New systems are a selling point in World of Warcraft. But does the MMORPG really need them?
World of Warcraft is constantly evolving. For many years, it has been quite normal that with each new addon or patch, fresh systems come into play, making the game larger and more complex. Whether it’s unique items with skill systems like the Artifact weapons or the Heart of Azeroth, or larger decisions like choosing a covenant in Shadowlands.
What are the advantages of new systems?
New systems offer a whole range of advantages, both for the developers and the players. These include:
Players look forward to innovations: New systems almost automatically create hype and anticipation. Whether it’s the eager excitement of wielding the powerful blade Ashbringer in Legion, deciding on one of the four covenants in Shadowlands, or building your own garrison in Draenor – all of this often creates anticipation. It can also feel great to simply do something “completely new” in a game that you’ve been playing for years.
Room for experimentation: New, temporary systems also give developers the opportunity to try something fresh without it necessarily becoming a permanent part of the main game. Good examples here are the Island Expeditions or Warfronts. These were largely unpopular features that looked good on paper. Many players agree that it was good to try them out – even if the features ultimately were not well received and were quickly abandoned.
Long-term improvements: Some new systems start out differently than they end. An example here is “scenarios.” In Mists of Pandaria, they were still “mini-dungeons for 3 players” with rather mixed success. However, the scenario system was later slightly modified and also implemented for solo content, for example, to showcase the finale of a quest line particularly well while excluding other “disturbing” players. This turned a small side feature into something that later became an integral part of the quest structure of the entire game.
What are the disadvantages of new systems?
However, just as systems bring advantages, there are also a number of disadvantages. Opinions vary here as well, but often cited criticisms include:
Borrowed power becomes useless: Many systems are only active for one expansion. Azerite armor from BfA, the garrison in Draenor, the Artifact weapons in Legion, or now the covenants in Shadowlands. All these systems make the character stronger and improve them – but only in the respective expansion or even the respective patch. Afterwards, these features are left behind and become unimportant, which is why the power is only “borrowed” and is left behind or even made inaccessible at the end of the expansion.
High complexity deters players: More and more systems also lead to World of Warcraft becoming increasingly complex. Understanding all the systems from Shadowlands as a newcomer, without consulting guides or looking for information outside the game, is nearly impossible. Anyone who can comprehend covenants, Mythic+, domination sockets, Torghast (and its point system), soul bonds, and conduits at first glance must be a rare exception.
Pressure to participate: New systems often gain relevance in WoW by being linked to other systems. For instance, you have to visit Torghast to craft legendary items. Additionally, there’s the requirement to collect renown levels every week so that your character becomes stronger through soul bonds and conduits. All these systems are essentially mandatory, and it’s not possible to simply omit individual systems that you don’t like, as this leads to disadvantages in other gameplay content.
Players have been discussing this for a long time
This is how players discuss: In the Subreddit for World of Warcraft, the topic is still being talked about from time to time. Currently, a post by ZombieTheRogue is quite high up, which also addresses this topic and wonders whether a WoW expansion actually needs new systems. He says:
All it needs are fun raids with good loot. Tier sets. Real tier sets. Just make a fun raid with good loot that is good on its own, without systems that modify it.
PvP just needs a vendor with gear that can be bought and is good for the current season. Instead of this upgrade system, where you are forced to grind renown and honor.
Doesn’t anyone think that there should be LESS systems in the game?
However, there are also players there who generally like systems. Ojomon_ writes:
I think fewer systems in expansions are a necessity, but I don’t want them to disappear entirely. I really enjoyed the class orders and the Artifact weapons. I enjoy most of my covenant sanctum. But covenant upgrades with soul bonds with conduits with renown create such a huge task for every new character, which only gets bigger as the expansion progresses. […]
I like that every expansion has its “own thing.” But an expansion can’t just consist of “things” that are not carried over to the next one.
What do you think: Does WoW always need new systems?
But now let’s get to you, our readers on MeinMMO. What is your opinion on new systems in World of Warcraft? Does the game need new systems in every expansion to attract new and old players? Do these systems make the game fundamentally better or worse?
If you want to elaborate your answer a bit more, please leave a comment and explain what you like or dislike about new systems in World of Warcraft. As always: Please keep the discussion polite and factual.

