Blizzard Won't Let WoW Forever Share Kills. Its designer calls fighting over every quest mob part of the game's social pillar, and beta players already queue for quest objects.

Blizzard Won't Let WoW Forever Share Kills. Its designer calls fighting over every quest mob part of the game's social pillar, and beta players already queue for quest objects.

Riot MMO · News · September 25, 2026 · By entgrove
IndustryRiot MMOWoW ForeverBlizzardsocial designmob tagging
Heads up: the news here is real and sourced. 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.
World of Warcraft: Forever key art (Blizzard Entertainment)
World of Warcraft: Forever key art (Blizzard Entertainment)

Riot's MMO will have to decide whether two strangers who hit the same monster both get credit for it. Blizzard, the studio behind WoW Forever, just gave its answer: no. WoW Forever is the new version of Blizzard's 2004 MMO, and it keeps first-come tagging, where the first player or group to hit a monster owns the kill and the quest credit that comes with it.

What Happened

A streamer asked for shared kills in WoW Forever, and Blizzard's Classic designer said the friction stays.

The post

  • The ask. On September 20, Gingi, a streamer, asked on X whether Forever should add shared drops and shared tagging, noting Blizzard had already raised mob spawn rates.
  • The reply. Nobbel, a German content creator, answered that the small effort of grouping up is what can build a community.
  • The designer. Josh Greenfield, the WoW Classic senior game designer who posts as Aggrend, quoted that reply to turn the request down.
  • The reason. Greenfield wrote that "it is extremely important to our social pillar to maintain some of this friction".
  • The reach. His post drew about 329K views and 2.4K likes, and Wowhead, the fan database site for Blizzard's MMO, amplified it the same day.

This is one of those things that we simply must hold the line on.

— Josh Greenfield, WoW Classic senior game designer, on X, September 20, 2026, post

Photo 1 of 1 posted by @Wowhead on X
Photo 1 of 1 posted by @Wowhead on X

The beta

  • Lines for quests. PC Gamer reported on September 21 that beta players queue for quest objects that respawn every few minutes, and ran screenshots of the lines.
  • A second designer. Game Rant, a gaming news site, reported on September 22 that Johnny Cash, a principal designer on WoW Forever, agreed with Greenfield.
  • The safety valve. Per Game Rant, Blizzard will adjust a quest if players can't finish its objectives.
  • The dates. The beta runs to October 21, and WoW Forever launches November 4, 2026.

So the line Blizzard is holding is narrow. It already added monsters by raising spawn rates. What it refuses to add is credit for a kill you didn't earn alone or in a group.

Ashenvale in World of Warcraft: Forever (Blizzard Entertainment)
Ashenvale in World of Warcraft: Forever (Blizzard Entertainment)
Official pageWorld of Warcraft: ForeverTrailer, screenshots, and the full store page

What This Means for the Riot MMO

Kill credit is one of the first social rules Riot's MMO has to set, and Riot hasn't said a word about it.

  • Nothing announced. Riot hasn't said how its MMO handles kill credit, grouping or quest objects. The only confirmed fact about the game is that it's set in Runeterra.
  • New to League players. League players have only ever fought beside teammates the game assigned them, never a stranger after the same monster.
  • The Blizzard hires. Three senior Riot MMO hires came from the Blizzard team making this argument: producer Raymond Bartos, engineering manager Orlando Salvatore and designer Brian Holinka.
  • A pattern. It's the same stance Blizzard took on convenience killing the journey and on the long flight paths it is keeping.
RuleWoW ForeverRiot MMO
Kill creditFirst-come taggingNot revealed
Spawn ratesRaisedNot revealed
Stuck questsBlizzard will adjust themNot revealed

Our read. Riot should keep the contest and make grouping cheap. Two players on one monster is how an MMO introduces strangers, and Forever's spawn-rate increase shows the friction can be tuned without being deleted. The part not to copy is the queue: standing in line for a respawn gives nobody a reason to talk.

Add it to the six things Riot should take from WoW Forever, with the queue fixed.

Oct 21

WoW Forever beta ends

The last read on how the quest lines hold up before launch.

Nov 4

WoW Forever launches

Launch crowds are the real test of first-come tagging.

Your Take

Reader poll

Should Riot's MMO make players compete for quest kills unless they group up?

Reported from Josh Greenfield (Blizzard) on X; reported by PC Gamer, Game Rant, Wowhead and corroborating coverage. The MMO read is ours and clearly speculative. Analysis by RuneGrove.

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