[35:16] on optimizing their time to unlock
[35:18] achievements. This pursuit of points and
[35:21] rewards creates a checklist mentality
[35:24] where actions without an associated
[35:27] achievement or reward felt less
[35:29] worthwhile. And none of this is really
[35:32] to say that this is an objective
[35:34] negative. Many in fact prefer this
[35:36] philosophy. What it was undeniably is
[35:38] that it was a major shift in its design
[35:41] philosophy and it made the game feel
[35:43] less wholesome for some as the sense of
[35:45] wonder and communitydriven experiences
[35:48] gave way to a more transactional and
[35:50] goal-driven mindset. prioritizing
[35:53] efficiency and rewards over immersion
[35:56] and organic fun, which only did more to
[35:58] diminish the social structure, which
[36:01] combined with the dungeon finder had
[36:03] taken a sizable hit in this expansion.
[36:05] As for the classes, they were refined
[36:07] even further than their Burning Crusade
[36:09] versions. And there's now virtually no
[36:12] spec that was completely useless in
[36:14] every corner of the game. Whether it was
[36:16] PvE or PvP or maybe solo farming, they
[36:20] had their usefulness in some way and
[36:22] each spec began to feel more unique from
[36:24] each other and they really started to
[36:26] carve out their own identity. Toolkits
[36:28] and talent trees had really began to
[36:30] balloon at this point. So much so that
[36:33] Blizzard felt like they had to address
[36:35] it in the next expansion. But it's a
[36:37] popular opinion today that people
[36:39] consider the overall class balance and
[36:41] design to be in a pretty good spot for
[36:43] both PvE and PvP. And again, another
[36:46] huge change in this aspect was the
[36:49] addition of dual spec, where players
[36:50] could pay a thousand gold at any class
[36:52] trainer to unlock the ability to switch
[36:54] between two different specializations.
[36:57] This was an absolutely huge quality of
[37:00] life feature that had been requested for
[37:02] many years, ever since vanilla. Up until
[37:05] this point, if a player ever wanted to
[37:07] switch, they would have to return to
[37:09] town, pay a respec fee, and then
[37:11] manually reorganize their action bars.
[37:14] and in many cases gear accordingly which
[37:16] was both expensive and cumbersome. And
[37:19] while this does have its own benefits
[37:21] such as serving as a constant gold sink
[37:24] to keep the economy in check at this
[37:26] point many deemed it to be archaic and
[37:28] clunky. So this was received
[37:30] extraordinarily well especially now that
[37:32] the specs really started to stand out
[37:34] from one another and offer more unique
[37:37] experiences. It also had the advantage
[37:39] to promote experimentation and support
[37:42] cross-pollination as PvEers began to PvP
[37:45] more and PvPers would PvE more. Speaking
[37:49] of PvP, as for Winter Grasp, it did see
[37:52] mixed reactions. Many would praise the
[37:54] attempt to bring back world PvP and the
[37:57] new siege vehicle system was pretty
[37:59] exciting and fresh and the stakes were
[38:01] quite high even for PvPers as the winner
[38:04] would gain access to the Vault of
[38:05] Archavan raid which held highle loot for
[38:07] both PvE and PvP. It did have some
[38:10] issues since the stakes were so high.
[38:12] There had to be some enforcement of
[38:14] balance so that one side wouldn't just
[38:16] heavily outnumber the other, meaning
[38:18] that in order to even enter the zone
[38:20] while a battle was active, you would
[38:22] have to enter a queue. So, this combined
[38:24] with the fact that it was also objective
[38:27] based. To many, it felt like world PvP
[38:30] in name only as it lacked that complete
[38:33] unadulterated freedom that was core to
[38:35] the activity. Essentially, it was a
[38:38] battleground out in the world. Also,
[38:40] even with forced balancing, some servers
[38:43] were still so imbalanced that it was
[38:45] virtually impossible for one faction to
[38:47] win, which meant that they would be
[38:49] locked out of raid content, which
[38:51] definitely didn't sit well, especially
[38:53] considering that this was also the era
[38:55] of the cash shop where you could buy a
[38:57] number of services, including a paid
[38:59] faction change. Funny enough, although
[39:02] the game was at the height of its
[39:04] popularity, it did come with some
[39:05] troubling news, as this was when
[39:07] Activision had acquired Blizzard's
[39:10] parent company, Vivventi. Activision at
[39:12] this point had already gained a
[39:14] reputation of acquiring and subsequently
[39:17] shutting down game studios, and the ones
[39:20] that weren't shut down had intrusive
[39:22] cash shop elements forced into them to
[39:24] increase their profitability at the
[39:26] expense of gameplay. So when they
[39:28] started to sink their claws into one of
[39:30] the most beloved developers in the
[39:32] industry at the time, many thought that
[39:34] it was only a matter of time before it
[39:36] would see a similar fate. Appropriately,
[39:39] the expansion ended with a final
[39:41] encounter with the Lich King at top the
[39:44] Ice Crown Citadel in one of Blizzard's
[39:46] most complex and impressive fights to
[39:49] date. Tyrion and the adventurers ended
[39:51] up victorious with Arthus having a
[39:53] moment of clarity in his final moments.
[39:56] and one of the most iconic cutscenes in
[39:58] the game's history.
[40:00] [Music]
[40:11] Father,
[40:13] is it over?
[40:17] At long last,
[40:20] no king rules forever, my son.
[40:24] I see
[40:26] only darkness
[40:29] before me.
[40:38] [Music]
[40:48] Without its master's command, the
[40:51] restless scourge will become an even
[40:53] greater threat to this world.
[40:57] Control must be maintained.
[41:01] There must always be
[41:04] unleash kings.
[41:10] [Music]
[41:25] [Music]
[41:32] The weight of such a burden.
[41:36] It must be mine. For there is no other
[41:39] Tyrion.
[41:41] You hold the crim destiny in your hands,
[41:44] brother, but it is not your own. Bulva,
[41:49] [Music]
[41:51] by all that is holy. The dragon's flame.
[41:56] Seal my fate.
[41:58] The world of the living can no longer
[42:01] comfort me.
[42:07] Place the crown upon my head, Tyrion.
[42:10] Forever more, I will be the jailer of
[42:14] the damned. No, old friend. I cannot do
[42:18] it, Tyrion.
[42:20] You and these brave heroes have your own
[42:22] destinies to fulfill.
[42:24] This last act of service
[42:28] is mine.
[42:30] [Music]
[42:41] You will not be forgotten, brother. I
[42:43] must be forgotten, Tyrion. If the world
[42:46] is to live free from the tyranny of
[42:48] fear, they must never know what was done
[42:51] here today.
[42:53] [Music]
[43:14] Tell me that the Lich King is dead and
[43:18] our dragon died with him.
[43:25] Now go, leave this place and never
[43:30] return.
[43:34] And so a new Lich King is born. The
[43:37] threat halted for now as the adventurers
[43:39] turn to a new threat looming back home
[43:41] in the Eastern Kingdoms and Calumdor. In
[43:44] the end, Wrath was a great expansion,
[43:46] and for many, its shortcomings were
[43:49] vastly overshadowed by its many
[43:51] strengths, and this is reflected by its
[43:53] subscription numbers. is where the game
[43:55] hit its peak player count at 12 million.
[43:58] There's a reason why it's so often
[44:00] regarded as one of the most beloved
[44:02] expansions in the game's history, and
[44:04] it's largely due to its compelling
[44:06] narrative, refined gameplay, and it's
[44:09] broad appeal to both casual and hardcore
[44:12] players. The story of Arthus Menithol,
[44:15] whose tragic arc from the fallen prince
[44:17] to a malevolent overlord, resonated
[44:20] deeply with fans of the Warcraft lore.
[44:22] The Northrand continent with its
[44:24] hauntingly beautiful zones provided a
[44:27] visually stunning and immersive backdrop
[44:29] that enhanced that storytelling and it
[44:32] was all supported by a soundtrack that
[44:33] was appropriate and memorable. The
[44:36] rating experience, its flexible
[44:38] difficulty and size and memorable
[44:40] environments like Nixramisoir
[44:43] and Ice Crown Citadel go down today as
[44:46] particularly well done. Old War
[44:47] especially is often cited as the
[44:50] pinnacle of raid design due to its
[44:52] creative mechanics and immersive lore.
[44:54] The introduction of death knights,
[44:56] despite being completely overpowered,
[44:58] added a fresh and edgy play style, and
[45:01] it appealed to players eager for
[45:02] something new. And lastly, its
[45:04] additional features like the achievement
[45:06] system kept players engaged outside of
[45:08] raids, while its quality of life
[45:10] improvements such as dual spec or the
[45:13] dungeon finder made it more accessible
[45:15] as a whole. From its launch to its
[45:18] conclusion, Wrath was a story of finding
[45:20] the right balance between accessibility
[45:22] and challenge and appealing to a wide
[45:25] audience during its peak popularity. And
[45:27] it's quite easy to recognize why many
[45:30] thought that World of Warcraft's second
[45:31] expansion, The Wrath of the Lich King,
[45:34] was great.
[45:36] [Music]
[45:44] Farewell for now, mortalists. We hope
[45:47] you enjoyed today's video. See you again
[45:50] soon.
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