Forever raids are not being designed around a hundred attempts
Forever developers discuss preparation, raid difficulty and content beyond the endgame. Housing remains an aspiration, not an announced feature.
A raid should feel like an expedition worth preparing for. That does not have to mean spending night after night against a wall. A new interview with Forever’s developers raises a useful question: where should the challenge in a Classic-inspired game begin?
Jez Corden’s Windows Central interview, published September 22, was conducted at BlizzCon. It is a discussion of direction, not a new patch note.
Preparation is part of the challenge
The team is not aiming for Retail’s hundred-attempt Mythic progression. Equipment, preparation and group cooperation matter. The ambition is not to remove difficulty, but to put some of it before the pull.
For us, the practical question is how that would fit an ordinary guild’s calendar. Could an evening begin with gathering supplies together and end with a successful kill? Or would preparation become another checklist everyone completes alone?
Good preparation helps you understand a fight. Bad preparation is merely an admission fee before the enjoyable part. The interview cannot yet tell us where each encounter will land.
Viable does not mean identical
Tim Jones presents making all 27 talent trees viable as a design goal. That is not a claim of identical strengths or independently demonstrated final balance.
For a group organiser, this distinction matters. We would not turn the interview into a tier list or promise equal damage from every specialisation. First ask what the group already has and what its members actually want to play.
Agree on who wants to tank, who wants to heal and whether anyone hopes to switch roles later. Fine-tuning talents comes afterwards. Our earlier class-role article also explains why Season of Discovery’s experiments cannot all be assumed to carry over.
New adventures need not start at level 60

The interview discusses adding levelling content alongside endgame activities. Its example of a mid-level zone is a possible direction, not an announced release.
To us, that is the most interesting proposition for a player’s time. Another character could mean another route rather than simply a faster repeat. We would judge it by the quests and encounters along the way: is there something your first character never experienced?
Housing is an aspiration
Jones would like to bring housing into the Classic world someday. The interview does not announce a Forever housing system or a delivery date.
We would not base a purchase or a decision to start playing on that possibility. Camping is already a separate subject; it does not establish what a permanent home might look like.
What should your group take from this?
Our answer is simple: agree on the kind of evening you want before agreeing on an optimal composition. Relaxed exploration and ambitious raiding can share a guild, but they need shared expectations.
The interview offers a direction, not a guarantee of raid length. We will watch how those goals appear in testable content. For the wider picture, see our Forever big guide.
Sources and scope
Based on Jez Corden’s original interview published September 22, 2026, checked September 23. Design goals are not proven balance results. Images are editorial illustrations.