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Blizzard pleads with World of Warcraft fans not to judge the removal of combat mods too early, because Midnight was designed with it in mind: "We changed some of how we build encounters"

News
By Anna Koselke published 20 February 2026

It'll be different when "all the new content comes"

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World of Warcraft: Midnight
(Image credit: Blizzard)
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Blizzard has made waves in the World of Warcraft community after its decision to remove combat mods, a plan that started to roll into action with the recent release of pre-Midnight patch 12.0 – an update that prepares the MMO for its upcoming expansion pack.

It does so by smoothing things out across the board – but the most significant change is undeniably the restriction of access to user interface add-ons, which folks used during more challenging content like raids to help with cues and combat information.

For many, it's come as quite a blow, but Blizzard thinks folks should wait until they actually get to experience the rest of the changes that Midnight has in store before casting their final judgment.

Speaking to Polygon, associate game director Paul Kubit defends the studio's decision to axe add-ons, explaining that the new expansion's content and tweaks will make it far less painful for players, as Midnight was crafted with the removal of mods in mind.

One of the big things, for instance, is "that apex talents unlock for classes, and so classes are going to have a little bit more structure to how they play out," as he describes. "And then also all the new content comes, all the new dungeons, all the new raids, and whatnot."

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Lead encounter designer Dylan Barker agrees – fans should feel the difference post-Midnight. "We changed some of how we build encounters to suit this new environment," as the dev puts it. "We want to be able to provide clarity on what players are meant to do to succeed more through our own means."

This applies to more than just the user interface, too.

Midnight Pre-Expansion Update Trailer | World of Warcraft - YouTube Midnight Pre-Expansion Update Trailer | World of Warcraft - YouTube
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"And that's not just in the UI – that's doing extra levels of presentation on the creatures, in the world, and getting players to really look at the creatures that are trying to kill them, so that they can play better in that way," Barker states. "It's been a fun period for our team, because we've been focused on how to up that level of our game."

As for Blizzard's reasoning behind doing away with add-ons, Kubit reiterates that it's about keeping things fair – something the team has now stated multiple times, that it's to "level the playing field" overall.

The devs felt it's important they're "not giving players tools that shortchange the work that class design or encounter design does to provide challenges for players." It's all too reminiscent of Final Fantasy 14 and the topic of third-party tools, if you ask me.

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Blizzard wants "to make sure that you don't feel compelled to have" combat mods, hence their removal and Midnight's rework of, well, a lot. Kubit and Barker acknowledge that World of Warcraft's encounters and their design were a large reason why the add-ons have been so popular, as they "were able to basically solve a number of problems that were intended to be solved by players."

For now, Kubit states they're "anxiously awaiting to see players' feedback" on how Midnight feels without any combat mods – but the work won't be over for the devs. "This is not going to be a '12.0.1 and done' initiative to make sure that players have all the tools that they need to be able to represent everything they want to see in combat," as he concludes.

Blizzard is going to continue "to find issues" and address any room for improvement.

Blizzard "looking at" giving World of Warcraft's older races the customization overhauls they deserve, but it's not happening "soon"

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Anna Koselke
Anna Koselke
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Staff Writer

After spending years with her head in various fantastical realms' clouds, Anna studied English Literature and then Medieval History at the University of Edinburgh, going on to specialize in narrative design and video game journalism as a writer. She has written for various publications since her postgraduate studies, including Dexerto, Fanbyte, GameSpot, IGN, PCGamesN, and more. When she's not frantically trying to form words into coherent sentences, she's probably daydreaming about becoming a fairy druid and befriending every animal or she's spending a thousand (more) hours traversing the Underdark in Baldur's Gate 3. If you spot her away from her PC, you'll always find Anna with a fantasy book, a handheld video game console of some sort, and a Tamagotchi or two on hand.

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