Patch 4.2 Preview: The Regrowth and Molten Front Daily Quest Hubs
Originally Posted by Blizzard
Following the Cataclysm, Ragnaros's elemental minions assaulted Mount Hyjal in a bid to set the ancient World Tree of Nordrassil ablaze. Although the Guardians of Hyjal and their allies heroically repelled this invasion, their work on the sacred mount is far from over. In the newly healed Regrowth, Archdruid Malfurion Stormrage and his comrades have transformed the Sanctuary of Malorne into a staging ground for an assault on Ragnaros's domain: the Firelands. Thus far, their efforts have been frustrated by a resurgence in elemental activity that has engulfed the Regrowth and divided Malfurion's forces.

If Hyjal's defenders quell this counterattack, they have plans to create a permanent outpost in the Firelands from which to maintain an eternal vigil over the molten elemental realm. To do so, Malfurion's druids are planning to use an enchanted Sentinel Tree. With its roots sunk deep in Azeroth itself, this extraordinary tree's protective canopy will grow in the Elemental Plane, providing a much-needed shelter for the Guardians of Hyjal. Yet accomplishing such a feat will take weeks of brutal fighting against foes such as the treacherous Druids of the Flame, a splinter group of night elves bristling with Ragnaros's fiery powers. Regardless of the many challenges ahead, Hyjal's protectors and other heroes remain steadfast in their goal to establish a foothold in the Firelands. The safety of Hyjal and Nordrassil hinges on the campaign's success.


In patch 4.2, stalwart adventurers will have the opportunity to test their mettle at two new daily quest areas located in the fertile hillsides of Mount Hyjal and the burning depths of the Firelands. Known as the Regrowth and Molten Front, these areas will offer an unprecedented amount of daily solo content for level-85 players to enjoy -- including over 60 new quests, four "unlockable" iLevel 365 gear vendors, and a world that evolves right before your eyes.


Unlock Your Destiny

Like many of the daily quest areas already in the game, the Regrowth and Molten Front will feature several stages of content. Players will begin their journeys at the renewed Sanctuary of Malorne in Mount Hyjal, joining forces once again with Matoclaw and Archdruid Hamuul Runetotem to repel invading armies of elementals. From there, they must open a portal directly to the Firelands and establish a forward outpost that the Guardians of Hyjal, led by Malfurion Stormrage, can use to thwart further incursions by Ragnaros's forces.

Rather than these stages only becoming available after a certain period of time or at the end of a long quest series, players will instead get to use a new alternate currency called Marks of the World Tree to unlock them at their own pace.

Similar to Champion's Seals from the Argent Tournament in Wrath of the Lich King, Marks of the World Tree can be earned by completing quests located in both daily quest areas. These marks can then be turned in to NPCs to open up individual daily quests, unique daily quest chains (detailed further below), up to four vendors selling a brand-new tier of gear, and important fortifications including a moonwell, an armory, and a legion of Ancients.

You'll have a lot of freedom in choosing what content you unlock and when, giving you more control than ever over your questing experience. What's more, this element of choice won’t only be reflected in the content you can access, but also in the world around you. As you help Malfurion's druids gain a stronger foothold in the Firelands, you'll start to see new NPCs and structures appear, and the fledgling Sentinel Tree planted at your arrival at the Molten Front will begin to grow into a massive protective canopy.

(For those who assisted the Shattered Sun Offensive in The Burning Crusade, these types of environment changes will likely feel similar to the transitions that occurred on the Isle of Quel'Danas.)




Personal Progression, Personal Gain

Unlike the Isle of Quel'Danas, though, which unlocked in stages for all players on an entire realm (at the same time), progression at the Regrowth and Molten Front will be completely personal. Your actions will have a direct impact on what quests you'll unlock next, and how each hub will evolve visually.

To ensure that friends can play together even if they're not progressing identically, we've avoided separating players through phasing for all but a couple individual quests. The hub may look very different from one player to another, but they can all still adventure together. No matter where you are in the progression, the Sentinel Tree will be alive and thriving with fellow defenders of Mount Hyjal!


I Choose You, Druids of the Talon! (Or maybe you, Shadow Wardens!)

Within the Regrowth and Molten Front daily quest areas, players will have numerous options, both in terms of the content they unlock and what quests they might play through on a daily basis. One of the first places players will get to experience this type of "modular" gameplay is near the entrance to the Molten Front, in the forward base known as Malfurion's Breach.

In addition to your normal duties at this outpost, you'll also be asked to secure the aid of two benevolent orders stationed in Mount Hyjal: the Druids of the Talon, led by Skylord Omuron, and the Shadow Wardens, a fierce group of night elves under the guidance of Captain Saynna Stormrunner. This will be a pivotal point in your progression within the Molten Front and represents the first big unlock of new content for the area.

To secure the allegiance of the druids and wardens, you'll need to collect Marks of the World Tree to present to each order's leader. Once you've gained the appropriate amount of marks and turn them in, you'll unlock a unique set of daily quests tailored to either the Druids of the Talon or the Shadow Wardens. If you unlock the Druids of the Talon dailies, your journeys will take you into the shadow of the Furnace, an area wreathed in constant flame; the Molten Flow, a river of lava inhabited by flamewakers for as far as the eye can see; and Fireplume Peak, a floating island protected by hot-tempered fire hawks. If you opt to unlock the Shadow Warden dailies, you'll lay siege to the Forlorn Spire, wresting it from the enemy's grasp and establishing a new forward outpost. From there, you’ll be poised to attack the Widow’s Clutch, the breeding grounds for hordes of fire spiders, and Wildflame Point, a base of operations for the nefarious Druids of the Flame.

Once you've recruited both the Druids of the Talon and the Shadow Wardens, you'll have the option to choose which set of daily quests you complete each day. You'll only able to be complete one set of daily quests per reset (either the Druid of the Talon dailies or the Shadow Warden dailies), but the choice of which path you take is up to you.








Variety is the Spice of Life

Earlier, we mentioned that over 60 new quests would be available at the Regrowth and the Molten Front. Since this is quite a lot of content -- almost half a zone's worth! -- many of these quests will be randomized into smaller groups. Out of 15 possible quests at a certain hub, for example, you might be able to pick up between three to five each day. This should help keep the content feeling fresh and fun, and your daily quest load a lot more manageable.

This randomization will also play off the environment. On one day, you may be tasked to bolster the defenses outside of Malfurion’s Breach against an onslaught of Molten Giants. On another, you'll be pitted against lava worms that have surfaced throughout the outpost. These quests will be based on the events taking place around you and are likely to change daily.


Rewards? I Love Rewards! Hippogryphs all around!

You'll be rewarded handsomely for your efforts in these embattled regions. In addition to all the new gear you'll be able to purchase from the unlockable vendors, you'll also receive an additional set of rewards upon opening up all the available content at both daily quest areas.

Players who take on this task will be presented with a stunning Flameward Hippogryph (shown below), as well a special one-time quest line that will explore the origins of Leyara, the powerful Druid of the Flame who commands the Firelord’s forces at the Regrowth and Molten Front, and why her hatred for Malfurion Stormrage burns so brightly.


After years of preparation and maneuvering, the Firelord's power is now potent enough to threaten Azeroth with a devastating invasion. The Guardians of Hyjal will require the aid of the mightiest heroes to have a chance of survival. You've heard their call -- will you answer?

BlizzCast 16 on World of Warcraft Patch 4.2 [Video]
Originally Posted by Blizzard (Blue Tracker)
We're excited to present the first-ever video BlizzCast, now in beautiful full-motion 2D! (Don't forget to wear your 2D glasses.) We've also jam-packed this episode with juicy information on World of Warcraft patch 4.2. Rob sits down with Game Director Tom Chilton to find out what the patch is all about, Lead Quest Designer Dave Kosak lays out info on the new Firelands quest hub, and Lead Content Designer Cory Stockton spits and flows on Ragnaros and the upcoming raid content.

Head over to the BlizzCast site to download the video. We also have an mp3 audio version available if you prefer to digest your BlizzCasts the old-fashioned way.


Blue Posts
Originally Posted by Blizzard Entertainment
The Firelands - Not enough content?
Yes, Firelands is the raid in 4.2, and 7 is the total number of bosses.

We think 7 is our current ideal for number of bosses in a raid. (We launched Cataclysm with two full raids of 4-6 bosses each.) We're also spending a lot of time making the Firelands bosses as awesome as possible - - creating unique models, animations, effects, sounds, etc. etc. Previously a lot of bosses were larger versions of existing models, which was fine, but that tradeoff is made somewhere. We shift to making fewer but more epic boss fights and there's a tradeoff somewhere. We're concentrating our efforts into a smaller number of fights so that each fight is bigger and better, they're still obviously going to be extremely challenging, but once it is on farm you're not having to spend two, three, maybe four nights just to clear it because the raid is so huge.

Our ideal situation would, of course, be to launch as many raids as possible with this current ideal number of around 7 bosses, but that's not something we're ever going to promise. We'd love to be able to produce unlimited amounts of content anywhere, not just raids, for that matter. We think one raid per patch with around 7 bosses is a super solid experience, though, especially with how much effort is going into Firelands. We don't think anyone is going to be disappointed.

On a side note, the whole daily quest thing hasn't sparked much excitement yet, but with the preview going live here in a few hours (and BlizzCast 16) hopefully we can impress how awesome that's going to be, too.

Again, there's a pretty aggressive development cycle for 4.2, so it's not going to be very long before we're on the PTR, and not very long (comparatively) before release. (Source)

Firelands Raid - Only 7 Bosses?
Yeah, I mean that's a tough situation because our feeling is simply that people shouldn't be forced to play the game more than a couple nights a week to keep up on progression. We realize though that some people legitimately like playing every night, and having real reasons to be in the game and playing with raid groups and such. There's obviously things like alts, professions, achievements, PvP, to keep people busy, but it's ultimately something we'd like to get a better handle on. Having content that isn't forcing people to log in every night, but still offering something that's meaningful for those that do. Understand though that by definition those types of things can't lead to player power or else everyone will be back to having to log on every single night to keep pace. Anyway, it's something we very much want to get a better handle on, but it's not something we're going to solve easily. (Source)

[...] I think the thing to probably take away from this is that content is not infinite, and so we have to look at everyone who plays the game and try to be smart about where we focus this finite pool of development resources we have.

As someone else very astutely mentioned earlier, Sunwell had 6 bosses, and I remember people being outraged that they were gated to unlock over time to stretch out that content. Firelands has 7 bosses and they aren't gated. We hope people enjoy them as much, and will be able to look back as fondly on it as they do on Sunwell. (Source)

Molten Front Dailies and Rewards
Well, someone doing the dailies every day will certainly achieve the rewards faster than someone who doesn't... But there's no comparison between coordinating 10 or 25 people to put all their concentration into the game for many hours a night, multiple nights, and someone choosing to log in and do a few quests by themselves every day. (Source)

Dungeon Journal
If you're speaking at all about boss encounters, I think you'll dig the Dungeon Journal (formerly referred to as Encounter Journal) coming in patch 4.2. Once we're able to catalog more of our dungeons in this journal, you'll get a lot of essential information for each boss fight. It's not going to tell you how to beat the fight, but it's going to tell you what kind of abilities the boss will be using against you. You'll just have to figure out with your party or raid how to deal with those abilities when they're used. Dungeon Journal will also help you find the loot you're looking for from each boss ahead of time, so you have items in mind you hope to get before even setting foot in the dungeon. (Source)

Engineering - Rocket Fuel Leak
"Rocket Fuel Leak" was specifically meant as an alternative failure for dungeons, raids, and battlegrounds so we weren't launching people up into unknown invisible (or otherwise) roofs and getting them stuck or allowing content exploitation. In 4.1 it was fixed so that this failure was actually properly going off in these specific types of content.

Reevaluating the damage though, we're going to apply a hotfix to bring it down quite a bit (it won't be able to kill you outright anymore). (Source)

New Content - Quality over Quantity
I think you're right, though. We've trended toward choosing quality over quantity with some of our content creation, and while that isn't usually a bad thing, it's rarely a good thing from a perception point of view. I think that's something we realize but - - and this is sort of a difficult concept to get across sometimes - - is that the game is... really big, and by the laws of physics really big things don't change direction very quickly. Depending on which part of the development team or individual developers you're talking about, they could be working on content we won't even announce until six months later. Maybe longer. That's just the necessity of our development to ensure we're getting patches and expansions out. So these types of evaluations of what direction the game is in and any changes or general philosophy we want to alter, we may begin making a course correction, but we're just not able to hit that new heading until the entire ship finishes turning. It's also not too rare that in the middle of altering our direction, we change our minds.

Anyway, I don't want that to be discouraging because it's not true of all things, but it is generally true of things like planning patch content which takes many, many months of development. And even then, like I said, things can change midway, but that's not always a bad thing. (Source)

Goblins and Worgens missing /roar sound
You don't like it when we take stuff away from you!? ;P

So the actual issue was that there was a bug where emote /attacktarget for goblin and worgen played the sounds associated with both /roar and /attack at the same time, which sounded broken. Since no other race but goblin and worgen have roar sounds, the fix for the bug was to make them behave the same as all other races by removing the sounds.

I know, I know, but it's done. OR IS IT!?

Obviously people miss their roar sounds. What we're going to do is hook the goblin/worgen roar sounds back up in a 'future patch' (it's not hotfixable), hurray, and then attempt to record /roar sounds for all the other races to add to the game in a patch after that.

Goblin/worgen, unfortunately lose their roars for a short while, but in the end everyone wins! Or at least roars. (Source)

Cannot /dance while in Combat
Dancing while in combat was disabled to fix some unfortunate animation bugs. For example, several races do a torso twist as part of their special attack animation, and that would go haywire when the character was also trying to dance.

Part of what makes WoW a compelling experience is the sense of immersion in this alternate world, and that is a sense that can be disrupted by graphic glitches.

We definitely hear the outcry over the dancing in combat. Our tactic is going to be to try to let characters dance while they are in combat, and always break the dance when a foe is engaged (so you could dance while in combat, but only when your character is idle). We are just starting to investigate this solution, but I can assure you that it is being evaluated. I’ve heard that directly from the mouths of the devs.

Having said that, we realize there are plenty of other areas in the game where the art can get into a less than optimal state, and nobody should assume that we just don’t care about those – they are all on the radar. (Source)
This article was originally published in forum thread: Patch 4.2 Preview: The Regrowth and Molten Front Daily Quest Hubs, Blizzcast 16 started by Boubouille View original post
Comments 114 Comments
  1. mmocae32a73ae6's Avatar
    patch 4.2 looks crap atm so we get a raid boss and dailies pretty much like tol barad but on fire oh and a mount. when patch 4.2 hits im not going there il continue to do dungeons for CQ points blizzcast says this area caaters for every kind of player it doesnt cater for PVPERS unless u consider ganking a form of pvp
  1. Winterstrife's Avatar
    Awesome, I can't wait for 4.2.
    @ dragonx: If you look at the history of WoW & it's expansions, PvP don't get much content ALWAYS. New arena season is content for you since you are getting new shiny gear.
    IMO, PvP broke this game so badly (every cool ability in this game is often shot down & nerf thanks to being OP in PvP but really cool in PvE) I don't really care about PvP content.
  1. mmocae32a73ae6's Avatar
    pvp was around before the first ever dungeon or raid content
  1. Myriell's Avatar
    Quote Originally Posted by Duster505 View Post
    Yes... why would a multi million dollar company leave their milking cow with a group of B class skeletal crew dews? Maybe because they are not gonna be updating the basics systems at all in the future ? Cause they are gonna put it on a shelf as the thing that came before Titan ?

    Blizzard themselfs is already talking down WOW. They talk of Titan as the game that will take all WOW subs. YEs....that is their goal. It says alot about what themselfs are thinking for the future of WOW. And as a 12 million sub based game.. that is simply not acceptable. And WOW subscribers should stop paying right now to let BLizzard know that nothing other than full comitment to WOW will do for a 12 million sub based game.
    Gee, you are so full of it.
    Please provide a source on the information regarding Blizzard wanting to move all subs from WoW over to Titan? I thought so.

    By what we know Titan is an MMOFPS or something along those lines, and is placed in a sci-fi universe. This is so far from Wow that it makes no sense trying to port their customerbase over to this IP. Try to consider this from a business perspective, it makes no sense at all. Why would they stop developing World of Warcraft when it makes up 89% of Blizzard's annual income? (Source).

    Titan is a new IP, and maybe even a sort of new game genre. Draining WoW of its customers will not be its goal at all, your allegations are based on nonsense.
  1. Zino's Avatar
    Stop crying pls.
    There is so much stuff coming with the patch just listen to the cast. Hate it that people are bitching around about everything Blizz does.
    If you think the game is bad stop playing it and go playing another mmorpg with the same quality.
    Oh wait ....
  1. VanishO2's Avatar
    Quote Originally Posted by MBar View Post
    Quality over quantity?

    Which did 4.1 have? Cos it sure didn't have quantity, and it sure didn't have quality, given the ridiculous and quite frankly embarassing amount of bugs. Just like every other patch in recent memory. Hot fixing is surely the worst innovation ever created, it has just bred into Blizzard a mentality of not having to bother testing patches when they can release it to Live and let us find their bugs for them.

    I'm a long-term WoW player and my reasons for bitching up to this point have been minimal, but this last while has done nothing but reinforce the fact in my mind that Blizzard seem to be dragging out WoW as much as possible, making the least effort possible in order to retain it's subscribers, making us do their work for them.

    If it continues, I'll be joining the uncomfortably large numbers of people quitting the game. In other words, Firelands better be as fucking good as they say. It better be Karazhan or Ulduar 2.0.

    And yes, I'm still hoping Blizzard prove me wrong and that they aren't the slackers they seem to have been becoming recently.
    Because of the ppl who joins the PTR not to test? I bet ppl who joined the PTR test never went to BWD/BoT/TotFW to test it. They just went to ZG/ZA to get the fights, test the timed run, to do it on live "first". Do you see bugs in ZA/ZG? Nope.

    That's why I'm totally against PTRs, they are just used to get spoilers/strats for new boss fights for world's/realm's 1st (or professions/characters maxlvl 1st's strats for xpac betas), so, decreasing the life time of a patch on live. Just a few players actually test and search for broken stuff.

    If they're coming with all this new "QD isle" thing each major patch and a raid with 7 bosses that are unique fights (with the possibility for normal and heroic modes totally diferent), it's ok and it IS quality over quantity. So, the only way they will screw it is by having only 7 bosses and with well know and overused mechanics + the usual "dificult reset with retarded boss 1, 2, 3, 4, little better boss 5, 6, decent boss 7" instead of bosses that are harder than most of the T11 tier. No need for "entry level bosses for ppl who just dinged maxlevel this patch" like they did in wrath with only 7 bosses.

    ---------- Post added 2011-04-29 at 11:54 AM ----------

    Quote Originally Posted by Duster505 View Post
    Blizzard is getting desperate right now... They realised they lost alot of ppl with 4.1 and Im not sure even 4.2 will get them back.

    7 bosses in total for next 8-10 months ? I think that is weak.
    Yes... they loose a loooooot of players with 2/3 days of 4.1... thanks for the inside info, mr.secret agent.
  1. Nifel's Avatar
    Quote Originally Posted by Joels View Post
    Im a bit shocked that the hippogryph is from a quest reward, its such an amazing model thats gonna be put to shame with the amount of them that there is going to be.

    Also, whens that darn winged guardian coming out??
    Rest assured there will be more TRL's than flaming hippogryphs.
  1. VanishO2's Avatar
    Quote Originally Posted by Myriell View Post
    Just wanted to point out the tier progression in TBC, which is considered by most to be the very pinnacle of the game so far (including myself, i friggen loved TBC).


    Tier 4/5 raids (WoW 2.0 - The Burning Crusade) January 16th, 2007
    Karazhan - 10
    Gruul's Lair - 2
    Magtheridon - 1
    Serpentshrine - 6
    Tempest Keep - 4
    Total: 23

    Tier 6 raids (WoW 2.1 - The Black Temple) May 22nd, 2007
    Black Temple - 9
    Hyjal - 5
    Total: 14

    Tier 6 "filler" raid (WoW 2.3 - The Gods of Zul'Aman) November 13th, 2007
    Zul'Aman - 6
    Total: 6

    Tier 6.5 raid (WoW 2.4 - Fury of the Sunwell) March 28th, 2008
    Sunwell Plateau - 6
    Total: 6


    Seeing that Cataclysm was launched with a total of 12(+1 heroic only) raidbosses, with the following raid content patch providing 7 raid bosses, it feels like we're getting just half the content. But are we really? TBC did not have hardmode versions of the bosses, so you might say that each encounter in this expansion might count as two encounters - just for the sake of comparing the amount of content.
    If we take this into account, then we are really experiencing the exact same amount of content that TBC gave us, allthough it doesnt really feel like that is the case because we raid the same location twice.

    To toss another argument into this debate; the initial raidcontent of Cataclysm offers heroic modes that are slight variations of the normal mode encounters (i.e. a few added mechanics, stuff hits harder and is more unforgiving, but in essence it's the same fight) so everyone might not count these encounters as a "two in one" kind of deal, but Blizzard is now saying that the heroic mode encounters in Firelands are supposed to be completely different than their normal mode counterparts, meaning that we're actually getting 14 new bosses to try our wits on. Exciting

    Just my 2 cents, overall I look forward to this patch. It looks very promising; loads of content for most players, totally new art/mobs/models, new raid and new zone, and omg the legendary!
    Sweet! Bring it, Blizzard!


    Edit: Actually, when you look at it, 4.2 Firelands is just like 2.4 Fury of the Sunwell. You get a new zone with dailies, and a raid. The tradeoff is that 2.4 introduced a 5man instance as well, whilst 4.2 introduces a raid with heroic modes. Everyone loved the 2.4 patch, I predict the same will happen again (as long as the bosses live up to it, I presume that heroic Ragnaros will be quite the fight).
    You guys forget the amount of time between the releases. Also the atunments. You couldn't set your feet in TK/SSC unless you did the atunement (wich had to do with prior raids), the same for BT/Hyjal, even one boss in Karazhan had a atunement quest chain. We didn't get Black Temple a few months after TK/SSC. The TBC expansion by itself took a way lot more time to release unlike the Wotlk/Cataclysm too.

    ZA was designed as a T5 equivalent raid for 10man groups (since they felt like having a "Karazhan like" thing for T5/T6), not a T6. Only the timed event was designed for players alread in BT/Hyjal, but the overall raid was T5 level (with T5 level drops). So it could be looked at a let down since ppl were alread enjoying T5 and T6 content, but again, atunments and harder encounters hold most of the players at karazhan.

    From the 10 bosses in karazhan, you didn't actually had 10 "WOWMGSOAWESOMEHARD", some were very stupid/easy (huntsman... and chess is a boss?). But since you had all those raids together and huge atunements holding you back, we aways forget about those loot pinatas (now called VoA/BH bosses).

    From Black Temple (with the "should be" last boss in the expansion), we had a huuuuuuuuge waiting until the next expansion. Wich we didn't had in WotLK even without taking into account the ICC wings opening one after another instead of all at once.

    And forget about comparing "normal mode" TBC raids with the current normal + heroic system. What happens is that what is labeled as "heroic" mode today would be most of the "normal" modes in TBC. What we had there was a mix of "normal mode" bosses for "easy loot" and "heroic mode" bosses in the same raid. TBC model applied on Cata raids, you would get something like Halfus on normal, than the next boss would alread be Valiona/Theralion Heroic (and you would NOT have the option to set to normal), followed by Council heroic and Cho'gall heroic. Magmaw and maybe Ominotron normal with the rest on heroic in BWD, both in heroic in Throne of the Four Winds (considering that we still had BH boss, if not, the 1st boss in TofTW would be normal mode). Most of the heroic modes with a little nerf here and there since you had no option other than fight them at "heroic".

    So far, they're not doing bad with Cataclysm, altough I think ZA is a big let down. Used to tought that about ZG too, but after checking the instance, it's way better, they really did planned all along with ZG, but not with ZA (we don't even have a damn quest saying that ZA is back, unlike ZG! Unless I miss something in a text in one of the quests for ZG that mention something in ZA worth of going there to check the place for suspicious troll activity). ZG = "re-used name/location", ZA = "re-used instance". Worse for ZA that we have all the stuff that happened in Zul'drak about the ZA troll gods now free, that screws the ZA story for some bosses comeback.

    ---------- Post added 2011-04-29 at 12:38 PM ----------

    Quote Originally Posted by dragonx View Post
    pvp was around before the first ever dungeon or raid content
    If you mean ganking, yes, it was in the game TOGETHER with the first ever dugeon or raid content.

    Structured PVP? Nope, for a long time, sorry. PVP was only a gank stuff.
  1. Therec's Avatar
    I get the arguments about BC, but the raiding scenario was completely different back then. You had to gear up through each tier, and before you could go on to the next tier you had to be attuned to the dungeon. All this caused most guilds to be playing catch-up throughout the xpac. If you wanted to start an alt you had to start at the beginning and work your way through the tiers again to get back up to where your main was.

    This expansion by the time 4.2 comes out half the guilds will overgear normal modes. That is the reason I don't really count normal modes and heroics as being 2 separate boss sets. They are when you actually have to make an effort to beat them, not when your gear is so high already from the previous tier that you can blow through normal modes in a week or two. That coupled with the fact that most everyone will be able to gear their alts up to the point of 4.2. Another thing, back in BC if you were struggling in SWP or god forbid ZA, you could go back to Hyjal and BT and get more gear. At this point there won't be any reason to go back to do BoT or BWD, so if your stuck at a boss in Firelands, um I guess you could do some dailies on an alt.

    Don't get me wrong I want this to work, I just don't believe there's going to be enough content to keep players interested for another 6-8 months after 4.2.
  1. F-Minus's Avatar
    Quote Originally Posted by Swizzle View Post
    I'll take that bet, since it already looks ready for PTR. So...May PTR, June-July release.

    ---------- Post added 2011-04-29 at 06:33 AM ----------



    Spoiled by TBC? Really?

    SWP: 6 bosses
    ZA: 6 bosses
    Mag: 1 boss
    Gruul's: 2 bosses
    Hyjal: 5 bosses
    TK: 4 bosses
    BT: 9 bosses
    SSC: 6 bosses
    Kara: 10

    Firelands has more bosses than 7 TBC raids. Also, ask yourself one question: how long did it take from BT to SWP...only to get 6 bosses?
    The thin here is tho, that Karazhan, Serpentshrine Cavern, The Eye, CoT: Battle for Mount Hyjal, Gruul's Lair & Maghteridon's Lair were all available at launch. Which is 28 bosses from the get go and now we have 12 + 2 (Argaloth & Sinestra) to start with and people are getting bored. Even with Firelands out, the number is going up only to 19 + 3 (Argaloth, Sinestra and the new push-over) in total which is still less with what The Burning Crusade Launched.

    Even tho some TBC raid instances were gated with attunement, you pretty much always had something new to do while waiting for BT/ZA/Sunwell. Not to mention, that there was also way more Dungeons & daily quests to do and actually awesome daily quests compared to the ones in Wrath and not in Cataclysm.

    Well it is at least better as what Wrath launched with, but one would think they would learn from their past mistakes. The content in Cataclysm right now is already stale.
  1. implicationmmo's Avatar
    QUOTE: It has INT on it, so it's a caster staff. But yeah hunters will want it regardless.

    It will NOT have INT on it, as it is a staff for ferals (and maybe hunters) <- we are not talking about the legendary weapon here, please read carefully next time
  1. mmoc87afdac47f's Avatar
    That daily zone sounds sort of fun, but I'm unsure. All I can say is that I hope the fights in Firelands are brutally difficult, or I have a feeling a lot of people are going to get bored very quickly. Love the suggestions as to what to do when not raiding too: alts (there aren't enough bosses so do them multiple times ToC style), professions (yes very...fun?), PvP (lots of raiders, myself included, despise PvP) and achievements. This patch is beginning to sound like 3.2 all over again. Loads of new dailies guys, oh yeah and a really small instance that is supposed to tide you over until the next patch, but who cares about that, look at all the dailies.
  1. FireBorne's Avatar
    Why do people think fighting the same boss twice for some very slightly better drops is more content? That is the pinnacle of laziness, how about tuning some of the bosses correctly to start with and you wont need hms at all....but then maybe too many guilds wouldn't progress at all.
  1. Paigeyotto's Avatar
    Am I the only only one stressing about which side to choose?
    I hate having to choose, especially since it's new and won't be able to look up guides showing the benefits of each.
  1. Howard Moon's Avatar
    Quote Originally Posted by implicationmmo View Post
    It will NOT have INT on it, as it is a staff for ferals (and maybe hunters) <- we are not talking about the legendary weapon here, please read carefully next time
    Okay I'm lost here. I was only aware of the legendary staff:

    Patch 4.2 introduces an epic quest that will challenge those daring enough to complete the legendary staff Dragonwrath, Tarecgosa's Rest. The great staff duplicates destructive magics, and also bestows upon its wielder the ability to transform into a member of the Blue Dragonflight.
    What other staff is there? Sorry I missed it completely.

    Apart from the legendary, is there another staff which transforms you into the fiery car form? Can you link to source please, I hate missing that kind of stuff.
  1. bloodwine77's Avatar
    Quote Originally Posted by Swizzle View Post
    Spoiled by TBC? Really?

    SWP: 6 bosses <- T6 raid tier, but released later
    ZA: 6 bosses <- T5 raid tier, but released later
    Mag: 1 boss <- T4 raid tier
    Gruul's: 2 bosses <- T4 raid tier
    Hyjal: 5 bosses <- T6 raid tier
    TK: 4 bosses <- T5 raid tier
    BT: 9 bosses <- T6 raid tier
    SSC: 6 bosses <- T5 raid tier
    Kara: 10 <- T4 raid tier

    Firelands has more bosses than 7 TBC raids. Also, ask yourself one question: how long did it take from BT to SWP...only to get 6 bosses?
    I don't think anybody is faulting that Firelands only has 7 bosses. It is the fact that the entire raid tier only has 7 bosses that is disappointing people.

    As for SWP, it was filler content to tide people over until WotLK. The same as how Ruby Sanctum was added to give people something to do until Cata (even though I don't think many people cared to bother with Ruby Sanctum).
  1. quras's Avatar
    Every time I come back to check on the game and see these blue posts I thank the Lord I canceled my sub. to this game.

    Just pitiful game these days.
  1. Psii's Avatar
    Zzzzzzzzzzzzzzzz 7 bosses then 6-8 months before next raid.
    /yawn
  1. ScottsdaleHokie's Avatar
    Wow, another major content pack and still no reason to come back to this game.

    Sigh
  1. SKLC's Avatar
    Quote Originally Posted by Xebu View Post
    Okay I'm lost here. I was only aware of the legendary staff:



    What other staff is there? Sorry I missed it completely.

    Apart from the legendary, is there another staff which transforms you into the fiery car form? Can you link to source please, I hate missing that kind of stuff.
    Watch the video in the original post maybe?

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