WORLD OF WARCRAFT: FOREVER
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Analysis · Analysis

Can old raids stay relevant?

What Blizzard said about better raid loot, a permanent level 60 cap and keeping older content useful — and where the real design problem begins.

Coverage:

Original Forever Tavern episode artwork
From the Tavern · 10 Oct 2026

Analysis of developer statements published through October 9, adapted from our finished October 10 progression episode. The final section is our editorial view.

Better loot and lasting value are both part of the plan

Forever promises an Azeroth that keeps expanding while the level cap stays at 60. That sounds straightforward until a new raid needs rewards. Blizzard has also said new raid tiers will bring better equipment. The question is how far those upgrades can go before an older raid stops attracting a group.

In an October 8 interview with Inven, Clay Stone separated world expansion from equipment progression. New zones, dungeons, raids, quests, professions and Legacy goals can expand the world sideways. Equipment is not entirely horizontal: new tiers will increase power, with the team aiming to keep the step between them narrow. Some best-in-slot pieces may remain useful from earlier raids, though they may eventually be replaced.

Asked about the future of equipment progression, Stone said it was too early to settle whether there would be a soft reset. A discussion about a possibility became a more definite-sounding headline in community debate. The published interview supports an unresolved question, not an announced reset or a timetable for one.

Sources: Inven interview, Korean original, October 8 · Inven Global edited English translation

Four kinds of progression explain the disagreement

Stronger gear raises the ceiling for doing the same job. Sidegrades provide different tools: a resistance set, a useful effect against a certain enemy, or equipment suited to another situation. A larger world adds places and activities, without automatically deciding the strength of their rewards. Account progression preserves unlocks across characters, with Legacy as Forever's main example.

A game can use all four. Calling its world horizontal does not tell you whether a later weapon is stronger, and calling Legacy account-wide does not mean every reward is purely cosmetic. The practical disagreement concerns how much power rises, how quickly it rises, and what remains worth doing along the way.

READ THE SYSTEMS SEPARATELY

A BIGGER WORLD IS ONE PART

World and account

New places, activities, professions and Legacy goals.

Equipment

Situational sidegrades alongside small increases between raid tiers.

This describes the announced direction, not a completed endgame economy.

Sources: Inven interview, Korean original, October 8 · Blizzard: the Legacy system

Original WoW already kept the level cap while gear climbed

The original game's main raid ladder moved through Molten Core, Blackwing Lair, Ahn'Qiraj and Naxxramas without raising the character cap above 60. A fixed cap therefore does not, by itself, protect equipment from replacement. Later raid rewards can still make a character substantially stronger at the same level.

Older raids did retain particular reasons to return. Thunderfury depended on Molten Core bindings and materials tied to Blackwing Lair, while certain powerful trinkets remained desirable much later. Yet a few lasting items do not mean every member of a raid needs every earlier boss each week. Researcher Mark Chen's study of one original-era guild describes it reducing Molten Core runs after mastering Ragnaros and shifting attention toward Blackwing Lair.

That distinction matters for Forever. An item can remain valuable to the person missing it while the wider raid becomes harder to organise. Keeping a reward useful and keeping a full group interested are related problems, but they are not identical.

Sources: Mark Chen: study of an original-era raiding guild

Other games keep old content useful in different ways

Guild Wars 2 demonstrates the expectations created by a horizontal pitch. Its 2012 introduction of Ascended equipment added a small increase above Exotic gear and generated a dispute about the gear treadmill. Later account goals and collections offered other reasons to revisit earlier content. The lesson is about the promise players hear as much as the size of an increase.

Old School RuneScape provides a more direct material connection. Nex's Torva drops arrived broken and required components from older Bandos armour to restore them. New equipment could therefore preserve demand for an older reward rather than simply replace its purpose.

Retail WoW has made a different choice in some seasons. In patch 10.2, Blizzard reduced the power of particular older trinkets while explaining that equipment should not force people into content they wanted to leave behind. These approaches solve different player needs. None automatically supplies the right answer for Forever.

Sources: ArenaNet's 2012 Ascended gear announcement · Jagex: Nex and restoring Torva armour · Blizzard: retail patch 10.2 notes

The tools Forever has shown so far

Blizzard has shown item effects tied to particular areas or enemy types. Such effects could make a piece useful outside the raid where it drops, creating a reason to collect a specialised tool. The challenge is making that niche attractive without turning it into a compulsory item every group must farm.

Other announced incentives include rare chase drops, account-wide Legacy challenges and transmog. They appeal to different motivations: power, completion and appearance. A roadmap can add more destinations, but a destination alone does not guarantee a lasting audience.

Access matters too. In the October 8 podcast, the developers described new launch raids without entry attunements, while Onyxia would begin with a per-character attunement. Future attunements could be added where the story called for them. Easier entry helps a late arrival join friends; it does not establish that every earlier raid will remain busy.

IncentiveReason to returnQuestion still to solve
A unique itemA specific build or situation needs itWho returns after obtaining it?
Legacy or appearanceAccount completion or a collectionHow long does the goal sustain groups?
Old materials in new craftingNew rewards need older contentThis is an option, not a confirmed universal Forever system

Sources: Blizzard What's Next recap and roadmap · Blizzard: the Legacy system · September 13 interview with the developers · Official Forever Podcast Episode3, October8: raid access and attunements

Our view: judge it by the late starter's experience

A modest rise in equipment power can work for us. The larger concern is the player who arrives after several updates and wants to experience the raids they missed. A world can technically retain every entrance while leaving that player with very few people willing to go inside.

Our test is whether older raids offer something the newest one cannot, including reasons for already-equipped players to help form the group. Chase items address the person who still needs one. Materials, varied account goals or rewards for helping newcomers could involve more of the roster. Those are design options we would like to see, not systems this article claims Blizzard has promised.

The promise becomes convincing when a late starter can find people to play with. Until the endgame has operated across several tiers, the interviews describe an intention and a set of tools. They cannot prove that the social problem has been solved.

EDITORIAL VIEW

USEFUL LOOT. WILLING GROUPS.

Individual value

Someone still wants a particular reward.

A living raid

Enough people have reasons to return together.

Our criterion for lasting relevance; not an announced Blizzard rule.

Explore the dungeon atlas ↗Compare item records ↗Find quest rewards and requirements ↗

TAKE IT INTO THE GAME

Keep exploring

Browse class changes ↗Explore dungeon guides ↗

Sources & further reading

Episode reporting, original gameplay and the source material behind this article. Coverage dates distinguish older announcements from later updates.

  1. Inven interview, Korean original, October 8 ↗
  2. Inven Global edited English translation ↗
  3. Blizzard: the Legacy system ↗
  4. Blizzard What's Next recap and roadmap ↗
  5. September 13 interview with the developers ↗
  6. Mark Chen: study of an original-era raiding guild ↗
  7. ArenaNet's 2012 Ascended gear announcement ↗
  8. Jagex: Nex and restoring Torva armour ↗
  9. Blizzard: retail patch 10.2 notes ↗
  10. Official Forever Podcast Episode3, October8: raid access and attunements ↗

Written by WoW Forever Tavern. Game names, artwork and footage © Blizzard Entertainment.