MY POST-FOREVER EXPERIENCE
I've been struggling with whether I should focus on Octo or Forever, but the fking blue elves and the not-so-classic lore just made me realize something. After doing some research, I can say that they are logically not a retcon, but they still feel completely out of place to me. It just made me realize that the company never really respects the established lore.
Blizzard introduced something that was totally not included in the WC3 universe. If they wanted to leave Quel'thalas for a later addition, they could simply have chosen not to make an elf-like race playable in the first place. Instead, they made some blue-skinned elf race and basically said, "Why not both?"
And now with Skyborne, are we getting the WC3 protagonist race, the elf, again? So we're potentially getting three playable elf races out of only around twelve available races. I'm just not buying it.
And with class/race combinations, I like Turtle's way of storytelling much more. I love that they choose a more conservative approach.
For me, the important thing isn't that every race/class combination has to already exist in pre-WoW lore. If you want to introduce something new, that's fine. What matters to me is whether you can actually give it a believable reason within the setting.
The Forever philosophy feels more like "Why can't a race be this class?" while Turtle's is the reverse, "Why can they be this class?"
That's a very different way of looking at the world.
In Forever, we get Gnome Priests. Their racial abilities may be technically unique to Gnomes, but they don't really give the Priest class any meaningful Gnomish cultural or technological flavor. Shouldn't there be something that connects Gnome Priests to their technology, their culture, or whatever they actually believe in?
More importantly, why would a race with almost no established interest in spirituality or gods suddenly devote themselves to the priestly path?
I actually love Turtle's approach where both Gnomes and Goblins don't have access to spiritual classes, and I hope Octo keeps that philosophy.
The same goes for the other combinations Turtle introduced. Dwarf Mages have an explanation involving their attempts to reconnect with Titan knowledge. Dwarf Warlocks have an explanation involving the Gnomes who fled to Ironforge and the cult that eventually grew there.
High Elves don't get Warlocks because they are generally conservative and have a strong moral opposition to Fel magic. But I actually like the fact that this doesn't have to be a permanent thing. After seeing the destruction of Quel'thalas and the horrible state of their homeland with their own eyes, I can see some High Elves taking a much more extreme path and turning to forbidden or darker powers in order to get revenge.
That kind of development makes much more sense to me than simply saying, "High Elves can use Fel magic, so why not let them be Warlocks?"
Their culture can change because of what happened to them, and that change can itself become part of the story. Some of them would become so consumed by revenge that they are willing to use powers that their people previously rejected, in the later Quel'Thalas patch. And eventually, with the reunification of the Thalassian elves, Warlock becomes available.
Undead got Hunters because Dark Rangers are able to train them, and more importantly, many of them were hunters in life. Tauren got Priests because the old Earth Mother religion is being explored.
Whether you agree with every single explanation or not, at least there is an attempt to tell a story about why these combinations exist.
That's what I prefer.
## Undead Paladins
The more established, or at least more controversial, one is Undead Paladins.
With the newly added WC3 campaign, we can argue that they were probably intended to be playable in WoW eventually. But we can still question whether there were actually enough undead who could endure the searing pain brought by the Light to make them a normal playable class.
Before WoW, the only undead Paladin we really saw was Sir Zeliek in Naxxramas. And I think most lore enthusiasts understand that a single exceptional NPC is not necessarily enough to justify making an entire race/class combination available to players.
Another point to consider is that the idea that "the Light only hurts an undead's soul" was introduced after WoW released, if I remember correctly. I think it came from one of the later Chronicle publications, maybe Volume 5.
So if we're following Turtle's development logic, that later explanation could also simply be discarded when we're judging things based on pre-WoW lore.
The question isn't just "Can we find a way to make Undead Paladins work?"
The question is "Was there enough established lore before WoW for Undead Paladins to exist as a normal playable class?"
Those are two very different approaches.
## Wildhammer Shamans
On the other hand, Dwarf Shamans are the real problem for me, specifically Wildhammer Shamans.
The argument seems to be that Wildhammer Dwarves used lightning through their Stormhammers in Warcraft III, so they must have been Shamans.
But that doesn't really work for me.
Using lightning doesn't automatically make someone a Shaman. Warriors can use Thunder Clap, so are they all Shamans?
Before WoW, we didn't really see Wildhammer Dwarves being established as having the same elemental and ancestral traditions associated with Orcish Shamanism.
What we actually knew about them was that they had a strong connection to nature, lived a much more wilderness-oriented lifestyle, rode gryphons, used Stormhammers, and had their own clan traditions.
There is also the Earth Mother connection in the old Warcraft RPG material, although that material is non-canon. Even there, the fact that Wildhammer priests and shamans talked about nature and the Earth Mother does not mean that belief in the Earth Mother automatically equals Shamanism.
Wildhammer Dwarves having a strong relationship with nature does not automatically make them the same kind of Shamans as the Orcs.
Orcish Shamanism has a very specific cultural origin. It is deeply connected to ancestral spirits and elemental beliefs, and its tradition is directly tied to Orcish history.
Riding gryphons and throwing lightning-powered hammers in Warcraft III doesn't prove that they were secretly using totems, communicating with elemental spirits, or following the same spiritual tradition as Orcish Shamans.
Those things were established much more clearly later, especially with Cataclysm.
And that's exactly where I have a problem with using later lore to retroactively justify an earlier race/class combination.
## Why I Prefer Turtle's Approach
I don't need every race/class combination to be absolutely impossible unless the lore explicitly says otherwise.
I just want the developers to ask, "Why can this race be this class?"
If there is a convincing cultural, historical, or narrative answer, then great. If there isn't, maybe that combination simply shouldn't exist yet.
That's what makes the world feel more believable to me.
A Dwarf doesn't become a Mage simply because there is no biological reason preventing it. A Wildhammer doesn't become a Shaman simply because they use lightning. An Undead doesn't become a Paladin just because someone can come up with a post-WoW explanation for why the Light doesn't destroy them.
The limitations themselves tell us something about the cultures of the world.
That's what I think Forever sometimes misses.
Turtle asks, "Why can they be this class?"
Forever often asks, "Why can't they?"
For a modern MMO, I can understand the second philosophy.
But for a project trying to preserve the atmosphere and identity of old Warcraft, I strongly prefer the first.
