World of Warcraft is back – and it’s back in a big way. Blizzard has proven that the MMORPG giant still has it.
Every year, some questions are repeated that are thoroughly discussed: Is World of Warcraft now (finally) dead? Is World of Warcraft now (finally) good again? Is it worth returning? Is it worth starting anew? Is the latest expansion rather boring or just right?
Right at the start of an expansion, it’s often difficult to determine whether WoW has truly become “better”. The picture is often skewed in a positive direction by many exciting new features or, on the negative side, by many teething problems like bugs or balancing issues.
Now, however, the second season and patch 11.1 have started for World of Warcraft. This marks roughly the “half-time” of The War Within – and this is the perfect moment to check whether World of Warcraft is finally “really good” again or if it’s slowly time to retire Blizzard’s MMORPG.
Warband – The Account-Wide Paradise
There is hardly any talk about one of the biggest changes of The War Within anymore. Just a few weeks after the introduction of “Warband”, the system has become firmly integrated into the DNA of the game and has been accepted as the new standard by the community that no one wants to miss again.
Almost everything you do in the game – whether it’s farming reputation, unlocking quests, or collecting achievements – is now account-wide.
Additionally, sensible options are provided for all main quest lines. If one character has already completed the quest line, you can simply skip it and don’t have to experience it again – unless you want to do just that and replay that quest line with a second character.

World of Warcraft has resisted such a system for years – and even some players have opposed it. But now, after a few months of active use and feeling all the benefits, the only question remains: Why could anyone ever be against it?
It has made World of Warcraft objectively better and more accessible. It makes it easier to switch your main character without having to catch up on the same grind for months afterward.
The Depths Were a Real Game-Changer
Almost as significant as the introduction of the Warband are the Depths. These are small “mini-dungeons” on 11 different difficulty levels with changing designs – each depth has 3-4 variations, so you get to see something new every day.
The Depths can be tackled entirely alone or as a group – but the primary design is obviously to give solo fans an opportunity to earn good gear.
It must be said about the Depths that Blizzard, at the start of The War Within, was still fishing a bit in the dark. The balancing wasn’t good and the rewards ended at a point that caused many issues. Because Depths fans were ultimately (more or less) “forced” to participate in Mythic+ and enter at a level that didn’t correspond to their skill. This was frustrating – for everyone involved.
However, with Season 2, the Depths are nearly “perfect”. Sure, there are still minor bugs and glitches, but the fundamental design of the Depths with their mechanics, the structure of rewards, and the difficulty level is a hit. With Brann now also acting as a tank, it’s even possible to play the Depths as a healer – so really every specialization can be expressed even in solo play.
If you don’t feel like interacting with others, you can fully equip yourself through the Depths and celebrate your own successes here. Gear up to just below the highest level of play is possible here, and even the best emblems for upgrades can be obtained in solid quantities in the Depths.
The Depths have finally provided everyone with a proper, challenging endgame who have little time or do not want to engage in social commitments. For everyone else, it’s simply a new, additional option – alongside dungeons, PvP, and raids.
The Depths are a complete success, and I’m sure they will be a cornerstone of World of Warcraft going forward and will be expanded in all upcoming expansions.
Lorenhall – The Current Patch 11.1
Honestly, I was skeptical about Lorenhall. I really thought that one would quickly tire of the goblin aesthetic and find little joy in the streets. But I was wrong, and that’s the feedback I’m getting from many friends, guild mates, and raid members: Patch 11.1 is simply really, really good.
Lorenhall offers so many small, hidden things to pursue – if you want to. Transmogs hide behind numerous reputation factions or rare enemies. You can race through the streets in true “GTA” style and complete mini-quests. If you like, you can activate war mode and raid the enemies of the other faction while they are stuck on a tough elite enemy.
There is much that is potentially interesting – but only the very least is mandatory. If you don’t want to, you can retreat after the main campaign and play other content in Khaz Algar, as these are in many cases just as worthwhile as the content in Lorenhall regarding pure character strength.
World of Warcraft: As Good as It Has Been Since Legion
I’ve thought long about how to best assess the current state of World of Warcraft. I’ve included my own enjoyment, the activities with the guild and the raid, and conversations with friends – along with recurring discussions in the forum and subreddit of the game. I conclude:
World of Warcraft is currently as good as it has been since the “Legion” expansion.
With Season 2, Blizzard has addressed many of the criticisms from the first season. Mythic+ is now not only more accessible but simply fairer. The entry is easier without the higher levels being significantly simpler. This extends even to the Depths and the current raid – everything feels coherent and rounded in terms of difficulty.
Even PvP is finally fun, since there is now the solo queue
. Here you can play rated battlegrounds and sign up alone. This means that you can also obtain the best gear in PvP without having to make social commitments. PvP fans have been demanding this for years.
There is also plenty to do in the open world, whether it’s world quests, larger events, or a plethora of hidden details. Collectors will be pleased and can work on seemingly endless goals.
Moreover, the class fantasy is currently extremely well-defined. All classes and specializations feel unique – whether due to gameplay or visual effects. Especially the hero talents have allowed for even more customization, and you can finally be the character you’ve always wanted to be. At least if you play what you enjoy and do not chase the last percentage of performance.
WoW Will Not Please Everyone
I am aware that there are people – especially from the Classic faction – who can no longer connect with modern World of Warcraft. And they will not find joy in WoW with the World Souls saga either. You cannot excite them for the Depths or housing.
But it has to be said clearly: For these people, the modern WoW is simply no longer made. They have their Classic and can – and should – be happy there. But the world (of Warcraft), the story, and what players seek in a game is changing.
And precisely this modern aspect is what World of Warcraft: The War Within is almost perfectly catering to. Season two, with the overhaul of the Depths, Lorenhall as a zone, and the significantly more accessible Mythic+ was exactly what was needed.
Challenges for the Future: There is Still Much to Do
However, there are challenges that cannot be denied. The entry experience for newcomers is a huge problem. World of Warcraft is so vast and overwhelming that new players need to invest a lot of time to understand everything – and often they must also invest time “outside the game” in forums, guides, or YouTube videos. This is not a good state. WoW needs to improve in this regard – whether through tutorials or a dramatic expansion of the adventure guide that takes newcomers by the hand if they want.
Anyone starting the game without a friend or acquaintance will quickly feel lost. Because World of Warcraft is too difficult for newcomers. Not because the leveling fights are too hard (because they are not) – but because the game is so big and complex that one can easily become hopelessly lost.
Other aspects, such as the multitude of currencies, problems with the reporting system, or the sheer number of mounts that increasingly appear in the in-game shop are not optimal and clear areas that must be worked on. The balance must be right.
The Renewal Is Complete – Now Comes the Future
With Dragonflight, Blizzard began to renew World of Warcraft – improving good aspects and eliminating bad ones. The dynamic flying, the item upgrade system, the revision of Mythic and the Depths – these are all positive, good changes. The foundation of WoW has been renovated and The War Within has brought well-thought-out, meaningful innovations.
How good WoW currently is, is also evident from the criticism and discussions in forums and social media. There is criticism of the game, no question. However, the criticism is quite different from a few years ago. While in Battle for Azeroth and Shadowlands, systemic issues were criticized – the whole loot system, large game content, or even zones.
Even now there is much criticism – but these are details. A boss deals too much damage, or a talent is too weak. A currency is obtained too slowly, or a grind takes too long. These are details that Blizzard can fix with a hotfix (and regularly does). These are minor points that today cause an uproar and tomorrow may no longer exist due to a hotfix. This is a completely different kind of criticism compared to a few years ago, when the entire game was under fire.
If World of Warcraft can maintain this level with housing and the expansions “Midnight” and “The Last Titan”, I am sure:
We are currently experiencing the second golden age of World of Warcraft that we may painfully miss in a few years. Because not every expansion can be a hit (right, Shadowlands?) – but The War Within is one.

