Blizzard Prototyped WoW Hardcore in Two Weeks. Concurrency went from 200 to 1,500 over one holiday, the boss face-palmed and said yes, and Runeterra already keeps a lodge of the dead.

Blizzard Prototyped WoW Hardcore in Two Weeks. Concurrency went from 200 to 1,500 over one holiday, the boss face-palmed and said yes, and Runeterra already keeps a lodge of the dead.

Riot MMO · News · September 16, 2026 · By entgrove
IndustryRiot MMOWorld of Warcraft: ForeverBlizzardBlizzCon 2026World of WarcrafthardcorepermadeathcommunityJosh GreenfieldKris ZierhutNora Mills
Heads up: everything Blizzard said here is quoted from its own BlizzCon 2026 videos, with the clock so you can check it. The read on what it means for the unannounced Riot MMO is ours, and speculative where labelled. RuneGrove covers everything through one lens: what it tells us about the MMO.

Source: Blizzard's own BlizzCon 2026 videos on the World of Warcraft YouTube channel, the Go Again hardcore panel, the What's Next panel and the Deep Dive panel. Quotes are the captions, with the clock. The MMO read is ours.

The Go Again panel's title slide, Hardcore: The Story of How We Got Here, with Nora Mills, Josh Greenfield and Kris Zierhut seated below it (2:21).
The Go Again panel's title slide, Hardcore: The Story of How We Got Here, with Nora Mills, Josh Greenfield and Kris Zierhut seated below it (2:21).

The Road to Ragnaros

Hardcore started as a Diablo II rule, became a community add-on, and got a wink from Blizzard before it got a server.

The most popular thing Blizzard, the studio behind World of Warcraft, has added to that game in years began as a rule its players enforced on each other, and the studio has just told the story of how long it took to catch up.

World of Warcraft: Forever is the new version of World of Warcraft, the long-running online role-playing game its players call WoW, built on the original 2004 game and expanded rather than replaced. Its team shortens that to WoW Forever, the name it uses on stage, and the same team runs WoW Classic, Blizzard's re-release of the original game. Blizzard announced Forever at BlizzCon 2026, its annual fan convention, on September 12 and 13, and among the sessions it posted afterwards is a panel called Go Again, a 36-minute conversation about the hardcore rule set that went up on September 15. Hardcore is the mode in which a dead character stays dead.

Nora Mills, a lead software engineer on the Forever team, hosted it, with Kris Zierhut, a principal game designer who owns combat, items, classes and talents, and Josh Greenfield, a senior game designer known to the Classic community as Aggrend. Zierhut started with the word. Hardcore "is a really kind of overloaded term in gaming these days," he said, and in this game it does not mean harder raids. It comes from Diablo, Blizzard's action role-playing series, whose second game shipped the rule in 2000.

When we first launched Diablo II, it had a new mode where you could choose to go to hardcore instead of normal mode. And when your character died, that was it. They're dead. You can't play them anymore. They're gone. Start over.

— Kris Zierhut, principal game designer, the Go Again hardcore panel, BlizzCon 2026, 2:21, watch

WoW's version, he said, "was inspired by what the community did, the add-ons you built and the ideas that came from you, the influencers and streamers." Greenfield told the rest. Players had run one-life challenges since Classic launched in 2019, and Blizzard first got involved through Season of Mastery, "a special rule set fresh vanilla WoW realm that we spun up in" 2021. The hardcore community organized its own event on it, the Road to Ragnaros, a race to the original game's final boss without dying, and Blizzard noticed a couple of months before launch, with the build locking down.

A designer named Tony Tjo, now an encounter designer on the modern game, said he could "slam something in" as a nod. That was the Soul of Iron.

You go and talk to an NPC in town and they'll give you a buff that says you've never known defeat. And then obviously if you die you lose it.

— Josh Greenfield, senior game designer, the Go Again hardcore panel, BlizzCon 2026, 5:21, watch

Greenfield telling the Soul of Iron story, the first thing Blizzard ever built for the hardcore players (5:23)
Greenfield telling the Soul of Iron story, the first thing Blizzard ever built for the hardcore players (5:23)

It worked. "A bunch of groups made it to 60," Greenfield said. "They got through Molten Core with 40 other friends who made it to 60 without dying and they killed Ragnaros." Molten Core is the original game's first 40-player raid and Ragnaros is the fire lord at the end of it. When the season ended, the community moved to a role-playing realm called Bloodsail Buccaneers and built its own enforcement, an add-on that "kept you honest. It talked to each other. It gave you a death notification in chat." Blizzard still had not built a server.

Team Finger Guns

A producer's concurrency graph, a lukewarm leadership meeting, a two-week prototype and a face-palm.

Greenfield was a producer at the time, which meant he looked at numbers, and he started tracking one: daily peak concurrency, "the high watermark each day of how many people are online." At first it was "probably 150 to 200 people online at once on any given day, which isn't much, but it was a couple of pretty full guilds worth of people." Toward the end of 2022 the line went "200, 350, 500, 1,000." Then the team left for the holidays.

came back from the break, and it was like 1,500. It had jumped in a week that much. And it's like, this is real. We need to do something with this.

— Josh Greenfield, senior game designer, the Go Again hardcore panel, BlizzCon 2026, 7:48, watch

Greenfield on the concurrency graph, the "really fancy looking spiky graph" that went to leadership (7:50)
Greenfield on the concurrency graph, the "really fancy looking spiky graph" that went to leadership (7:50)

The pitch went to "upper Blizzard leadership" with the spiky graph, and the room was "a little lukewarm": levelling takes a long time, "it seems a little risky." Holly Longdale, the executive producer, was "probably like 60 or 70% sold," and she was leaving on a two-week vacation. "Let me think about it," she said. Greenfield walked out despondent, and then did the thing the team is named for. Longdale called them team finger guns.

They asked an engineer named Chase, who later did much of the launch implementation, whether he could build a prototype in two weeks. "Yeah, sure. Let's do it." Two weeks later it existed: "it wasn't ship ready, but it was it was hardcore. You died, you stayed dead, you couldn't use res, you couldn't use ank." Res is a resurrection spell and the ankh is the shaman's self-revive. Longdale came back ready to discuss it and was told it was already built. "She kind of did the Jean-Luc Picard like face palm," Greenfield said. "Yeah, all right, cool. Let's do it. And that was the green light."

150 to 200Daily peak, at firstA couple of full guilds, in Greenfield's words
1,500After one holiday breakIt had jumped in a week that much
Two weeksThe prototypeBuilt while the executive producer was on vacation
17 yearsGreenfield at BlizzardThe announcement was the highlight, he said
3 minutesThe world refresh warningBuilt for hardcore, on in the whole game

The launch was community first too. Greenfield had been in a Discord with the players at the front of the movement for a long time, and he tested ideas on them coyly, "if we were to do this." When the Hardcore Allstars, a community tournament, reached its finale, Blizzard asked to come on the broadcast and announced WoW Classic Hardcore there. "I've been at Blizzard for 17 years and that was a pretty big moment," he said. "Ultimately this is a thing that was by you guys and for you guys. Like we just kind of were along for the ride."

I feel like WoW hardcore is the purest way to play vanilla

— Josh Greenfield, senior game designer, the Go Again hardcore panel, BlizzCon 2026, 11:48, watch

Cave Equals Grave

The mode's surprise was social: when the world wants you dead, strangers guard your disconnect.

Building it properly meant auditing a game nobody had designed for it. "Remember all of those little things that would kill you and what weren't fair and try and create solutions for them," Greenfield said, and sometimes decide not to: one dangerous quest was left in with a shrug, "good luck figure it out." The interface needed new sentences, like what happens when a guild leader dies. And one rule separated it from Diablo: a dead character is not deleted. "You're done on the hardcore server, but you can go over to one of the normal realms if you'd like," which he called "a great kind of middle ground" for someone with 200 hours in a character.

Zierhut's surprise was that the mode he had teased his friends about in the Diablo days turned out to be social. "World of Warcraft, unlike Diablo, is an MMO. And you don't just play it by yourself. You play it with your friends and you don't go in a cave by yourself. Remember, cave equals grave." When Mills disconnected mid-fight, he and Greenfield "would hang around and protect her until she goes offline to keep her alive."

I think it results in hardcore having the very best community and social experience in all of World of Warcraft and all of our history.

— Kris Zierhut, principal game designer, the Go Again hardcore panel, BlizzCon 2026, 17:06, watch

A player clip from the panel: a character in the snow at 4453 health, the streamer's face in the corner, one death away from the end (15:20)
A player clip from the panel: a character in the snow at 4453 health, the streamer's face in the corner, one death away from the end (15:20)
The clip played in Greenfield's honor: his own hardcore character in a stone corridor, the run that ended because a keybind had been wiped (18:15)
The clip played in Greenfield's honor: his own hardcore character in a stone corridor, the run that ended because a keybind had been wiped (18:15)

The panel played its own deaths. Greenfield's came with an excuse, "my keybind got unbound because I logged that character in during maintenance to test a bug." Mills lost a level 52 mage one morning before coffee by walking into a barn full of undead: "Don't do the barn." What struck her was what happened next, at six in the morning California time, "just bombarding me with whispers" saying go again. "It's a really powerful community moment when someone loses their character because it hurts emotionally. I almost called out sick that day."

Zierhut on the Go Again panel, making the case that the world wanting you dead is what makes strangers into friends (16:50)
Zierhut on the Go Again panel, making the case that the world wanting you dead is what makes strangers into friends (16:50)

Zierhut ended his part with his family. His younger sister plays hardcore with a guild, and she had played the game with her two sons. One of them, Jeffrey, died seven years ago, and she took his account back. "Logging into hardcore and playing in that community has become really important and special to her," Zierhut said, because "when you die, it's go again. When you need help, yeah, come." She logs into the account where the name is still Jeffrey every day. The room applauded, and Mills said she would have to make fun of him some other time.

Hardcore in Forever

Not at launch, but soon, with a way out to PvP, Legacy points that outlive the character, and a duel arena that is only a maybe.

Clay Stone, the associate production director on the WoW Classic and WoW Forever team, closed the What's Next panel, the 47-minute reveal session Blizzard posted on September 13, with a picture that has hung on his wall since 2023: the hardcore key art, signed by the team. "Hardcore represented a turning point for us as a team," he said, "the moment when Blizzard and the community came together." Then the announcement: "Hardcore will be coming to WoW Forever as well."

The framed and signed WoW Classic Hardcore key art Stone showed, the picture on his wall since 2023 (45:45)
The framed and signed WoW Classic Hardcore key art Stone showed, the picture on his wall since 2023 (45:45)
The reveal slide: World of Warcraft Forever Hardcore (46:05)
The reveal slide: World of Warcraft Forever Hardcore (46:05)

Not at launch. "We won't have it at launch, but soon," Zierhut said on the Go Again panel, and Ana Resendez, a lead software engineer on the team, had described its shape in the Deep Dive panel, the 52-minute systems session posted on September 13: hardcore is one of four rule sets, "a completely enclosed ecosystem," and what you earn in it travels out to the other three, never in. What is new is what Forever brings to a mode built on preparation. Over 600 new crafting recipes, better food, the new campfires that hand a group buffs before it walks into a cave, dungeon drops that are "maybe worth the risk to go in there," and rare spawns with items nobody has a route for.

Two rules change the death itself. A hardcore character that dies can now transfer to the PvP rule set, where other players can attack you in contested territory, as well as to Normal or Roleplay. And the Legacy system, the account-wide progression Resendez introduced, pays out inside hardcore.

you earn a legacy point when you get to 25 on that class. So, your next run is just a little bit better.

— Kris Zierhut, principal game designer, the Go Again hardcore panel, BlizzCon 2026, 28:57, watch

He named the genre: roguelikes, the games where a failed run makes the next one stronger. Hardcore will also get its own Legacy challenges, since the PvP ones cannot be done there, and the world-refresh warning RuneGrove described elsewhere in this series, a 3 minutes countdown before the game moves you between copies of the world, was built for hardcore first. Greenfield closed with a tease he said he might get in trouble for: a dedicated space for Mak'gora, the orcish duel to the death that hardcore players stage between two characters. "Could be something we're working on for a future update. Maybe."

now there's new things to master instead of just what we have from 22 years ago.

— Kris Zierhut, principal game designer, the Go Again hardcore panel, BlizzCon 2026, 32:48, watch

What This Means for the Riot MMO

Riot has said nothing about death in its MMO, and the canon it draws on already keeps a list of the dead carved into a wall.

Our read, and it is speculative. Riot Games, the studio behind League of Legends, the five-on-five battle game its whole catalogue grew from, has said nothing about death in its MMO, the online role-playing game it confirmed in 2020, reset in 2024 and has not shown since. In League of Legends death costs a respawn timer inside a match and nothing carries out of it. Whether a character in Runeterra, the world League of Legends is set in, can be lost is one more thing Riot has not said, and the genre spent this year arguing about it: EverQuest relaunched without its death penalty in August, and Blizzard's modern game fired an employee over a spell in a combat log called Area Death in July.

The lesson in the Go Again panel is not the mode. It is the method. Blizzard did not invent the rule. It measured the players who had, and then it built the fairness. The community wrote the rule with an add-on, a producer watched a number go from 150 to 1,500 over one holiday, an engineer built the proof in two weeks, and the studio's only original contributions were a way out that keeps the character and, now, a countdown so the world cannot kill you by moving. Riot has no live MMO to watch a rule spread across. Its only public playtest signal is a deleted post from a designer who watched one, so the measuring has to happen inside the building, and the rule will have to be Riot's own.

Blizzard did not invent the rule. It measured the players who had, and then it built the fairness.

Side by sideWoW: ForeverRiot's MMO
DeathIn hardcore the character stays dead, and can transfer out to Normal, PvP or RoleplayNot revealed
How it startedA community add-on, then the Soul of Iron, then a two-week prototypeNot revealed
Fairness fixA 3 minutes warning before a world refresh, with a button to move earlyNot revealed
Progress after deathLegacy points earned at level milestones carry to the next runNot revealed
WhenAfter launch, "soon"Not revealed
Grouping"Cave equals grave": the world is the reason to bring a friendUnrevealed. RuneGrove has argued the MMO faces the same solo-or-group choice EverQuest just made

Runeterra, the world League of Legends is set in and the one confirmed fact about the MMO, already keeps a list of the dead. In the Freljord, the frozen north of the map, the Frostguard are the most secretive of the three great tribes, ruled by the ice witch Lissandra from a citadel that "stands over the sealed entrance to the Howling Abyss," the chasm where their faith says the world's oldest enemies are frozen. RuneGrove read the canon of the lodge at its edge in September: more than half the names carved into it end in a death rune, and every one of them died on the same climb. That is a hardcore leaderboard the fiction wrote before the mode existed.

The climb itself is on the other side of the map. Mount Targon, the mountain region where celestial powers called Aspects choose mortal hosts, is defined by an ascent where "the path to the peak is an impossible climb, and few who attempt it survive," and the climbers who fail are absorbed into the rock. The canon does not treat death as a respawn. It treats it as a record, and a mode whose whole social contract is "go again" would find that the world already agrees with it. Sejuani's tribe, the Winter's Claw, holds "that only the strong deserve to survive," and Zierhut's hardcore community holds the opposite, that the dead get whispers at six in the morning. A Runeterra hardcore rule set gets to pick which of those two the lodge belongs to.

Take this

  • Measure before you build. Greenfield's concurrency line, 150 to 1,500, is the whole business case, and it cost nothing to collect.
  • A two-week prototype. Died, stayed dead, no resurrection, no ankh. The proof does not need to be ship-ready to end the argument.
  • Let the players own the rule and the studio own the fairness. The add-on enforced death; Blizzard built the countdown.
  • A way out that keeps the character. Transfer to another rule set, never delete. 200 hours is too much to burn on a disconnect.
  • Progress that outlives the run. A Legacy point at 25 turns a lost character into a better next one.

Leave this

  • Launching without it and calling it soon. Blizzard can, because the keyboard game and the community already exist. Riot's first version is the only version its players will have.
  • Danger that is not legible. "Cave equals grave" works because vanilla WoW tells you where the caves are. Nothing about Riot's combat is public, and a permadeath rule on top of an unreadable world is a refund.
  • A wall of names as a spectacle only. The Frostguard carved their dead into a lodge. If the MMO has a hardcore rule set, the lodge should be readable, and the reader should be able to find their own name on it.
Runeterra, the world the Riot MMO is set in.
Runeterra, the world the Riot MMO is set in.
Freljord
Freljord
Mount Targon
Mount Targon

That map is the fiction Riot draws on, not a launch plan. Which regions the MMO opens with, how much of the map it covers, its era, its platform and its price are all unrevealed. The Freljord and Mount Targon are here because the lodge and the climb come up above; the crests illustrate the world, not a starting area. For what a dead realm looks like from the other side, RuneGrove has already watched a Classic server come back to life around one paladin.

Your Take

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Should the Riot MMO ship a permadeath rule set?

What to Watch

Three dated Forever beats, then three more RuneGrove reads on what dying should cost.

Sep 17

World of Warcraft: Forever beta opens

Mills said the world-refresh countdown will be tested in the beta, without the hardcore rule set.

Nov 4

World of Warcraft: Forever launches

Hardcore is not at launch. Zierhut's word was soon.

Dec 9

The first new raids unlock

The first dated beat on the roadmap Stone showed.

Reported from Blizzard's BlizzCon 2026 videos on the World of Warcraft YouTube channel, embedded above with the clock. The MMO read is ours and clearly speculative. Analysis by RuneGrove.

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