Mythic Raider’s To-Do List for the Midnight Beta

The Midnight beta just dropped, and you know what that means. It’s that time again to get hands-on with everything coming in the next expansion cycle. As a CE raider, this is the testing phase that matters to me. I get to mess with the raid environment, UI changes, and system redesigns, which are going to reshape how we play, and the sooner I start adapting, the less I need to do later on live. There is a huge overhaul here especially with the loss of combat addons and Weak Auras.

And obviously, there’s housing!

Here’s what I’m planning to focus on over the upcoming beta period.

Rebuilding My UI Without Addons

With WeakAuras and other combat-related addons disabled, we’re stepping into a new age of personal accountability. Blizzard’s new Cooldown Manager is meant to fill some of that gap, but it’s far from perfect.

I’ll be using beta time to completely rework my healing UI from the ground up using the game’s default tools. My main goals:

  • Make sure major cooldowns (Divine Hymn, Symbol of Hope, etc.) are easy to track.
  • Ensure that raid utility abilities (Mass Dispel, external CDs) remain visible.

There’s already one notable issue: the pixel spacing between icons in the cooldown manager can’t be set to zero (the minimum is 2). For players who prefer compact layouts (like me), that isn’t pleasant.

Temporary Fix

You can work around it with Domino’s or another bar addon:

  • Set one bar with your actual keybinds (Optional: Hide this row from displaying).
  • Create a second bar mirroring those same abilities (no binds).
  • Use that duplicate as a visual cooldown tracker for spacing precision.

It’s not elegant, but it works.

Class Tuning and Talent Experiments

The Holy Priest rework is live on beta, and this is the perfect time to experiment before tuning stabilizes. Many spells have been removed including Renew, Heal, Lightwell, and Premonition. But more on this later. Same thing with Shadow. I want to try out this new tentacle slam.

Raid Testing and Combat Practice

UI layouts always look perfect on paper — until you enter combat and realize your cooldowns are in the wrong corner.

That’s why I’ll be jumping into as many raid tests as possible:

  • Validate if the new Cooldown Manager is actually readable under heavy effects.
  • Check if the default raid frames are reliable for split-second triage.
  • Assess performance to see how it handles if there are 20 people dropping visual vomit everywhere.

Early raid testing gives me a baseline for pacing and spell visibility, which will directly shape how I approach Mythic raids.

Dungeon Testing and Healing Model Preview

Before the raid even opens, Mythic+ dungeons are the best way to feel out the new healing rhythm.

I’ll be using beta keys to:

  • See if healing feels reactive or proactive.
  • Test triage patterns to see if I need to pre-heal, or hold for burst recovery?
  • Get a read on how visual telegraphs perform without addon cues.

Blizzard has hinted at more deliberate encounter pacing, so this is the chance to feel out how much cognitive load healers are expected to handle natively.

Keybind and Input Responsiveness

Without third-party UI mods like ElvUI, responsiveness becomes a top priority.

During testing, I’ll be focusing on:

  • Mouseover healing macros with native frames — checking for input lag.
  • Spell queueing reliability under high latency.
  • Interrupt timing precision without WeakAuras calling it out for me (especially on my Shaman).

If Blizzard wants the default UI to stand on its own, it needs to feel responsive.

Checking Out Player Housing

I’m stoked!

I plan to dive into the new player housing system and see how customizable it actually is. During beta, I’ll be experimenting with layouts, furniture placement, and seeing how far I can personalize the space.

I already have a few goals:

  • Create a Priest study or “light-infused chapel” vibe.
  • Showcase raid trophies (if Blizzard lets us).
  • Maybe set up a casino lounge.

This is the downtime side of the game that I’ve been missing. Of course, I’m a dysfunctional mess in my actual home so we’ll see how much of this holds.

Questing and Story Exploration

Even though my endgame goal is progression, I still enjoy exploring the campaign once per expansion.

During beta, I’ll be:

  • Speed-mapping quest routes to plan my launch-week leveling.
  • Identifying endgame unlocks and reputation hubs.
  • Noting down skippable story segments for future alts.

That way, I can focus entirely on raid prep during live launch instead of fumbling through story gates.

Feedback and Reporting

If you’re in beta, use it for more than sightseeing.

Blizzard has historically taken feedback seriously. This is especially true from healers, tanks, and raid leaders who can articulate how changes affect team coordination.

I’ll be reporting:

  • UI readability problems (like icon spacing or cooldown visibility).
  • Performance bugs during large-scale testing.
  • Any encounter mechanics that feel unintuitive without addon support.
  • Random typos in quest dialog.

The better the feedback, the more likely we’ll get functional systems by launch.

The Bigger Picture

This beta isn’t about chasing perfect parses. It’s about learning where the tougher points are before the first real pull of the tier.

By the time Midnight officially launches, I want to have:

  • A fully functional, addon-free UI ready for raiding.
  • Refined keybinds and reaction muscle memory for default combat visibility.
  • An early understanding of new healing design pacing.
  • A player house layout ready.

Every hour spent in beta now will save ten hours in progression later.

Housing Tokens Explained: Why Virtual Currency Works Better Than Cash

Quite the buzz over the new premium housing currency that was announced last week. It’s called Hearthsteel which can be purchased with real money in your Battle.net balance and can only be used to buy the cosmetic Housing items from the in-game shop. Whenever a new premium system gets added to a game (especially one like World of Warcraft), the conversation immediately turns toward monetization.

The reaction was… less than kind.

“Why can’t we just buy the item directly?”
“Why do we need another layer between our wallet and Gnome Depot?”
“Just let me pay $5 for the damn chair!”

I completely get it. It feels redundant. Blizzard’s inventing a virtual middleman to take a cut of your gold coins. I chatted with a few game dev friends and business analysts about it to try to get some perspective from the company side. I can see several compelling reasons why virtual currencies exist, and why they’re often beneficial for both the game and the player experience in the long run.

But let’s not kid ourselves, there’s also a psychological element involved.

It’s About Reducing Friction, Not Adding It

Spending $10 feels real. Spending 1,000 Hearthsteel doesn’t.

That’s intentional, and it’s not as nefarious as it sounds. The “middle currency” approach helps reduce what psychologists call the pain of paying. It’s easier to part with a few hundred tokens than to see $4.99 on your screen every time you want to buy a flower pot. I only used 125 gold stars for my latte from Starbucks, for instance (even those stars were indirectly purchased).

It creates a mental buffer between real money and in-game enjoyment. Once you’ve already converted cash into tokens, the purchase decision becomes about what you want instead of what you’re spending.

It Keeps the Economy Cleaner

By placing housing behind its own currency, Blizzard can fine-tune prices and rewards without disrupting the rest of the game.

Imagine if every cosmetic chair or painting had to be priced directly in dollars. You’d end up with weird inconsistencies, awkward decimal values, and headaches every time global currencies fluctuate. Hearthsteel allow Blizzard to:

  • Adjust in-game item costs without changing real-world prices.
  • Offer regional parity (no need to rebalance for CAD vs USD vs EUR).
  • Run housing sales or event bonuses without cheapening item value.

It’s modular economy design! It’s a clean, contained system that doesn’t impact mounts, pets, or other premium goods (especially character services).

It Encourages Ongoing Engagement

Tokens enable flexibility that simple dollar pricing can’t.

Maybe there’s a future event that rewards a small handful of Tokens for participating. Or Blizzard could bundle them into achievements, trading post milestones, or promotional packs. You can’t hand out “$2.50 USD” as an in-game reward, but you can give players 100 Tokens.

That makes the housing ecosystem feel more alive, and something you can earn toward, not just buy into. Though I doubt we’d see much of something like this being implemented for Hearthsteel specifically.

It Fits the Fantasy

Let’s be honest: “purchasing 1,000 Hearthsteel” sounds a lot more immersive than “entering your Mastercard details for a ping pong table.”

Themed currencies reinforce the illusion that you’re still in the world. Whether it’s Galleon Marks, Architect’s Tokens, or Housing Credits, the idea of trading specialized materials to craft or purchase décor fits neatly into Warcraft’s existing economy and lore logic. It’s a softer landing into monetization that feels diegetically consistent.

It’s a Win-Win for Flexibility

On Blizzard’s end, a virtual currency is easier to manage from a business and technical standpoint. On our end, it provides flexibility. You can stock up once and buy items later without pulling out your credit card each time.

You can also gift tokens, bundle them, or save up over multiple seasons. That convenience might not feel flashy, but it’s player-friendly in its own way.

Regulatory and Accounting Reasons

This one’s not as important from the player standpoint. I had to have an accountant friend break it down to me. What can I say? I only managed a C+ in Accounting in my first year.

When you buy a virtual currency — say, 2,000 Housing Tokens for $20 — you’ve technically given Blizzard money without yet receiving a specific product or service in return.
You’re holding a claim on the ecosystem, not a finished transaction.

From an accounting standpoint, that $20 cannot be immediately recognized as revenue because Blizzard still owes you something: the ability to redeem those Tokens for in-game goods.

That’s where the concept of deferred revenue (also called unearned revenue) comes in.

What “Deferred Revenue” Means

  • Deferred revenue is money a company has collected but not yet “earned.”
  • It stays on the company’s balance sheet as a liability until the player spends the virtual currency.
  • Once you use those Tokens to buy a cosmetic or furniture item, the company can then move that portion of the money into earned revenue on their financial statements.

This matters because:

  • It allows the company to smooth out revenue reporting over time rather than taking a sharp spike every time a sale happens.
  • It’s financially safer: If players never redeem their Tokens (so-called breakage), Blizzard can recognize that as profit only after a certain accounting threshold (e.g., after a period of inactivity).
  • It gives regulators and auditors a clear, consistent framework to track digital transactions in compliance with consumer protection and financial reporting laws.

Global Legal Compliance

The virtual currency model also simplifies things from a regulatory and taxation perspective:

  • Regional pricing and taxes: Each country (and sometimes province or state) has different tax rates and digital goods laws. By selling a virtual currency through a single storefront (like Battle.net), Blizzard can handle tax once (at the currency purchase level) instead of per individual item sale.
  • Refunds and consumer protection: Regulators often treat digital items as “consumed goods” once purchased. But if you buy Tokens, Blizzard can manage refund policies at the wallet level (i.e., refund the Tokens before they’re spent) rather than having to issue refunds for individual virtual items.

Why Companies Like This System

From a corporate finance and operations perspective:

  • It creates a predictable revenue pipeline since analysts can see how much “stored value” exists in unspent Tokens, giving insight into future earnings potential.
  • It builds long-term engagement incentives because players with unused balance are more likely to return, spend, and keep participating.
  • It also reduces transaction processing overhead since fewer credit card microtransactions means fewer fees per purchase. Those Visa merchant fees can be a killer.

The Bottom Line

Is a dedicated housing currency absolutely necessary?

No. But it’s practical and flexible. When done correctly, it can be much less intrusive than constantly asking players to swipe their cards for individual items.

It turns what could be a nickel-and-dime shopping cart into a smoother, more cohesive system that players can dip into at their own pace.

Now, maybe you’re not thrilled about Blizzard adding another premium currency to track. But if it means the team can keep building a richer housing experience without tying up the rest of the game’s economy or flooding the shop with microtransactions, it’s a trade-off worth considering. You don’t necessarily have to agree with the logic. You may not even care at all about their intentions, however good they may appear to be, especially if you’re unaffected.

Wowhead recently discovered that out of the 2,208 pieces of decor, only 19 are currently shop exclusive. It does seem like a considerable majority of the various housing items will still be accessible in-game. I’d buy a Pandaren-sized jacuzzi, though.

Bottom line

Virtual currency isn’t there to make your wallet lighter. It’s there to make the system feel lighter. The more frictionless the process, the more accessible housing becomes for everyone who actually wants to engage with it.

Anyway, back to Midnight! I’m still trying to figure out what look I want for the Fortress of Mattitude.

Matt’s Notebook: Manaforge CE Achieved!

Finally! It’s done. We’ve officially cleared Mythic Dimensius. Good for US 191 for Death Jesters. Our offseason officially begins, where we will start trialling our new tank. Our Balance Druid has departed due to a schedule change, which means we’re now in the market for a Druid buff since we don’t have one. We might temporarily move one of our existing healers to play Resto Druid just so that we have Mark of the Wild.

  • Meanwhile, over in Last Call, we’ve been slowly progressing through Mythic Nexus King. Today, we had a few solid looks at phase 3 with Starkillers and lines. Seems simple, and I’m confident we can get it down this upcoming week. We’re on tank number 6, and I hope this is the one that will stay around long term.
  • I’m officially done with keys. My characters are all maxed out gear-wise, and I can buy a trinket tomorrow, which will round out my last item.
  • Outside of WoW, I did pick up the new Battlefield Redsec Battle Royale game, and it’s been taking up some of my gaming time now.
  • With the DJs offseason starting, that means we’re reviewing our roster for potential improvements for next season. We had a few weaker players that we’re going to need to address, whether it’s a performance discussion or an outright roster dismissal is the next question. We basically dropped about 30 ranks (from 160 to 190). There were definitely some areas that we can improve. We faltered a bit, though, since one of our tanks upped and quit over halfway into the season.
  • I’m comfortable with my role as healer number 5. I’m still going to continue to refine my versatility and try to play more Shadow. I don’t necessarily need to be on progression all the time, but my goal is to just be dependable mechanically and not die unnecessarily. If I can do that, then I can set an appropriate floor even if my ceiling isn’t that much higher.

Matt’s Notebook: Last Call moves up to 6/8 Mythic

It’s been an eventful week. This week opens up Dinars, and Crest caps will get lifted, which means it’s time to farm!

  • Death Jesters has jumped into phase 3 a few times on Dimensius. The platforms and the placement of everyone continue to be a source of frustration during phase 2, but we’ll get through it.
  • Last Call has cracked through the Soul Hunters, finally! It took us more pulls than I liked, but that’s partly because we added a new healer and a new tank, so there was a little progression that we had to repeat. Tank seems to be fitting in well, and I like how they’re much more verbal. Our healer struggled a bit with survivability throughout the pulls.
  • We’ve reached the limits of my personal experience on these raids. From Nexus King onwards, I’ll be learning just like the rest.
  • Almost hit max level on Remix. Just a few more item levels to go then I’ll be done for now.

Matt’s Notebook: On the Brink, 7/8 Mythic

Welcome to another week of turbulence, but some moderate progression!

  • Although we had a setback with our latest tank withdrawing their application, we were still able to continue. The nerfs to Nexus King helped put us over the top, and now we stand face to face with Dimensius (finally)! We got some great phase 1 pulls, and have started entering phase 2 a few times. Our flyers are getting used to their new routes since there are now six orbs to be collected instead of just three. We still have a high-priority need for a tank.
  • Last Call managed to get reclears in with Fractillus down, and we got Soul Hunters to an extremely impressive 19% on our first day, but it was hard to get back there. We just need to continue to work on our consistency. We’ve added a new Evoker healer to try out for us. Unfortunately, our recent tank here also had to withdraw due to scheduling issues with their work, so I’m back on the hunt. Why is it always tanks, man?
  • Legion Remix has been out for a week now. I ended up making a Druid but I kind of regret it. I should’ve made an Elemental Shaman instead since I was more familiar with it. I did end up clearing the story quests for the first four zones. Suramar itself is quite the slog. I forgot how dense that part of the game is, as it used to have story quests released weekly.
  • Outside of WoW, I’ve been back on the Diablo 4 spirit train playing a Spirit Born. Trying to work on getting the pieces to play Evade Spiritborn (soon).