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  • Category: Wardogs

    From Gear Gaps to Balanced Gameplay | WARDOGS Season 3 Brings Major Benefits to Casual Players

    PublishedPublished: Nov 12, 2026

    Author: Ethan Brooks

    ViewsViews: 21

    WARDOGS Season 3 officially arrives on November 12th. Some players have expressed concern, fearing that the update will require significant time and effort to adapt to new content and a shifting environment. In this article, I will break down the update and explain why Season 3 is actually a major win for casual players.

    Easing Burden with a New Mode

    For those who play WARDOGS primarily for fun, the most frustrating issue is often the gear gap. When other players possess powerful, high-tier equipment while you—due to your own progression pace—lack the means to counter them, the experience suffers. Essentially, the presence of hardcore players can diminish the enjoyment for those just looking to play casually. To address this disparity, the developers are introducing a new mode in Season 3: Limited Mode.

    Casual Players Enjoy Fairer Matches in WARDOGS Season 3: Limited Mode and Items Unlock Path Changes
    Casual Players Enjoy Fairer Matches in WARDOGS Season 3: Limited Mode and Items Unlock Path Changes

    An Introduction to Limited Mode

    In this mode, many pieces of equipment and weaponry are restricted, shifting the focus back to fundamental tactical gameplay.

    Limited Mode emphasizes fast-paced, close-quarters combat. According to the developers, the goal is to create a fair and balanced environment—reminiscent of the early days of WARDOGS—by minimizing the massive power imbalances caused by high-end gear.

    Restricted Gear

    You might be wondering: which items are banned in WARDOGS Limited Mode? While the developers have not released an exhaustive list, community testing has confirmed that several powerful, commonly used items have been removed. Here are the key items you should be aware of:

    • M4
    • AMR50
    • MGL40
    • HP Ammo

    The removal of these items is a significant development for casual players. First, this helps prevent match losses caused by a significant disparity in weaponry between opposing sides.

    M4—widely considered the best assault rifle in the game—is often out of reach for many players initially, as it requires a substantial amount of Wardogs money. In this mode, however, it is completely unavailable to everyone.

    Furthermore, you no longer have to worry about having your armor instantly shredded the moment you step out from cover, as AMR50 does not appear in this mode. You also won't have to deal with enemies harassing you from helicopters using MGL40—a frustrating tactic all too common in standard matches.

    Many casual players have a habit of using HP (hollow-point) ammo to target an opponent's feet. The reason is simple: since many enemies wear heavy armor, it's impossible to deal direct damage without AP (armor-piercing) rounds.

    In this new mode, however, HP ammo has been removed, effectively disabling this common tactic. To maintain balance, Level 3 and 4 helmets, as well as Level 4 body armor, have also been removed from the loot pool. I believe this change is intended to encourage players to adopt standard aiming strategies, rather than resorting to targeting unconventional, less-protected areas.

    Expanded Unlock Paths for Items

    In WARDOGS, the unlock paths for many desirable items are quite complex; often, you are forced to take on roles within your squad that you'd rather avoid just to meet specific objectives. For casual players with limited playtime, being compelled to engage in gameplay they don't actually enjoy is a major pain point.

    A prime example is Pilot role: if you want to unlock the Little Bird helicopter or 308 Win armor-piercing rounds for other aircraft, you are essentially forced to play other roles to unlock these items one by one.

    Addressing this, the developers mentioned in Season 3 update that they plan to expand the range of unlockable items available for each class in the near future. Looking at the long-term roadmap, the developers intend to introduce a new system that allows players to unlock desired items without being forced to follow a linear progression path.

    Take 308 Win Armor Piercing ammo as an example: instead of being restricted to unlocking it via Wardog progression line at level 140, you can now also unlock it through Pilot progression line at level 40.

    This gives casual players more flexibility, ensuring they aren't locked into a single path that might otherwise force them to engage with content they don't actually enjoy.

    New Map: Sabatulo

    At the heart of the new map, Sabatulo, lies a large hospital. One side of map features a dense cluster of buildings, while the other consists of wooded, sloping terrain with depressions in the landscape.

    WARDOGS Sabatulo
    WARDOGS Sabatulo

    This combination of terrain types—a first for WARDOGS—is designed to add greater variety to the gameplay. I suspect this map will become a sniper's paradise; there is plenty of cover, and the varied topography makes it easy to remain hidden from enemies.

    Best of all, everyone starts on equal footing on this new map, as all players must explore it for the first time together. This not only keeps the experience fresh but also helps bridge the gap between veteran players and newcomers—especially since the existing maps are already well-known to long-time players.

    Anti-Cheat System

    If you've caught the latest official blog post, you're likely aware of the extensive efforts the team has put into anti-cheat measures.

    Leading up to this update, 5% of WARDOGS player base was banned by the system. For the rest of the community, this translates to a healthier gaming environment and fairer matches.

    The fact that the developers are being transparent about this data suggests a long-term commitment to maintaining these standards. I'm confident that WARDOGS Season 3 experience will be even more enjoyable.

    All in all, WARDOGS Season 3 update is excellent. The developers have clearly recognized the importance of the casual player experience and have packed the game with plenty of engaging new content. If you're curious about the new season, why not jump into the game and see for yourself?

  • Category: FC 27

    FC 27 Hall of FUT: Unleashed Release Date, Full List of 21 Players, and Gallery Token Guide

    PublishedPublished: Nov 12, 2026

    Author: Liam Carter

    ViewsViews: 64

    As Season 2 enters its second half, FC 27 Ultimate Team is about to launch a brand new event themed around classic players – Hall of FUT: Unleashed.

    This event is expected to bring a batch of player upgrade cards beloved by FUT players, including Hulk, Theo Walcott, Alexandre Pato, and Antonio Valencia, and may also introduce new SBC and Objectives rewards.

    Hall of FUT: Unleashed Release Date

    FIFA 27 Hall of FUT: Unleashed Revealed | Classic Players, New Upgrades, and Preparation Tips
    FIFA 27 Hall of FUT: Unleashed Revealed | Classic Players, New Upgrades, and Preparation Tips

    Hall of FUT: Unleashed will launch on November 13th at 6pm UK / 10am PT / 18:00 UTC. It directly replaces the Road to the Knockouts packs that leave the day, becoming the last regular campaign in Season 2 before Black Friday: Thunderstruck.

    This timing has been cross-checked within the game. Unleashed stage of FC Heritage Circuit was already open during Season 2, RTTK ran as planned for a week, and Ultimate Scream Token Store closed before 18:00 UTC on the 13th, making room for the entire Friday slot for the promo switch.

    Hall of FUT: Unleashed pack window is expected to last a week, before handing over to Black Friday: Thunderstruck on November 27th to conclude Season 2.

    Hall of FUT: Unleashed Player Roster

    FC 27 Hall of FUT Unleashed Players
    FC 27 Hall of FUT Unleashed Players

    Unleashed does not introduce new Hall of FUT members; the player pool consists of the 21 existing Hall of FUT players in Gallery Token Store:

    Player Pos Base OVR Store price (Gallery Tokens) Leaked OVR
    Alexandre Pato ST 85 750 88
    Hulk RW 85 750 88
    Theo Walcott RW 85 500 88
    Mario Balotelli ST 85 500 88
    Antonio Valencia RM 85 500 88
    Micah Richards RB 85 500 88
    David Luiz CB 85 500 88
    Marouane Fellaini CM 85 500 88
    Jakub Błaszczykowski RM 85 500 87
    Loïc Rémy ST 84 500 87
    Giovani dos Santos ST 84 500 87
    Eljero Elia LW 84 500 87
    Adebayo Akinfenwa ST 84 500 87
    Seydou Doumbia ST 84 500 87
    Fredy Guarín CM 84 500 87
    Alessandro Florenzi RB 84 400 87
    Víctor Ibarbo RW 84 400 87
    Gervinho LW 84 400 87
    Emmanuel Emenike ST 84 300 87
    Aiden McGeady RM 84 300 87
    Miguel Layún LB 84 300 87

    The campaign version will upgrade the base OVR and also provide Chemistry, Roles++, and Holographics (OVR 88 and above).

    It's worth noting that not all 21 Unleashed cards will be included in the pack. Alessandro Florenzi will be available as an SBC reward, while Aiden McGeady will be obtained through Objectives.

    Players to Watch

    Among Hall of FUT: Unleashed players, Hulk, Theo Walcott, and Alexandre Pato are three cards to watch.

    Their positions and playing styles differ, catering to the offensive needs of various lineups. If you need a particular type of offensive player but have limited resources, you can choose to use FC 27 coins for sale to prepare for acquiring your desired player during the event.

    Hulk

    Hulk is a center forward to watch in this event. He boasts 92 PAC, 90 SHO, 90 DRI, and 90 PHY, balancing speed, shooting, dribbling, and physical strength.

    Leaked information indicates he will receive Low Driven Shot+, further enhancing his low-drive shooting ability within the penalty area. Combined with the new Roles++ in Unleashed version, he is expected to become a powerful striker in FC 27, suitable for both direct attacks and finishing in the penalty area.

    Theo Walcott

    Theo Walcott's greatest strength is his speed; 98 PAC and 90 DRI give him excellent wing play.

    His Finesse Shot+ compensates for some limitations in finishing methods, allowing him to not only use his speed to attack the defense but also finish with curling shots. However, his 70 PHY means he still needs to avoid physical confrontations as much as possible.

    Alexandre Pato

    Alexandre Pato is more suitable for players who prefer a more agile striker. His 92 PAC, 88 SHO, and 89 DRI give him good performance in positioning, ball movement, and shooting, while his Low Driven Shot+ rating makes him suitable for quickly finishing in the penalty area.

    If Roles++ further enhances his center-forward role, he could become a practical attacking option.

    Preparing for Hall of FUT: Unleashed

    Since this event is expected to include Packs, SBCs, and Objectives rewards, players can plan their Gallery Token usage, club resource reserves, and transfer market budget in advance before Hall of FUT: Unleashed officially launches.

    The Use of Gallery Tokens

    The most important decision before Unleashed launches is still when to use Gallery Tokens. The current base Hall of FUT card's Token Store listing continues until December 3rd at 07:59 UTC, but this does not mean that Gallery Tokens will expire on that day.

    It has been officially confirmed that the base Hall of FUT will be available throughout FIFA 27 via Token Store, therefore the current store expiration date should be considered a reward rotation point.

    Gallery Tokens can be held across weeks and currently have no weekly cap. Therefore, unless a player can immediately fill a gap in your starting lineup, it's safer to wait until Unleashed player rosters, SBC, and Objectives rewards are fully revealed before deciding how to spend your tokens.

    Market and SBC Budget

    After the event goes live on Friday, with many players opening packs, some non-promo players, especially regular meta cards, may face a short-term price drop. Meanwhile, Unleashed SBC structure - which includes at least one confirmed SBC card, Florenzi - means that player demand for Fodder will be released in a concentrated manner.

    Therefore, it is recommended that players reserve some coins and club inventory in advance and avoid blindly chasing the 84–85 OVR fodder on Thursday evening. Once the specific rating requirements and rewards for SBC are announced, decide whether to supplement materials based on actual costs.

    For Unleashed players obtainable through packs, the first night of the event may not be the best time to buy. As cards continue to enter the market throughout the promo week, the supply of popular players like Walcott, Valencia, and Hulk may gradually increase, and prices will readjust according to market demand.

    If there is no immediate need to strengthen your lineup, wait until Sunday or Monday to observe the market and find a more suitable entry price.

    FC 27's Hall of FUT: Unleashed not only provides players with the opportunity to obtain classic player enhancement cards but also makes lineup adjustments and resource management more important. Facing limited-time card pools, Gallery Tokens exchanges, and SBC challenges, determining which rewards are worth investing in will directly impact a player's returns during this event.

  • Category: WoW Forever

    WoW Forever's Auction House Overhaul Promises Cheaper Listings and Better Mail Reliability

    PublishedPublished: Nov 12, 2026

    Author: Aiden Mitchell

    ViewsViews: 200

    Blizzard has temporarily pulled the latest Auction House adjustments from the November 11, 2026, WoW: Forever hotfix update, pushing their implementation to the scheduled weekly maintenance on November 17.

    The planned changes include reducing the minimum Auction House deposit from 1 silver to just 1 copper, alongside fixes for incorrect mail delivery behavior. Although players will have to wait a little longer for these adjustments, the changes could make everyday trading more convenient once they return.

    The announcement is particularly relevant to players who regularly list equipment, materials, and other tradable items. Lower listing deposits should reduce the initial cost of using Auction House, while the mail-related corrections are intended to restore the expected delivery behavior. However, Blizzard's latest clarification means players should not assume these Auction House changes are already active.

    WoW Forever Auction House Changes: Deposit Costs and Mail Fixes Explained
    WoW Forever Auction House Changes: Deposit Costs and Mail Fixes Explained

    Blizzard's Auction House Adjustments: What Was Supposed to Change?

    The original November 10 hotfix announcement outlined three Auction House-related adjustments. These were intended to take effect with realm restarts, but Blizzard subsequently clarified that the changes had been temporarily removed from the update.

    Here is a breakdown of the planned adjustments:

    Feature Previous Behavior Planned Adjustment
    Minimum Auction House deposit 1 silver 1 copper
    Unread auction mail Incorrectly displayed as coming from Stormwind Auction House for all players Corrected mail attribution
    Mail delivery Some mail arrived in approximately 2 minutes Restored the intended 60-minute delivery time

    Source: Blizzard's November 10 WoW: Forever Hotfixes.

    1. Minimum Auction House Deposit Drops From 1 Silver to 1 Copper

    The most economically significant adjustment is the reduction of the minimum Auction House deposit.

    Previously, the minimum deposit was set at 1 silver. Blizzard planned to lower this threshold to just 1 copper, a substantial reduction for players who regularly list inexpensive items.

    This distinction matters particularly when selling low-value goods. Players frequently collect ordinary crafting materials, consumables, and miscellaneous equipment while leveling. Some of these items have relatively low vendor values, making even a small listing cost important when deciding whether an Auction House listing is worthwhile.

    Under the planned adjustment, the 1-copper minimum would make listing inexpensive items less restrictive. Players could potentially put more low-value materials on the market without facing the same minimum upfront deposit.

    For example, someone collecting additional materials while completing quests could have more flexibility when deciding whether to sell those resources through Auction House rather than simply keeping or vendoring them.

    It is also important to understand what this adjustment does not mean. Blizzard announced a reduction to the minimum deposit, not the removal of Auction House deposits altogether. Listings whose calculated deposits exceed the minimum should not automatically become cheaper by the same proportion.

    For players managing their WoW Forever gold, this is a relatively small individual adjustment that could make routine trading more convenient over time.

    However, the planned change is not currently something players should assume is available. Blizzard has explicitly postponed its implementation.

    2. Blizzard Addresses Incorrect Auction House Mail Attribution

    The second adjustment concerns an issue with unread mail.

    According to Blizzard's original hotfix notes, a bug caused unread mail to incorrectly appear as though it came from Stormwind Auction House for all players.

    This is primarily a mail identification problem rather than a change to Auction House's trading functionality.

    Auction House mail is an important part of the trading experience. Players rely on mail notifications to recognize transactions and identify messages associated with their listings. When unread messages display misleading sender information, it becomes harder to distinguish their actual origins.

    The planned correction should make this information more consistent and reduce confusion when checking the mailbox.

    For players who regularly buy and sell equipment, crafting materials, and other goods, clearer mail attribution is a useful quality-of-life improvement. It does not directly change item prices or market supply, but it can make routine trading easier to follow.

    3. The Two-Minute Mail Delivery Bug Is Also Scheduled for a Fix

    Blizzard also identified an issue that caused some mail to arrive in approximately two minutes instead of the intended 60-minute delivery time.

    This is an interesting adjustment because faster delivery might initially sound like an improvement. However, the developer explicitly described the shorter delivery time as unintended behavior.

    The planned fix is therefore not designed to make mail arrive faster. Instead, it restores the expected 60-minute delivery behavior.

    For players, this distinction is important when planning transactions and managing their in-game resources. Mail should not be treated as an immediately available transfer method simply because some messages previously arrived much faster than expected.

    The correction also helps maintain consistency in the game's existing mail system. Players who regularly trade through Auction House should account for the intended delivery window when organizing their activities.

    In other words, the goal is predictable behavior rather than faster delivery.

    Why Did Blizzard Postpone Auction House Changes?

    Although Blizzard initially included these adjustments in its November 10 hotfix announcement, the implementation schedule has since changed.

    On November 12, Blizzard Community Manager Kaivax posted a clarification in the official WoW: Forever hotfix discussion:

    We've temporarily removed Auction House changes from yesterday's update, as they will go live with scheduled weekly maintenance on November 17. They will appear again in the hotfixes update thereafter.

    Source: Blizzard Official Forums – WoW: Forever Hotfixes.

    WoW Forever Auction House Listings
    WoW Forever Auction House Listings

    This clarification establishes an important distinction between the original announcement and the actual rollout schedule.

    November 10 notes described the adjustments as changes that would take effect with realm restarts. However, November 12 clarification supersedes that initial schedule. Players should therefore wait until November 17 weekly maintenance rather than expecting the changes to become active through the earlier restart.

    The updated timeline is straightforward:

    Date Development
    November 10, 2026 Blizzard announces the Auction House and mail adjustments.
    November 12, 2026 Kaivax confirms that the Auction House changes have been temporarily removed.
    November 17, 2026 Scheduled weekly maintenance when the changes are expected to go live.
    After maintenance Blizzard says the changes will appear again in the hotfixes update.

    Blizzard has not provided a separate explanation for the postponement. Therefore, it would be premature to attribute the delay to technical problems, balance concerns, or player feedback.

    The important takeaway is that November 17 is the announced implementation date, not confirmation that the changes are already live.

    What Should WoW: Forever Players Do before November 17?

    For now, players should continue making Auction House decisions based on the existing deposit behavior rather than anticipating the lower minimum.

    This is particularly relevant for players who frequently collect inexpensive materials through gathering professions or obtain additional items while leveling.

    If an item has a relatively low vendor value, paying a 1-silver minimum deposit may make listing it less attractive. Players should evaluate whether the potential sale justifies the current listing cost instead of automatically posting every item they collect.

    There is also no need to change existing trading plans simply because Blizzard has announced the upcoming adjustment. Players can continue monitoring Auction House, comparing available listings, and deciding which resources are worth selling.

    For those building up their WoW Forever gold reserves, the upcoming reduction could make smaller transactions more practical once implemented. However, the overall benefit will depend on the items being listed and their individual deposit calculations.

    The mail changes also deserve attention. Players should remember that the intended delivery time is 60 minutes, so they should avoid relying on the previous two-minute behavior when planning transactions.

    Once November 17 maintenance has taken place, checking the Auction House deposit displayed before confirming a listing will be the simplest way to verify whether the new minimum has been applied.

    What These Changes Mean for the Game Economy?

    The reduction from 1 silver to 1 copper is relatively small in absolute monetary terms, but its potential impact is concentrated in a specific part of the game's economy: low-value listings.

    A high-value piece of equipment is unlikely to be affected as significantly by a minimum deposit adjustment. Its calculated listing deposit may already exceed the new minimum.

    Cheap crafting materials and ordinary trade goods are a different story. When the minimum deposit represents a substantial portion of an item's value, lowering that threshold can make selling these goods more attractive.

    There are several potential benefits:

    • More flexible trading: Players may find it easier to list inexpensive materials that were previously unattractive to sell.
    • Better resource utilization: Additional materials collected during leveling could become more practical Auction House listings.
    • Lower entry costs: Players with limited gold reserves may have more flexibility when experimenting with low-value listings.
    • More predictable transactions: Correcting mail attribution and delivery behavior should make it easier to understand the status of Auction House-related messages.

    These are expected player-facing benefits, not confirmed economic outcomes. Blizzard has not published any projections regarding listing volume, market prices, or changes in player trading activity.

    The adjustment also does not guarantee cheaper items or a sudden increase in Auction House activity. Actual market conditions will continue to depend on supply, demand, competition, and individual player decisions.

    Nevertheless, reducing the minimum deposit is a sensible quality-of-life adjustment for a game where players regularly accumulate and trade resources throughout their progression.

    For now, November 17 maintenance is the date to watch. Once Blizzard implements the postponed adjustments, players should have a more affordable minimum listing deposit and more consistent Auction House mail behavior.

  • Category: Monopoly Go

    Monopoly GO's New Pass It On Feature Changes Partner Event Strategy

    PublishedPublished: Nov 12, 2026

    Author: Ethan Brooks

    ViewsViews: 73

    Monopoly GO has introduced a new Pass It On slice to its Partners Wheel, giving players a different way to manage attraction progress during Partner Events. Instead of automatically using every batch of points earned from a wheel spin, players who land on the new slice can choose between USE and PASS, either applying their points immediately or sending them to a partner for another opportunity to grow them.

    The feature is now live during KPop Demon Hunters Partners event, running from November 10 to November 15, 2026, and it could significantly change how teammates coordinate their builds.

    The new mechanic adds a layer of cooperation and decision-making to an event that already depends heavily on choosing reliable partners and managing event tokens. However, passing points does not guarantee that they will return to the original player. Understanding how the system works is particularly important for anyone trying to complete all four attractions and secure the event's grand prize.

    Monopoly GO Pass It On Feature: How the New Partners Wheel Mechanic Works?
    Monopoly GO Pass It On Feature: How the New Partners Wheel Mechanic Works?

    What Is the New Pass It On Feature in Monopoly GO?

    According to the official MONOPOLY GO announcement, Pass It On is a new slice added to Partners Wheel.

    When players land on this special section, they can choose one of two options:

    Option How It Works Main Benefit
    USE Immediately collect the points and add them to the current attraction’s progress. Guarantees immediate progress on the current build.
    PASS Grow the points and transfer them to a partner’s own Pass It On slice. Gives the receiving partner another opportunity to grow the points further.

    The distinction between these options is important. Choosing USE provides an immediate contribution, while PASS introduces another stage into the process. The receiving player must land on their own Pass It On slice to activate the transferred points before deciding what to do with them.

    In other words, PASS does not automatically complete part of a partner's attraction. It creates another opportunity for the points to be used or passed along.

    This makes the new mechanic different from simply sharing event progress. Players are effectively deciding whether to secure the points they have already earned or take a chance on increasing their potential value through another player's wheel spins.

    How Pass It On Could Change KPop Demon Hunters Partners?

    The timing of this feature is particularly interesting because it arrives alongside KPop Demon Hunters Partners event.

    Running from November 10 through November 15, 2026, this event follows the familiar cooperative format. Players need to add four friends to their Monopoly GO Partners Event slots and work together to complete four attractions; as construction progresses, you can claim corresponding milestone rewards.

    In KPop Demon Hunters Partners, each attraction requires 80,000 points to complete, meaning the four builds represent 320,000 points in total across the team.

    The overall grand prize includes:

    • 5,000 Dice Rolls
    • One Wild Sticker
    • The Derpy and Sussie Board Token

    The addition of Pass It On introduces another possible way to accelerate progress toward these rewards. Players who generate a large number of points can pass them to a partner, potentially allowing the receiving player to increase the value before using them.

    For example, Player A lands on Pass It On slice and chooses PASS. Player B subsequently lands on their own Pass It On slice and receives the accumulated points. Player B can then choose USE to contribute them to the relevant attraction or PASS to send them onward.

    However, there is an important limitation: players do not have complete control over where passed points go when multiple eligible partners are involved. Community explanations indicate that the game can select a partner randomly in this situation.

    Consequently, the feature may be particularly useful for players who coordinate their partner selection and build order rather than activating all four partnerships without a plan.

    The Best Pass It On Strategy: Work With One Partner at a Time

    One of the most useful discussions surrounding the new mechanic comes from Go! Legends Pass It On tips sheet shared on Reddit.

    Its central recommendation is to establish a clear partner order before starting and focus on one active partnership at a time.

    Monopoly Go Go! Legends
    Monopoly Go Go! Legends

    This approach makes sense because the new feature introduces uncertainty when multiple partners have unfinished attractions.

    If several partners are active simultaneously, passing points may result in the game selecting a different eligible partner than the one you originally intended. That can make it harder to coordinate contributions and track how much progress each teammate has actually made.

    A more controlled approach would look like this:

    1. Agree on a partner order before starting

    Discuss which attraction each player will prioritize and establish a clear sequence. This reduces confusion when points are passed between teammates.

    2. Focus on one partnership first

    Avoid activating multiple unfinished partnerships unnecessarily if your primary objective is to keep passed points circulating between two specific players.

    3. Coordinate wheel multipliers

    A higher multiplier can produce a larger number of points when landing on the relevant wheel slice. Players who want to grow the transferred points further can coordinate their spins and event-token spending.

    However, higher multipliers also consume more event resources, so players should consider their remaining tokens and dice before committing to aggressive spins.

    4. Decide when to stop passing

    Passing points repeatedly might create a larger potential contribution, but there is no guarantee that the original player will receive them again. Once a build is close to completion, using accumulated points can be more practical than continuing to gamble on additional growth.

    This is a strategy recommendation based on the announced mechanic and early community observations, not an officially guaranteed method of maximizing rewards.

    Important Risks Players Should Understand before Passing Points

    Although Pass It On creates opportunities for faster progress, it also introduces several risks that players should consider.

    Monopoly GO Partners Wheel
    Monopoly GO Partners Wheel

    Passed Points Are Not Guaranteed to Return

    The biggest difference between USE and PASS is the uncertainty involved.

    When players choose USE, their points immediately contribute to the current attraction. When they choose PASS, the receiving partner gets an opportunity to interact with those points, but there is no guarantee they will send them back.

    This matters especially when players have multiple unfinished partnerships. According to discussions in the community, players have reported that the game can randomly select an eligible partner when passing points with multiple active builds.

    Therefore, players who want to maintain a predictable contribution arrangement should communicate before passing points.

    Completed Attractions Can Affect Your Strategy

    Another detail highlighted in early community discussions is that completed attractions are no longer eligible for Pass It On process. Players should therefore consider their remaining builds before deciding how to distribute their event resources.

    If your main objective is to finish all four attractions, prioritizing one partnership at a time can make resource management and progress tracking easier.

    It is also worth remembering that the new mechanic does not eliminate the need for active participation. A partner must still land on the relevant wheel slice to collect the transferred points. Simply receiving a pass does not automatically add those points to an attraction.

    These limitations make communication just as important as the number of points players generate.

    What Does Pass It On Mean for Players Collecting Stickers?

    KPop Demon Hunters Partners event offers more than just attraction milestones. Completing all four builds also unlocks a Wild Sticker and the exclusive Derpy and Sussie Board Token, alongside 5,000 Dice Rolls.

    For players working toward their remaining Monopoly Go stickers, Wild Sticker is particularly valuable because it provides another opportunity to complete a missing album requirement.

    The new feature could help coordinated teams reach those rewards more efficiently by allowing them to grow and redistribute points rather than immediately spending every available contribution.

    However, players should not assume that passing points will automatically save Dice Rolls or guarantee a faster completion. The result depends on wheel outcomes, multipliers, available event tokens, and whether teammates successfully land on their transferred slices.

    Will Pass It On Become a Regular Partners Wheel Feature?

    For now, the confirmed information establishes that Pass It On has been introduced to Partners Wheel and is live during KPop Demon Hunters Partners event.

    Scopely's announcement does not establish whether the mechanic will remain permanently available in future Partner Events or whether it is a limited-time experiment.

    Nevertheless, its introduction represents a meaningful change to the traditional cooperative format. Previously, players primarily focused on generating points and adding them directly to their shared attraction progress. Pass It On adds a potential chain of point transfers, making partner coordination and timing more important.

    It also creates a different kind of decision for experienced players. Instead of always choosing the option that guarantees immediate progress, teammates can now consider whether passing points could produce a greater contribution later.

    For casual players, USE remains the straightforward option. For coordinated teams with reliable partners, PASS may offer additional opportunities to build momentum.

    The most important thing is understanding that these two choices serve different purposes. Pass It On is not automatically better than using points immediately; its value depends on the team's strategy and willingness to accept uncertainty.

    With KPop Demon Hunters Partners event running until November 15, players still have an opportunity to experiment with the mechanic, refine their partner order, and work toward the event's exclusive rewards.

  • Category: ARC Raiders

    ARC Raiders Surpasses 17 Million Sales as Players Await What's Next

    PublishedPublished: Nov 11, 2026

    Author: Ethan Brooks

    ViewsViews: 784

    ARC Raiders has officially surpassed 17 million copies sold, according to Nexon's Q3 2026 financial results released on November 10. The milestone highlights the continued commercial success of Embark Studios' extraction shooter, but the latest financial update also provides a more realistic picture of its growth trajectory. 

    With Frozen Trail now released, two major content updates planned annually, and the results of the experimental PvE matchmaking test still awaiting further discussion, players have several reasons to watch the game's next development steps.

    The immediate question is no longer simply how many copies ARC Raiders can sell. It is how Embark intends to maintain player interest between major releases while improving the experience for different types of Raiders.

    ARC Raiders Future Updates Revealed: 17 Million Sales, Roadmap & PvE Plans
    ARC Raiders Future Updates Revealed: 17 Million Sales, Roadmap & PvE Plans

    ARC Raiders Reaches 17 Million Sales, but Growth Is Normalizing

    Nexon confirmed that ARC Raiders has sold more than 17 million units worldwide. This represents another significant milestone for Embark Studios, particularly considering the game's successful first year following its 2025 launch.

    However, the latest results also suggest that the extraordinary momentum surrounding the game's launch is beginning to normalize.

    In its November 10 earnings presentation, Nexon acknowledged that Frozen Trail successfully brought back inactive players and attracted additional buyers. The expansion, released on October 8, introduced a large new map, additional ARC enemies, weapons, and outfits.

    Patrick Söderlund, Nexon's Executive Chairman, explained during the earnings call that both in-game activity and unit sales initially received a strong response in October before gradually returning toward more normal levels.

    This distinction matters. Reaching 17 million sales demonstrates substantial demand, but it does not necessarily mean the game will continue expanding at the same pace.

    Nexon's financial guidance also reflects this changing situation. The company expects ARC Raiders' fourth-quarter 2026 revenue to decline year over year compared with the game's launch quarter in 2025, while remaining broadly flat compared with the previous quarter.

    Nexon attributed this outlook partly to lower revenue per unit from promotional discounts and differences in revenue recognition. Additional unit sales, the Premium Reward Pass, and the Collector Set DLC package are expected to contribute during the quarter.

    For players, the important takeaway is that Embark still has a commercially successful game, but maintaining that success will increasingly depend on delivering meaningful reasons to return.

    What Is the Future ARC Raiders Update Schedule?

    One of the most important announcements for long-term players is Embark's commitment to delivering at least two major content updates every year.

    The studio previously explained its decision to move away from monthly major updates in its May 13 development announcement. According to Embark, the pressure of maintaining a monthly schedule limited how transformative individual updates could become.

    Instead, the developer wants more time to create larger releases that meaningfully change the experience.

    Patrick Söderlund reinforced this strategy during Nexon's November 10 earnings call, describing two high-quality major updates annually as an appropriate cadence for maintaining the existing community and attracting new players.

    The distinction between major expansions and regular live-service updates is particularly important.

    Embark has not announced plans to stop supporting ARC Raiders between major content releases. Its existing commitment includes regular live updates, balance adjustments, bug fixes, store updates, and player events.

    Update Category Development Plan Expected Player Impact
    Major content updates At least twice annually Larger gameplay additions and substantial changes
    Live updates Ongoing Continued improvements and gameplay adjustments
    Bug fixes and balance Regular support Better stability and gameplay balance
    Store updates Continued releases Additional cosmetic options
    Player events Ongoing live-service support More reasons to return between expansions

    This approach could benefit players who prefer meaningful additions over frequent but relatively small content drops. Larger development windows also give Embark more opportunities to work on progression, the in-game economy, and anti-cheat measures.

    However, there is a trade-off. Longer intervals between major expansions mean that smaller updates and events will need to provide enough variety to keep the experience engaging.

    Could the Next Major Expansion Arrive in April 2027?

    Frozen Trail arrived on October 8, 2026, as the game's second major development milestone under the revised update strategy.

    If Embark maintains a roughly six-month interval between major releases, April 2027 would be a reasonable window for the next substantial expansion.

    However, this is an editorial projection based on the announced twice-yearly schedule, not an officially confirmed release date.

    Players should therefore avoid treating April 2027 as a guaranteed launch window until Embark publishes a specific roadmap.

    In the meantime, smaller additions could remain important for players who want new objectives, equipment options, and reasons to explore the Rust Belt.

    For Raiders planning their progression, keeping track of valuable ARC Raiders items, weapons, and equipment will remain part of preparing for future content. New gameplay systems or progression changes could eventually influence which resources become more useful, although Embark has not announced any specific upcoming item-value adjustments.

    Will ARC Raiders Finally Introduce Permanent PvE Matchmaking?

    Beyond the sales milestone and update schedule, the future of PvE matchmaking is arguably one of the most interesting topics surrounding ARC Raiders.

    Embark experimented with a dedicated PvE matchmaking toggle between October 13 and October 20, 2026. The limited-time test allowed players to choose between the traditional PvPvE experience and sessions focused entirely on fighting ARC enemies alongside other Raiders.

    During the test, player-versus-player damage was disabled, while Solo, Duo, and Trio players could share PvE sessions. Embark also made adjustments to the experience, including changes to loot value.

    The experiment generated substantial participation.

    According to Embark's October 20 announcement, players completed more than 30 million PvE rounds during the testing period. The studio described the initial response as polarizing and emphasized that it needed additional time to evaluate the results.

    Importantly, Embark did not promise that the test would lead to a permanent PvE option.

    The developer said it would prioritize the overall health and enjoyability of ARC Raiders when deciding what to do next. It also promised to provide further information in November.

    This means the next communication from Embark could be particularly important.

    A permanent PvE option could give cooperative players more flexibility while allowing the traditional extraction experience to retain its identity. On the other hand, implementing separate matchmaking environments requires careful consideration of progression, loot rewards, player distribution, and the overall balance between different playstyles.

    The original test already demonstrated that PvE participation was substantial, but participation alone does not establish what the final system should look like.

    Players should therefore distinguish between Embark's confirmed intention to share more information and speculation about whether a permanent mode will arrive.

    Update 2.5.0 Adds New Vanguard Set Color Variants

    While players wait for more substantial gameplay changes, Embark continues to deliver smaller updates and cosmetic additions.

    On November 10, the studio released Store Update 2.5.0, introducing two new color variants for the Vanguard Set:

    • Orange: A new color option for players who prefer a brighter appearance.
    • Black/White: An alternative visual style with a contrasting color combination.

    The update does not require a game restart, making the new cosmetic options immediately accessible.

    Although cosmetic releases do not fundamentally change the extraction gameplay loop, they help maintain player engagement between larger content drops.

    The official news feed also shows that Embark has continued publishing updates throughout November, including Store Update 2.4.0 on November 3 and Hotfix 2.4.1 on November 5.

    ARC Raiders Store Update 2.5.0 introduces two color variants for Vanguard Set
    ARC Raiders Store Update 2.5.0 introduces two color variants for Vanguard Set

    Is Another ARC Raiders Update Coming on November 17?

    November 17 has been suggested as the expected date for the next live update, following the recent pattern of regular maintenance and content releases.

    However, as of now, Embark has not published an official announcement confirming November 17 as the next major update date.

    It is also important to distinguish between a regular live update and a major content expansion. The former could involve fixes, balance adjustments, or smaller gameplay improvements, while the latter would represent a substantially larger development release.

    Players should keep an eye on Embark's official news page for confirmation rather than treating the projected date as an established release schedule.

    What Players Should Expect from ARC Raiders in the Coming Months?

    Looking at the available information, ARC Raiders appears to be entering a different stage of its development.

    Its initial commercial success has established a substantial player base, while Frozen Trail has demonstrated that a major content release can bring back inactive players and attract additional buyers.

    The next challenge is maintaining that momentum.

    There are three particularly important areas to watch.

    1. More meaningful progression opportunities

    Embark has already identified progression and economy balancing as important development priorities. Future major updates could provide additional reasons for experienced Raiders to pursue new objectives, collect equipment, and explore the Rust Belt.

    For players who enjoy preparing their loadouts, the value of weapons, materials, and other ARC Raiders items will remain closely connected to how these systems evolve.

    2. A clearer direction for PvE matchmaking

    The October experiment generated more than 30 million PvE rounds, giving Embark a substantial amount of data to evaluate. Its promised November follow-up should help clarify whether the studio intends to bring back the matchmaking toggle, modify the concept, or explore another approach.

    Whatever the decision, the challenge will be supporting cooperative players without undermining the tension that defines the traditional PvPvE experience.

    3. Consistent support between major expansions

    Two major updates annually do not mean players should expect six months of inactivity. Embark has explicitly committed to continued live-service support, including fixes, balance changes, cosmetic releases, and events.

    That ongoing support will be especially important as the game moves further away from its launch period and competes for players' time against other multiplayer releases.

    Final Thoughts

    ARC Raiders surpassing 17 million sales is an impressive achievement, but Nexon's latest financial results also highlight why the next stage of development matters.

    Embark is moving toward a more deliberate content strategy built around two major updates per year, supported by smaller live-service releases. Frozen Trail has provided a strong foundation, but the studio still needs to demonstrate that it can sustain interest between expansions.

    For now, the biggest unanswered question is the future of PvE matchmaking. With Embark promising additional information in November, players may soon learn whether the experimental feature has a permanent place in the game's future.

    The next few months should provide a clearer picture of how Embark plans to balance new content, player choice, and long-term progression while keeping Rust Belt worth exploring.

  • Category: MapleStory Classic World

    What Are the Best Monsters to Farm for Mesos in MapleStory Classic World?

    PublishedPublished: Nov 11, 2026

    Author: Hetrurkl Jason

    ViewsViews: 89

    MapleStory Classic World's economy works in a unique way. Rather than rewarding players with more mesos simply for fighting higher-level monsters, it relies heavily on supply and demand between players.

    When grinding in your 20s and 30s, you can often find monsters that drop Throwing Stars worth anywhere from 200,000 to 600,000 mesos in player shops. There are several farming spots like these throughout Victoria Island. Let's take a look at the best monsters to farm for mesos from Level 10 to 70.

    MapleStory Classic World Level 10-70 Meso Farming | Best Maps and Monster Drops
    MapleStory Classic World Level 10-70 Meso Farming | Best Maps and Monster Drops

    Level 10-15

    The best meso farming spot at this level isn't in Henesys at all. Line 1, Area 1, located in Kerning City, contains 64 Bubblings and no other monster types.

    According to player reports, this map can generate around 40,000 mesos per hour. By comparison, Hunting Grounds in Henesys yield between 9,000 and 33,000 mesos per hour.

    Bubblings can drop Pet Equip. Speed Scrolls 60%, which are listed for approximately 110,000 mesos in player shops.

    If the subway is too crowded, try farming Level 14 Green Mushrooms instead. They can drop Pan Lids.

    NPC shops only offer 2,000 mesos for a Pan Lid, but players list them for around 85,000 MapleStory Classic World gold. Remember to sell it to other players rather than NPCs.

    Level 15-20

    Stirges in Dark Cave can generate approximately 61,000 mesos per hour, with individual monsters reportedly dropping between 40 and 49 mesos. They can also drop Pet Jump Scrolls 60% and Iron Ore.

    Iron Ore deserves special attention. NPC shops only offer 20 mesos for each piece, while player shops list it for as much as 330 mesos. Make sure to trade with other players.

    Ghost Stumps in Excavation Site 1 generate approximately 60,000 mesos per hour. They can also drop Pet Jump Scrolls 60% and Iron Ore.

    Blue Mushrooms offer slightly lower farming returns, but they can drop Gloves Critical Rate Scrolls 10%, which are worth approximately 75,000 MSCW mesos.

    Level 20-25

    Ant Tunnel 3 contains 61 Zombie Mushrooms and 38 Horny Mushrooms, with individual monsters dropping between 50 and 76 mesos.

    However, the real jackpot is Claw Attack Scroll 60%. NPC shops only offer 1 meso for it, while player shops list it for around 450,000 mesos, with even the lowest listings reaching approximately 245,000.

    Excavation Site 2 contains no Wooden Masks and 12 Rocky Masks. It generates approximately 68,000 mesos per hour. Monsters here can drop Earring STR Scrolls and Two-Handed Sword ATT Scrolls, both of which can fetch nearly 100,000 mesos.

    Dark Stumps in East Rocky Mountain 5 can drop Wooden Tops. NPC shops offer only 500 mesos for them, while player shops list them for approximately 200,000 mesos.

    Level 25-30

    Cave of Evil Eye II and Cave of Evil Eye III generate approximately 82,000 mesos per hour. Each map contains nearly 40 Evil Eyes, which drop between 53 and 60 mesos individually. They can also drop Pole Arm ATT Scrolls 10%, worth around 39,000 mesos.

    Iron Hogs near Pig Park 2 generate approximately 59,000 mesos per hour. They can drop Steel Guards, which are worth around 45,000 mesos. This area is also a Mushmom spawn location.

    MapleStory Classic World Level Monster Drop Scrolls

    Level 30-35

    Burnt Land IV contains Fire Boars and Dark Stumps, generating approximately 102,000 mesos per hour. Fire Boars drop between 63 and 77 mesos and can also drop Arwin's Glass Shoes, which are worth around 60,000 mesos in player trades.

    Line 2, Area 1 offers an efficiency of approximately 99,000 mesos per hour. It contains 83 Jr. Wraiths, which have a chance to drop Mokbi Throwing Stars. These throwing stars are worth around 200,000 mesos in player trades.

    Level 35-40

    Monkey Swamp I is almost entirely populated by Lupins, but it only generates around 57,000 mesos per hour. Burnt Land IV is a better alternative, as it also contains 14 Lupins, offering higher overall returns. Lupins can drop Kumbi Throwing Stars, which are listed for approximately 600,000 mesos in player shops.

    Mushmom respawns roughly once per hour, or sometimes even longer. Players report receiving between 1,800 and 2,200 mesos per kill. However, the real reward is Gloves ATT Scroll 60%, which is listed for approximately 1.6 million mesos.

    Level 40-45

    Monkey Forest I contains Zombie Lupins, generating approximately 107,000 mesos per hour. They can drop Black Napoleon Capes, which are worth around 89,000 mesos.

    Skeledogs in Remains Tomb I have a chance to drop Overall Armor STR Scrolls 60%, listed for approximately 500,000 mesos in player shops.

    Copper Drakes in East Rocky Mountain 7 can drop Earring Critical Damage Scrolls 60%, worth around 450,000 mesos. Ice and Lightning Mages are particularly effective against them.

    Level 45-50

    Line 2, Area 2 contains 57 Wraiths, 32 Jr. Wraiths, and 18 Jr. Neckis. Wraiths drop between 92 and 113 mesos and also have a chance to drop Red Whips, worth approximately 70,000 mesos. If the map is too crowded, you can switch to Line 2, Area 3 or Line 1, Area 4.

    Another option is Remains Tomb I, where Mummydogs can drop Arc Staffs worth approximately 600,000 mesos and Serpent's Tongues worth around 300,000 mesos.

    Level 50-55

    Drake Hunting Ground is a good farming location. Drakes have a chance to drop Shinkita and Overall Armor LUK Scrolls 60%, both worth approximately 800,000 mesos. Shinkita is generally worth slightly more.

    Maladies in Forest of Evil 2 can drop Cromi, which can fetch around 2.8 million mesos in player trades.

    Level 55-60

    Camp 1 in Excavation Site contains 20 Skeleton Soldiers and 5 Skeleton Officers, generating approximately 180,000 mesos per hour. Camp 2 is expected to yield around 135,000 mesos per hour.

    Dark Stone Golems in Sleepy Dungeon 5 generate an estimated 124,000 mesos per hour. They can drop Tobi Throwing Stars, which are worth approximately 3 million mesos.

    Level 60-65

    Camp 3 contains 14 Skeleton Officers and 6 Skeleton Soldiers. The officers can drop Nine Dragons Polearms and Skull Shields, both of which can fetch over a million mesos.

    You can also try Dangerous Valley 2, where Red Drakes can drop Steely Throwing Knives worth as much as 11 million mesos. However, Red Drakes spawn periodically, so the map's estimated farming return is only around 85,000 mesos per hour.

    Level 65-70

    There are very few regular monsters on Victoria Island that are particularly suitable for this level range. Camp 1 remains a practical meso farming option, while Camp 3 is worth visiting if you're specifically looking for Skeleton Officer drops.

    The value of these monster drops can change daily, so you should adjust your farming choices according to the player market. Regardless of your level, remember to trade ores, leathers, and valuable drops with other players instead of selling them to NPCs.

  • Category: CoD: Modern Warfare 4

    CoD MW4 Season 1 Best Weapon XP Farming in Multiplayer, DMZ & Warzone

    PublishedPublished: Nov 11, 2026

    Author: Hetrurkl Jason

    ViewsViews: 61

    In Modern Warfare 4, beyond XP required for leveling up your character, you also need to earn XP to progress through Season Pass (if you have it unlocked) and to level up your various weapons.

    Increasing your weapon level in Modern Warfare 4 unlocks new attachments, which not only improve the weapon's overall performance but also offer a wider range of setup options, making your gear more versatile.

    However, earning weapon XP involves more nuances than leveling up your character, especially with the additional content and gear introduced in Season 1, and failing to account for these can significantly hinder your leveling efficiency.

    Don't worry, though; we've put together some reliable tips for leveling up your weapons in Modern Warfare 4 to help you maximize the potential of your favorite gear as quickly as possible.

    CoD MW4 Season 1 Best Weapon XP Farming in Multiplayer, DMZ & Warzone
    CoD MW4 Season 1 Best Weapon XP Farming in Multiplayer, DMZ & Warzone

    Sources of weapon XP

    Regardless of the type of XP, earning more requires full engagement with the game. What makes weapon XP unique is that you only earn experience for the specific weapon you are using in combat.

    Beyond standard combat, CoD Modern Warfare 4 offers additional objectives, missions, and weapon challenges that provide extra weapon XP. You can also activate Double XP Tokens during matches to further boost your leveling speed.

    Leveling tips for Multiplayer

    In Modern Warfare 4 multiplayer, the simplest and most efficient way to earn weapon XP is through objective-based game modes, such as Team Deathmatch or Kill Confirmed.

    If we had to pick one, we'd recommend Kill Confirmed. The gameplay revolves around completing objectives, securing kills and collecting dog tags, which help your team win while simultaneously granting you more weapon XP.

    Furthermore, every dog tag you collect, or prevent an enemy from collecting, adds experience points to the weapon you are currently holding.

    Compared to modes like Domination, which typically last at least 10 minutes, Kill Confirmed allows you to make more efficient use of your time.

    A single match of Kill Confirmed usually lasts no more than 7.5 minutes, and with shorter transitions between matches, you can jump into the next battle very quickly.

    CoD MW4 Kill Confirmed
    CoD MW4 Kill Confirmed

    In addition to this, you should make the most of your tactical equipment to assist in combat. Decoy Grenade is particularly useful as it can simulate specific sound effects to confuse enemies.

    Furthermore, using items like ammo boxes, or any other gear that provides support to you, will grant you passive XP.

    Playing Kill Confirmed game mode on smaller maps is also highly advantageous for leveling up. This is because it increases the frequency of engagements you participate in per minute, while also providing more opportunities to earn assists through your tactical equipment.

    If you aren't familiar with Kill Confirmed but are looking to level up your weapons, you can practice in MW4 bot lobbies beforehand.

    DMZ mode

    This mode is an excellent way to earn weapon XP quickly and easily, provided you already possess Weapon Manual required to craft a specific weapon, or if that weapon is readily available to find on the map.

    Be warned that if you are killed by an enemy during a match, not only will you fail to earn XP, but you could also permanently lose the weapon you brought in to level up.

    However, if you do have the weapons, taking them into DMZ, specifically for Story Missions, Dynamic Operations, and Side Operations, allows you to earn significant amounts of XP upon completing these objectives.

    Another effective way to gain XP in DMZ is by scavenging for supplies. Unlike specific missions, which might force you into high-threat zones, scavenging can be done almost anywhere, often with little interference.

    That said, prioritizing areas with a higher density of loot is always more rewarding; it not only accelerates your XP gain but also increases your chances of finding rare items.

    Warzone

    You are likely familiar with Battle Royale and Resurgence modes in Modern Warfare 4 Warzone. However, the launch of Season 1 introduced a new mode called Rally Point, which serves as a fantastic source for earning weapon XP.

    Rally Point supports up to 20 players and features infinite respawns. Best of all, there is no encroaching gas circle, allowing you to explore freely and level up your weapons without the usual pressure.

    Although the player count per match is relatively low, the mode is populated with many AI enemies. Eliminating them not only grants you XP but also spares you the high-level threat posed by real human players.

    Furthermore, Rally Point features various contracts you can complete earning objective points. There is no fixed match duration; the end time is determined entirely by the players in the session.

    CoD MW4 Rally Point
    CoD MW4 Rally Point

    You can choose to play Rally Point solo or as part of a team, depending on your preference. If you're playing solo, the most efficient approach is to combine several tactics: scavenging for supplies, taking out enemies, and completing objectives.

    If you prefer playing in a team, focusing on completing as many contracts as possible is the most efficient strategy. While tackling contracts solo can be risky, doing so as a team yields more XP, plus, completing contracts can unlock new weapons.

    It's worth noting that it's currently unclear how long Rally Point mode will remain available in CoD: MW4, so be sure to jump in while you can during Season 1.

    Additional tips

    For standard MW4 weapons, you can earn a solid amount of XP across most game modes; however, leveling up launchers can be significantly more challenging.

    Therefore, if the launchers you primarily use are already at max level, feel free to adjust your XP-farming strategy as you see fit, otherwise, it's best to stick to the tips provided above!

  • Category: WoW Forever

    WoW Forever Dungeon XP Debate Continues after Latest Adjustments

    PublishedPublished: Nov 11, 2026

    Author: Liam Carter

    ViewsViews: 403

    Dungeon leveling has become a controversial topic in World of Warcraft: Forever, with some players arguing that the reduced experience rewards make repeated dungeon runs a poor use of their time. 

    The debate has gained attention following complaints about low XP gains in Blackfathom Deeps, but Blizzard has already introduced several adjustments, including a November 8 hotfix that increased dungeon kill experience by 50%. 

    The remaining question is whether those changes have made group leveling rewarding enough compared with Classic Era.

    For players who enjoy running dungeons with friends, this is more than a question of leveling speed. Dungeon groups require coordination, travel time, preparation, and sustained cooperation. When the experience rewards feel too small, players may naturally prefer solo questing, even when they would otherwise enjoy group content.

    WoW Forever Dungeon XP Explained: Current Rates and Leveling Changes
    WoW Forever Dungeon XP Explained: Current Rates and Leveling Changes

    Why WoW Forever Players Are Complaining About Dungeon XP?

    The latest complaint comes from a player who described spending an entire hour running Blackfathom Deeps and receiving approximately 7,000 XP in total. The player also estimated that individual enemies were providing around 45 XP each.

    The post expressed frustration with the amount of time required to organize a group, travel to the dungeon, clear enemies, and defeat bosses for what the player considered an inadequate leveling reward.

    The player called on Blizzard to restore dungeon experience to 100% of Classic Era values, arguing that the current system discourages group play.

    However, these figures should be treated as an individual player's reported experience rather than verified game-wide XP measurements. The exact result of a dungeon run can depend on character levels, party composition, enemy levels, experience distribution, and the number of enemies defeated.

    Nevertheless, the underlying concern is worth examining: if dungeon grinding takes considerably longer to produce meaningful character progression, players have fewer reasons to choose it over other leveling activities.

    Blizzard Has Already Increased Dungeon Kill XP Multiple Times

    The current debate needs to be understood in the context of Blizzard's earlier balancing decisions.

    WoW Forever did not simply retain the original Classic Era dungeon experience system. Blizzard adjusted dungeon rewards to influence how quickly players could level through repeated group runs.

    The following changes are particularly relevant.

    Dungeon XP Adjustment Timeline

    Date Blizzard's Change Player Impact
    October 1, 2026 Dungeon quests received 50% less bonus XP beyond normal quest values. Reduced the additional leveling advantage provided by dungeon quests.
    October 8, 2026 Experience from killing dungeon creatures increased by approximately 20%. Made ordinary dungeon clears somewhat more rewarding.
    November 8, 2026 Dungeon enemy kill XP increased by another 50% over the previous rate. Improved rewards from repeat dungeon runs.
    November 10, 2026 Blizzard confirmed dungeon kill XP had increased from 40% to 60% of Classic Era values. Confirmed the current adjustment and Blizzard’s assessment of its effectiveness.

    Sources: Blizzard's November 9 Hotfix Notes, Blizzard's November 10 Developer Response.

    The most important development is the November 8 adjustment.

    In its November 10 forum response, Blizzard Community Manager Kaivax explained that the hotfix increased dungeon kill XP from 40% to 60% of Classic Era values.

    Blizzard also stated that it had been tracking the results carefully and believed the adjustment was working well, producing dungeon leveling speeds that fit the rest of WoW Forever's content.

    This is an important distinction. Blizzard has acknowledged the reduced dungeon XP rates and made a measurable adjustment, but it has not agreed that restoring the original Classic Era rates is necessary.

    Is 60% of Classic Era XP Enough?

    Blizzard's position and the player's complaint highlight two different ways of evaluating dungeon rewards.

    From Blizzard's perspective, dungeon leveling should fit the overall progression speed of WoW Forever. If repeatedly clearing dungeons becomes significantly more efficient than questing, players may feel pressured to run the same instances rather than explore the world.

    From the player's perspective, however, dungeon XP should make group content a reasonable leveling option, not necessarily the fastest way to reach level 60.

    These goals are not mutually exclusive.

    The problem is that 60% of Classic Era dungeon kill XP does not automatically translate into a satisfying leveling experience. Even after the November adjustment, dungeon kills still award less experience than their Classic Era counterparts.

    There is also an important distinction between the percentage Blizzard reports and the actual experience players observe. Some community members have disputed the 60% figure, reporting results closer to 33%–36% in their own calculations. These disagreements appear in the discussion surrounding Blizzard's response.

    The available information does not establish that every player's reported percentage is calculated under identical conditions. Party levels, experience modifiers, and the particular enemies being compared can complicate direct comparisons.

    Consequently, the reported Blackfathom Deeps result of approximately 7,000 XP should not be treated as proof that the entire dungeon system awards only a specific percentage of Classic Era experience.

    What it does illustrate is why players are questioning whether the time investment is worthwhile.

    WoW Forever dungeon XP buffed
    WoW Forever dungeon XP buffed

    Why Dungeon XP Matters Beyond Leveling Speed?

    Dungeon experience is not just another reward number. It influences how players choose to spend their time and interact with other members of their faction.

    1. Group Content Needs to Remain a Meaningful Leveling Option

    One of Classic WoW's defining characteristics is the importance of social interaction. Players form groups to complete difficult quests, defeat elite enemies, obtain equipment, and explore dungeons.

    If dungeon runs provide substantially less progression than solo questing, players have a practical reason to avoid them unless they specifically need a quest reward or equipment upgrade.

    This creates an opportunity cost: an hour spent inside an instance is an hour that could have been spent completing outdoor quests.

    The issue becomes particularly noticeable when friends have different schedules or character levels. A player who joins a lower-level friend's dungeon group may sacrifice personal leveling efficiency simply to play together.

    That trade-off should exist to some extent in an RPG, but it becomes harder to justify when the rewards are disproportionately low.

    2. Tanks and Healers Could Face Additional Leveling Pressure

    Dungeon groups depend on players willing to take on tanking and healing responsibilities.

    These roles are essential for successful runs, but their leveling experience is not always comparable to that of damage-focused classes when questing alone.

    If dungeon XP remains relatively unattractive, some players may choose to level using a damage-oriented specialization instead of maintaining a tank or healer build.

    This is an evidence-based concern rather than a confirmed population trend. Blizzard has not published data showing that the XP adjustment has reduced the number of available tanks or healers.

    Nevertheless, making group leveling more appealing could help players maintain their preferred roles throughout the leveling process.

    3. Dungeon Rewards Should Support More Than One Playstyle

    WoW Forever offers players different ways to progress. Some prefer questing, others enjoy farming enemies, and some would rather spend their leveling journey running dungeons with friends.

    There is no need for every activity to provide identical XP per hour.

    However, the gap should not become so large that one activity feels like an objectively poor use of time.

    This also affects resource planning. Players who spend more time leveling through outdoor content may have different opportunities to collect WoW Forever gold, materials, and equipment than players who focus on instances.

    Gold can help players prepare for repairs, consumables, and equipment upgrades, but it does not solve the underlying experience-reward problem. The fundamental question remains whether the time spent in a dungeon produces enough character progression to justify returning.

    What Should Blizzard Change Next?

    Blizzard does not necessarily need to restore dungeon kill XP to 100% of Classic Era values to address the complaints.

    A more balanced approach could preserve the developers' intention to prevent excessive dungeon grinding while making group content more attractive.

    Three potential adjustments deserve consideration.

    1. Reevaluate XP rewards for individual dungeons.

    Not every dungeon has the same enemy density, completion time, or difficulty. Applying identical XP reductions across every instance may unnecessarily penalize dungeons that were never particularly efficient for leveling.

    Blizzard could evaluate individual dungeon layouts and adjust rewards based on their actual leveling efficiency.

    2. Consider limiting excessive repeat farming instead of heavily reducing all dungeon XP.

    If the original concern is that certain groups can repeatedly farm specific instances for unusually efficient experience, more targeted restrictions could address that behavior.

    For example, Blizzard could explore dungeon-specific repeat-run limitations or other balancing mechanisms. These are suggestions, not announced features.

    3. Improve the consistency of group XP calculations.

    Players need a clear understanding of how dungeon experience is calculated, particularly when party members have different levels.

    Blizzard should communicate how the 60% figure translates into actual rewards and whether additional experience modifiers affect the final amount.

    Clearer explanations would make it easier for players to distinguish between an intended balancing decision and a possible calculation issue.

    Will Blizzard Restore Classic Era Dungeon XP?

    At present, there is no confirmed announcement that Blizzard plans to restore dungeon kill XP to 100% of Classic Era values.

    The November 8 hotfix demonstrates that Blizzard is willing to adjust the system in response to the leveling experience. However, its November 10 response suggests that the developers currently consider the 60% rate an appropriate balance.

    That means players should not assume another XP increase is coming.

    The more important question is whether Blizzard will continue monitoring how players use dungeons after the latest adjustment. If repeated runs remain unattractive, further tuning could still be worth considering.

    The original complaint about Blackfathom Deeps is not enough to establish that every dungeon is underperforming. However, it raises a legitimate design question that deserves more attention: should players have to sacrifice so much leveling efficiency simply because they want to play with friends?

    For WoW Forever, preserving the social experience of Classic WoW should matter alongside controlling progression speed.

    The goal should not be to make dungeon grinding the only efficient leveling strategy. It should be to make running dungeons a rewarding alternative that players genuinely want to choose.

  • Category: Path Of Exile

    Why Does Higher Map Difficulty Give Better Loot in Path of Exile 3.30?

    PublishedPublished: Nov 11, 2026

    Author: Aiden Mitchell

    ViewsViews: 144

    Path of Exile 3.30 Covens of Umbra has almost completely overhauled the loot system. Item drops are now much easier to understand, with higher map difficulty translating into better loot.

    More specifically, these changes include a tiered rare item system, the removal of item quantity, and a major adjustment to how Divine Orbs are obtained. Let's take a closer look at what has changed.

    Path of Exile 3.30 Removes Item Quantity | How the New Loot System Works?
    Path of Exile 3.30 Removes Item Quantity | How the New Loot System Works?

    Tiered Loot Drops

    For a long time, magic and rare items found as ground loot have had very little value. The chances of identifying a randomly dropped rare item and finding something genuinely useful were extremely low. As a result, players often had to pick up and identify countless items just to find one worthwhile drop, making the process highly inefficient.

    The official team has finally addressed this problem with the new tiered loot system. Higher Player Item Rarity now increases your chances of finding these new high-value drops.

    Magic and rare items can now drop in different tiers, with higher-tier items having access to higher-tier mods.

    The system divides ground-dropped magic and rare items into five tiers, from T1 to T5. The higher the tier number, the better the item's base stats and potential modifiers.

    • T5 Items: Their modifiers generally range from T5 to T1. If a modifier has no more than six tiers in total, it will always appear at its T1 level on a T5 item.
    • T4 Items: Their modifiers generally range from T7 to T1.
    • T3 Items: Their modifiers generally range from T9 to T1.
    • T2 Items: Their modifiers generally range from T11 to T1.
    • T1 Items: These are standard rare and magic items with the widest modifier range, potentially going as low as T13, with T1 being the highest.

    Higher-tier items can also have more sockets and links, making six-linked items more likely to drop at higher rarity tiers.

    Furthermore, items classified as T5 drops can include certain new items that were previously restricted to other parts of the game.

    For example, Cord Belts will now exclusively drop as T5 items, while Simplex Amulets will also be available as T5 drops. This means players can find these items in the wild simply by killing regular monsters.

    Path of Exile 3.30 Drop Item Tiers
    Path of Exile 3.30 Drop Item Tiers

    Rarity Changes

    Sources of Rarity

    Player Item Rarity from your equipped gear no longer affects the amount of currency dropped by enemies.

    Only rarity from sources outside player equipment can affect currency drops. These include map modifiers and modifiers on monsters themselves.

    In other words, players no longer need to stack rarity on their gear to obtain more currency. Instead, monster rarity, map rarity, and other forms of non-player rarity determine how much additional value is generated in the game.

    There are several ways to increase non-player rarity. The new thread system increases monster rarity as more Threads are added to a map.

    Maps can now have up to 10 modifiers, potentially providing enormous amounts of rarity. As a result, players may buy PoE currency for maps with high rarity rolls, making map farming itself a potentially lucrative strategy.

    Powerful rare monsters, magic monsters, and map bosses all have higher rarity multipliers, which can significantly increase currency drops.

    Item Quantity

    Item Quantity has been removed as a core multiplier affecting loot drops. All Item Quantity bonuses on character equipment have been removed.

    Rather than encouraging players to stack quantity modifiers and flood the ground with countless items, the new system shifts the focus toward improving the quality of dropped loot.

    The goal is no longer to fill the ground with large amounts of worthless items, but to give players better drops overall.

    Previously, Unique and Rare monsters had an 80% reduction to their currency drops.

    This meant that even if players stacked a huge amount of rarity, most of the potential returns would still be reduced by this -80% multiplier. Magic monsters also previously had a 50% currency drop penalty.

    However, both of these penalties have now been removed in PoE 3.30. As a result, Covens of Umbra could become one of the wealthiest leagues in the game's history.

    With so many changes happening at once, some confusion is almost inevitable. However, we can expect high-rarity Rare and Unique monsters to drop significantly more loot, while players should also see an increase in overall currency drops.

    How Will These Changes Affect the Economy?

    With so many fundamental changes, the economic trends from previous leagues are no longer reliable reference points. For now, we can only make a few predictions.

    Maps with high rarity rolls will become more valuable. Maps with the highest possible modifier values could potentially be worth multiple Divine Orbs, as they may become one of the primary ways for players to generate currency through farming.

    Since Scarabs have been removed, players no longer need to invest large amounts of currency in them. Instead, those looking to maximize their farming efficiency will focus on map modifier rolls to get the most out of each map.

    The value of many items will change significantly, including Simplex Amulets, Cord Belts, and Fractured items. All of these could become more common than before.

    As the league progresses and players gain access to increasingly difficult content, these items are likely to become even more widely available.

    Meanwhile, quickly running maps with an Alchemy-and-Go approach will become considerably less rewarding compared to tackling high-investment, high-difficulty maps. Maps with strong modifier rolls and greater difficulty will offer significantly more currency.

    Overall, build strength will be a major priority this league. Durable builds and bossing builds could have a considerable advantage, as more of the available value will come from bosses and Rare monsters. The more difficult players make this content, the greater the potential rewards.

  • Category: WoW Forever

    WoW Forever Players Want Cheaper Talent Resets, but Will Developers Change Course?

    PublishedPublished: Nov 11, 2026

    Author: Ethan Brooks

    ViewsViews: 905

    The cost of resetting talents in World of Warcraft: Forever has become a point of debate following the game's November 4 launch. With the first talent reset costing 1 gold and subsequent resets becoming increasingly expensive, some players believe the system discourages experimentation, particularly during leveling. However, Blizzard has already explained that it wants talent choices to carry meaningful consequences, making a major reduction in respec costs far from guaranteed.

    The controversy raises an important question for players: Is Blizzard likely to reconsider its approach before the end of 2026, or should players prepare to live with the traditional Classic-style gold costs?

    As of now, Blizzard has not announced a plan to reduce the live respec fee.

    WoW Forever Respec Cost: Gold Fees, Dual Spec, and Official Plans
    WoW Forever Respec Cost: Gold Fees, Dual Spec, and Official Plans

    Why Are Players Complaining about Respec Costs?

    The main complaint is not necessarily that resetting talents should always be free. Instead, players are questioning whether the current price makes sense for characters that are still developing their builds.

    Currently, resetting a talent for the first time costs 1 gold, and the cost of subsequent resets will gradually increase. The report describes the price as potentially reaching 50 WoW Forever gold.

    This can create a noticeable financial burden for lower-level characters.

    For example, a player reaching level 10 might discover that an early talent choice does not work as expected. Another player might initially build around solo questing but later decide to participate in dungeons and explore a different role.

    Under the current system, changing direction means spending gold rather than simply reallocating talent points.

    A November 6 discussion on Blizzard's official forums illustrates this concern. One player argued that paying 1 gold for an initial reset was particularly expensive when their level 20 character had earned only around 3 gold.

    The discussion also included players who disagreed, arguing that talent choices should have consequences and that earning enough gold for a reset is part of character progression.

    Importantly, these comments represent individual player opinions rather than an established community consensus.

    WoW Forever Talent Tree
    WoW Forever Talent Tree

    There is an important reason why players should not expect Blizzard to immediately remove or significantly reduce the respec fee.

    In an October 10 interview, Blizzard directly addressed its philosophy toward talent resets.

    The development team explained that it does not want cheap respecs because talent decisions should remain meaningful.

    Blizzard also clarified the difference between the beta and live systems:

    • During the beta, the first inexpensive respec was temporarily available for 1 Silver.
    • When the game launched, respec prices would climb quickly.
    • The price would decrease only once per week.
    • Blizzard wanted players to think carefully about their talent decisions.

    This is particularly important because the 1 Silver beta adjustment was never intended to become the permanent live-game price.

    Blizzard's September 24 beta development notes also explicitly described the reduced price as temporary. Players could benefit from cheaper resets while testing different builds, but that convenience was not promised for the full release.

    In other words, the current system is largely consistent with the design philosophy Blizzard communicated before launch.

    That does not mean the company can never reconsider it, but it does mean that reducing the cost would represent a change in its stated approach rather than simply restoring an accidentally removed feature.

    The Real Problem: Talent Experimentation During Leveling

    The disagreement becomes more understandable when looking at how players approach leveling.

    In WoW Classic+, talents become available starting at level 10. Players gradually develop their characters while unlocking additional abilities and discovering how different talent combinations work.

    However, the game also introduces new class mechanics and talent adjustments that can make experimenting particularly appealing.

    The problem is that players often have limited gold during the early leveling experience.

    A 1 gold reset might represent a relatively small expense for an established character, but it can consume a meaningful portion of a lower-level character's savings.

    This creates several potential problems:

    Player Situation How Respec Costs Affect Gameplay
    New players Mistakes in early talent choices become more expensive to correct.
    Solo levelers Players may hesitate to change builds when their current setup becomes inconvenient.
    Dungeon players Switching between damage, healing, and tanking roles becomes more expensive.
    Build experimenters Testing different talent combinations requires additional gold.
    Players following class updates Talent adjustments can become more costly when they want to adapt to balance changes.

    The last point deserves particular attention.

    Blizzard has discussed frequent class adjustments during the game's early months, with the initial balancing period expected to involve regular updates.

    When abilities or talents change, players may naturally want to reconsider their existing builds.

    If resetting talents remains expensive, some players could decide that experimenting with new combinations is not worth the financial commitment.

    This creates a potential tension between two design goals: keeping talent choices meaningful and allowing players to engage with the evolving class system.

    For players managing their leveling expenses, maintaining a reasonable gold reserve also becomes more important. Those who prefer spending less time farming and more time preparing their characters may consider options to buy WoW Forever gold, particularly when balancing respec expenses with other progression needs.

    Could Dual Specialization Solve the Problem?

    One feature that could reduce some of the frustration is Dual Specialization.

    Blizzard has confirmed in its official WoW Forever Class Deep Dive articles that Dual Specialization becomes available at level 40.

    This gives players an additional way to maintain different talent setups without repeatedly resetting their primary build.

    For example, a Druid could maintain one specialization for solo leveling and another for healing dungeons. Similarly, a Warrior could prepare different builds for damage and tanking.

    WoW Forever Dual Specialization
    WoW Forever Dual Specialization

    However, Dual Specialization is not a complete solution.

    Feature What It Provides Remaining Limitation
    Regular Respec Allows players to rebuild their talent allocation. Repeated changes cost more gold.
    Dual Specialization Provides access to two talent setups from level 40. Does not provide unlimited build experimentation.
    Talent Calculator Helps players plan builds before spending talent points. Cannot replace the ability to freely test builds in-game.

    There is also an important distinction between having two saved specializations and being able to experiment freely.

    Players may still want to modify either build, correct mistakes, or explore alternative combinations. Dual Specialization reduces the need to switch between two established roles, but it does not eliminate every reason to respec.

    Blizzard has not publicly confirmed the exact Dual Specialization purchase price in the sources reviewed for this article, so players should avoid treating community estimates as official figures.

    Will Blizzard Reduce WoW Forever Respec Costs Before 2027?

    No confirmed price reduction.

    At this point, there is no confirmed indication that Blizzard plans to lower regular talent respec costs before the end of 2026.

    In fact, the October interview suggests that the company deliberately wants to preserve the financial consequences of changing talent builds.

    Nevertheless, there are reasons why Blizzard could eventually consider adjustments.

    First, the difference between early-game and endgame gold availability can make a fixed starting price feel disproportionately expensive for new characters.

    Second, WoW Forever is introducing class changes that encourage players to explore different builds. Making experimentation too costly could discourage players from engaging with those systems.

    Third, there may be room for smaller improvements without completely removing the existing philosophy.

    For example, Blizzard could consider:

    • Offering occasional discounted respecs during leveling.
    • Introducing a limited number of inexpensive resets at certain character levels.
    • Reducing the initial respec fee for lower-level characters.
    • Providing additional flexibility through the Legacy talent system.

    These are possible solutions, not announced features.

    Interestingly, Blizzard has already acknowledged that some additional respec utility could potentially be introduced for Legacy talents in the future, according to the TechRadar interview.

    However, this should not be confused with a confirmed plan to reduce regular class talent respec costs.

    The distinction matters: Blizzard could introduce more flexibility in one progression system while keeping traditional talent resets expensive.

    What Should Players Do While Waiting for Changes?

    Until Blizzard announces an adjustment, players should approach talent resets with a little more planning.

    Using a talent calculator before spending points is one practical way to avoid unnecessary resets. It allows players to compare different builds and consider how their characters will develop at higher levels.

    Players should also think about their primary role before committing to a specialization.

    Someone who primarily enjoys solo questing may benefit from a different talent progression than someone who regularly participates in dungeon groups.

    It is also worth considering whether a complete reset is actually necessary. A build that is not perfectly optimized can still be useful for many leveling activities, particularly when players understand how to use their existing abilities effectively.

    Finally, reaching level 40 provides access to Dual Specialization, which should reduce some of the pressure on players who regularly switch between two established roles.

    Blizzard's Next Move Will Determine How Flexible WoW Forever Feels

    The respec debate ultimately reflects two different expectations for World of Warcraft: Forever.

    Some players want greater freedom to experiment with the updated class systems without worrying about every gold spent. Others believe that meaningful talent decisions and the need to earn resources are essential parts of the Classic experience.

    Blizzard has already made its preference clear: talent choices should matter, and frequent respecs should carry a cost.

    For now, there is no confirmed price reduction coming before the end of 2026. Players should therefore plan around the existing system rather than assume that cheaper resets are on the way.

    The more interesting question is whether Blizzard will eventually find a middle ground that preserves meaningful character progression without making experimentation unnecessarily expensive.

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