A server's shop is almost always open to everyone: you don't need an account to browse the storefront. You can read the item list before the client is even downloaded, and learn more about the project from it than from the description on the front page.
Why the size of the bill tells you nothing
Conversations about «pay to win» almost always collapse into numbers: what a set costs, how much you have to drop to catch up with the people already geared. But the sum is secondary. What matters is the range — what exactly is on the shelf, and whether the same thing can be earned in game by hand.
Compare two shops. In the first, a fixed sum buys a rare mount you can't obtain in game. In the second, that same sum buys a set of armor at current raid level. Identical bill, different consequences: the mount only changes how you look, while the armor cancels several weeks of a group's work and puts the buyer on a level with the people who did it. Hence the rule: look not at the price, but at whether an advantage is for sale and whether there's a path to it through playing.
What to look for first
Run through the shop's categories and note four things. The more signals that fire, the clearer the picture.
- Current-tier gear. Not a «starter set for newcomers at seventy», but items at the same level as what drops in the current raid. If that's for sale, part of the endgame has been moved to the checkout.
- Enchants, gems and the reagents for them. They look like small stuff, but this is exactly the layer where the difference between a finished character and an unfinished one sits. Ready-made enchants also devalue professions.
- Consumables that don't exist in game. An elixir with stats above anything obtainable, a scroll granting a permanent bonus, a potion that clears an ability's cooldown. Those aren't boosters, they're balance edits for whoever paid.
- An in-house currency that buys everything listed above. Sometimes the storefront looks harmless while the real sales are hidden one step deeper, at a vendor inside the game.
What's completely fine to see in a shop
The opposite extreme — treating any payment as evil — misses too. A server costs money: hardware, DDoS protection, the labor of the people fixing scripts and working through tickets. Donations within sane limits cover exactly that. Walk calmly past:
- cosmetics — pets, mounts with no combat properties, toys, appearance changes;
- character services: name, race, faction and gender changes, transfers between accounts;
- moderate experience and reputation boosters, as long as the same result is reachable by playing, just more slowly.
The third point is the only one worth pausing on: the question isn't whether boosters exist, but at what scale. An experience multiplier changes the pace, and that's a matter of taste. An instant level eighty in one click cancels leveling along with getting to know your class.
Wordings that should put you on alert
Item descriptions are written by people who don't want to look bad, so the awkward parts get camouflaged. Turns of phrase that almost always mean more than they say:
- «exclusive» and «not available in game» next to an item that has stats;
- «for a comfortable experience» — a vague formula that anything can be filed under, armor included;
- «supporting the project» as the name of a category that holds game items rather than souvenirs;
- «limited offer» on gear: urgency belongs where the buyer isn't supposed to have time to think;
- an empty stats field — if it doesn't say what the item gives you, that's rarely forgetfulness.
A simple test: for every paid item with stats, try to map out a way to obtain it in game. If there's no path for a single one of them, you already have your answer.
How to apply this to a specific server
The method requires neither an account nor the client: open the storefront, open the description of the mechanics, and check one against the other. Look at the endgame separately — if the main source of the best items is described as an activity with a difficulty and a reward rather than as a listing in a catalog, that's a good sign.
On Valor the main source of strong gear is Mythic+ keystones: levels one through twenty-five, affixes, a timer, a rating and loot up to item level 284. The bag of keystones is sold by the NPC Stormcaller for 2500 gold, that is, for in-game gold; keystones themselves also drop from heroic dungeon bosses. The conclusion is simple: to gear up you run keys, you don't place an order. What that changes about the approach to money is on the WoW server without pay-to-win page, and what's available for free is covered in the piece on the free WoW server.
The check takes ten minutes and saves far more: a hundred hours invested somewhere the arena is ruled by bought sets can't be taken back. If the shop passes the check — start playing.