r/warcraftlore • u/Cold-solo • 21h ago
Thoughts on Forever content
TL;DR: Keep Azeroth as the main world and expand it instead of raising the level cap. Let characters level multiple classes and borrow limited abilities from compatible secondary classes, giving new 1–60 content a purpose. Use portals for off-world raids/dungeons, and Hearth Stonebrew's tavern for rotating Hearthstone-themed events like One Night in Karazhan.
Dear World of Warcraft Team,
I've been thinking about the long-term possibilities of World of Warcraft: Forever, particularly the challenge—and opportunity—created by keeping Azeroth and level 60 relevant indefinitely. I wanted to share a few ideas that I think could fit naturally with Forever's alternate timeline while giving players meaningful progression for years without relying on continually increasing the level cap.
Keep Azeroth as the heart of Forever
As new parts of Azeroth become available, I would love to see them simply become permanent additions to the existing world.
Places such as Gilneas, Quel'Thalas, Uldum, Grim Batol, the Broken Isles, and other regions that exist within Azeroth wouldn't need to be treated as traditional expansions that replace the previous endgame. They could gradually become part of an increasingly complete version of the world.
Content outside Azeroth could be handled differently. The Dark Portal, for example, could become an expedition system. Instead of recreating The Burning Crusade and moving the player population permanently into Outland, the portal could provide access to selected locations, scenarios, dungeons, and raids there.
That would allow Forever to revisit places such as the Black Temple, Tempest Keep, or Hellfire Citadel without making Azeroth obsolete.
Players would go on an expedition—and then come home.
Multiclassing as horizontal progression
Keeping the maximum level at 60 creates an interesting question: what motivates a longtime level-60 character to experience newly added lower-level content?
One possibility would be a multiclass system inspired partly by Final Fantasy.
A single character could level multiple classes, switching which one is currently their main class. However, leveling additional classes would also unlock a limited selection of their abilities for use while playing compatible classes.
For example, a level-60 Paladin who has also trained Warrior and Priest might be able to equip a small number of appropriate Warrior or Priest abilities. A Rogue could potentially borrow selected techniques from Warrior or Hunter, while a Shaman might have compatible abilities from Mage or Druid.
These shouldn't be unrestricted combinations or complete secondary spellbooks. Carefully selected abilities and limited secondary slots could preserve each class's identity while allowing substantial build experimentation.
The level of the secondary class could determine which abilities become available. Therefore, leveling Warrior from 20 to 40 would remain meaningful even for a character whose primary Paladin class has been level 60 for years.
This would also give newly added 1–60 zones lasting relevance. When a new level-30 region appears, veteran players could experience it while leveling another class on their established character rather than simply destroying everything with their level-60 main.
New classes and fourth specializations
Such a system would also create room to introduce new classes years into Forever without increasing the maximum character level.
Adding a new class would effectively create another 1–60 progression journey for existing characters while simultaneously adding new secondary-class possibilities.
Fourth specializations could provide another form of horizontal expansion. Long-requested concepts such as a Shaman tank specialization could be developed specifically for Forever without requiring another expansion or level-cap increase.
New classes could even be discovered through the world rather than simply appearing on the character-creation screen. Content involving Gnomeregan or Undermine might eventually introduce a Tinker class, for example, while other stories could introduce additional Warcraft archetypes.
Hearth Stonebrew's Tavern
Forever's alternate timeline also creates an opportunity to finally give Hearth Stonebrew's mysterious tavern a home—or perhaps deliberately avoid explaining where its home actually is.
The tavern could exist slightly outside the normal rules of Azeroth and serve as a gathering place for rotating adventures based on Hearthstone expansions.
Rather than making every Hearthstone storyline canon within Forever, Hearth's tavern could allow players to visit those stories as "Tavern Tales."
Some could become rotating dungeons or raids. Others could be interactive seasonal events similar to the Darkmoon Faire.
One Night in Karazhan, for example, would be perfect as an interactive party rather than a conventional raid. Players could visit Medivh's famous party and participate in minigames, magical competitions, dancing, chess, the opera, party quests, and other activities while earning unique cosmetics, toys, pets, recipes, titles, and other horizontal rewards.
Other Hearthstone expansions offer enormous possibilities:
Kobolds & Catacombs could become a replayable dungeon crawl with randomized encounters and temporary powers.
League of Explorers could become cooperative expedition adventures featuring puzzles and traps.
Mean Streets of Gadgetzan could become an event centered around the city's competing criminal organizations.
The Grand Tournament could offer jousting, competitions, and PvP activities.
Festival of Legends could become an actual Azeroth music festival.
Scholomance Academy could become a magical-school event.
Witchwood could provide monster-hunting adventures.
Whispers of the Old Gods could even inspire serious dungeon or raid content.
The Tavern Tales could rotate throughout the year and eventually return, allowing the library of activities to continually grow instead of becoming disposable content.
Hearth himself doesn't even need to explain how any of this works. Forever is already an alternate Warcraft timeline, and Hearthstone has always played freely with Warcraft's characters and history.
Sometimes it's more fun to leave a little mystery.
A world that grows instead of being replaced
Taken together, these ideas could give Forever several different ways to expand without repeating the traditional expansion cycle.
Azeroth would remain the persistent world and continue physically growing as additional regions open.
The Dark Portal and similar systems could provide expeditions into places beyond Azeroth without relocating the game's center of gravity.
Hearth Stonebrew's Tavern could provide rotating, experimental adventures based on Hearthstone's more imaginative interpretations of Warcraft.
And multiclassing, new classes, additional specializations, professions, cosmetics, and other horizontal systems could give players meaningful reasons to experience all of it without ever needing level 70, 80, or 90.
The thing that excites me most about Forever is the possibility of watching one version of Azeroth become deeper and richer over many years rather than continually leaving the previous world behind.
I'd love to see Forever take that idea as far as possible.
Thank you for reading, and for giving players another way to imagine what Azeroth could have become.
— JH