Page 13 of 14 FirstFirst ...
3
11
12
13
14
LastLast
  1. #241
    Quote Originally Posted by Perkunas View Post
    I say stick him in the stocks!
    Nah stocks are too good for him...

    Let's make him run Oculus 10 times over!

  2. #242
    The Lightbringer Perkunas's Avatar
    10+ Year Old Account
    Join Date
    May 2012
    Location
    Kazakhstan(not true)
    Posts
    3,622
    Quote Originally Posted by Eleccybubb View Post
    Nah stocks are too good for him...

    Let's make him run Oculus 10 times over!


    How about Vanilla Sunken Temple full clear with bad Prot Paladin as tank, an Enhancement Shaman in intellect gear with ADD healing and DPS that doesn't know how to CC?
    Stains on the carpet and stains on the memory
    Songs about happiness murmured in dreams
    When we both of us knew how the end always is...

  3. #243
    Stood in the Fire
    7+ Year Old Account
    Join Date
    Jan 2017
    Location
    Norway
    Posts
    410
    Quote Originally Posted by Erinhia View Post
    Is anyone else triggered by J. Allen Brack repeatedly getting the capacity of Vanilla UBRS wrong? He said it at Blizzcon and repeated it again in articles like this one.

    Originally Posted by Blizzard Entertainment
    We've got some infrastructure stuff in place. We've got an old build that's up and running that we're using for reference. Most of this job is going to be infrastructure: making sure everything can work on a more modern setup. Then there'll be the design questions, ones that the community will have strong opinions on: should UBRS be 10-person, or 5-person? Things like that.
    In the super early days of Vanilla, UBRS was originally open to as many players as you wanted (in very early days it was possible to enter with 40 iirc) and the version most Vanilla players were familiar with was the 15-man capped version which most people ran until the big 1.10 rework when they capped Strat/Scholo to 5-man and set UBRS to 10-man.

    UBRS wasn't a 5-man capped instance until Cataclysm.

    I sure hope Brack does a little more research if he wants to deliver AUTHENTIC vanilla experience :P
    turns out your memory is only precious to you

  4. #244
    Quote Originally Posted by Erinhia View Post
    Is anyone else triggered by J. Allen Brack repeatedly getting the capacity of Vanilla UBRS wrong? He said it at Blizzcon and repeated it again in articles like this one.

    Originally Posted by Blizzard Entertainment
    We've got some infrastructure stuff in place. We've got an old build that's up and running that we're using for reference. Most of this job is going to be infrastructure: making sure everything can work on a more modern setup. Then there'll be the design questions, ones that the community will have strong opinions on: should UBRS be 10-person, or 5-person? Things like that.
    In the super early days of Vanilla, UBRS was originally open to as many players as you wanted (in very early days it was possible to enter with 40 iirc) and the version most Vanilla players were familiar with was the 15-man capped version which most people ran until the big 1.10 rework when they capped Strat/Scholo to 5-man and set UBRS to 10-man.

    UBRS wasn't a 5-man capped instance until Cataclysm.

    I sure hope Brack does a little more research if he wants to deliver AUTHENTIC vanilla experience :P
    Brack just doesn't care about classic, in fact, I would go as far to say he is ANTI-classic. He still does not apologize and acknowledge he was wrong with all the "you think you do, but you don't" bullshit. Let's hope he stays FAR FAR away from this project and let some people who actually care about it direct it.
    Death to all undead rogues and mages!!!!!

  5. #245
    Scarab Lord Leih's Avatar
    10+ Year Old Account
    Join Date
    Nov 2011
    Location
    United Kingdom
    Posts
    4,556
    Quote Originally Posted by Ealyssa View Post
    I'm confused now. You wont vanilla or not ? Do you expect blizzard to tailor vanilla to your special request ?
    Devil's advocate. I just wanted to provoke discussion
    Looking for laid-back casual raiding on EU?
    Our community is looking for more players: Take a look and hit me up for info!

  6. #246
    Immortal Ealyssa's Avatar
    10+ Year Old Account
    Join Date
    Jun 2009
    Location
    Switzerland, Geneva
    Posts
    7,001
    Quote Originally Posted by Packers01 View Post
    Of course they do.
    That gonna be some delicious years on the internet

    Because lets face it, classic servers will never be a thing. Team isn't even recruted and blizzard, while delivering quality, are also extremly slow with their developing process.

    Be prepared to a "soon(tm)" at Blizzcon 2020.
    Quote Originally Posted by primalmatter View Post
    nazi is not the abbreviation of national socialism....
    When googling 4 letters is asking too much fact-checking.

  7. #247
    Quote Originally Posted by Marc7 View Post
    I know you could go into UBRS 15 man, but I don't remember ever actually doing that? We did run it as a 5 man in my guild. TBH I don't remember this perfectly.
    I think it used to be 15 because UBRS and LBRS were in one instance. So a guild could have 10 people running UBRS and 5 people running LBRS at the same time.
    The most difficult thing to do is accept that there is nothing wrong with things you don't like and accept that people can like things you don't.

  8. #248
    UBRS went 5 man in 4.03. Strat and Scholo were 10 man, UBRS was 15
    then...they went to 5 and 10 man. What he said was in error, nothing more.

  9. #249
    Quote Originally Posted by Drobu View Post
    UBRS went 5 man in 4.03. Strat and Scholo were 10 man, UBRS was 15
    then...they went to 5 and 10 man. What he said was in error, nothing more.
    You know...this cant happen. They obviously need to hire someone from this thread to take bracks place. Someone with correct political (pro vanilla) opinions.

  10. #250
    The Lightbringer Lollis's Avatar
    10+ Year Old Account
    Join Date
    Sep 2009
    Location
    England
    Posts
    3,522
    Quote Originally Posted by Pensylvestor View Post
    I'd like to see it at the latest naxx patch (1.12 I believe it was?), with raids being slow released, maybe bgs as well just as it was back then. If they change anything more than that, such as class balancing, it won't be classic any more. And if you start changing things like that, where does it stop? You'll end up with a retail version of classic.
    Why though this late? The release of 1.12 to TBC was barely even 6 months, no guild was starting and then clearing content so fast. 1.12 implemented an array of qol and class changes that absolutely no serious progression guild was dealing with when they were in places such as MC and BWL.

    If you want it at 1.12, you are not getting the experience that the vast majority of vanilla players got. You are getting the last 6 months.

    Quote Originally Posted by cparle87 View Post
    I think it used to be 15 because UBRS and LBRS were in one instance. So a guild could have 10 people running UBRS and 5 people running LBRS at the same time.
    UBRS 'needed' 15 people.
    Speciation Is Gradual

  11. #251
    I mean, I'm sure it got pointed out already, but he didn't say "like it used to be" he just asked a rhetorical "should it be X or Y" regarding things he'd want community feedback on. How you could interpret the language used any other way I'm really not sure.
    But way to go OP
    Quote Originally Posted by Shalcker View Post
    Posting here is primarily a way to strengthen your own viewpoint against common counter-arguments.

  12. #252
    Quote Originally Posted by Lollis View Post
    Why though this late? The release of 1.12 to TBC was barely even 6 months, no guild was starting and then clearing content so fast. 1.12 implemented an array of qol and class changes that absolutely no serious progression guild was dealing with when they were in places such as MC and BWL.

    If you want it at 1.12, you are not getting the experience that the vast majority of vanilla players got. You are getting the last 6 months.
    Because early patches of the game were borderline unplayable if you remember. C'thun being impossible simply because he was way overtuned, gamebreaking bugs, etc...

    If they released vanilla exactly as it was, bugs and everything, implementing patches exactly as they did, people will simply just not play it... period. Why the fuck would you play a game with game breaking bugs or horrible QoL features (not talking about anything post 1.12) for months on end, when you know full well they have the capability to just fix these things, and the fixes are ready, but you can't have them yet because "vanilla experience hurrr durrr the game being broken means i'm good at the game hurrr durr"

  13. #253
    They should just release 1.12 and fix what bugs they can?

    Would they mess with numbers though? Like make pallys and druids more viable tanks with a couple scaling changes?

  14. #254
    Quote Originally Posted by Packers01 View Post
    Some classes are hardly viable for anything in vanilla. Also, don't forget vanilla was the casual MMO of its time. This fake hardcore notion that people have of vanilla is mind boggling.
    It's one of my greatest confusions as well. This idea that vanilla was this pure, hardcore experience. Sorry, but compared to Everquest it was a walk in that park. The vaunted PvP of Southshore vs Tarren Mill was kind of an everyday thing in Dark Ages of Camelot. Its RPG elements? Bwahahaha. Give me a real, actual RPG instead of pointless nonsense like mandatory resist gear and weapon skill grinds. Talent tree? Look at Path of Exile, that's a freaking talent tree.

    WoW was not successful because it was hardcore. It was successful precisely because, for its time, it was the most casual MMO. A trend that most Blizzard games follow, and that every expansion bar maybe Cataclysm and WoD have followed as well, because if WoW stops catering to casuals, it stops appealing to the vast majority of its fanbase.

  15. #255
    The Lightbringer Lollis's Avatar
    10+ Year Old Account
    Join Date
    Sep 2009
    Location
    England
    Posts
    3,522
    Quote Originally Posted by Pensylvestor View Post
    Because early patches of the game were borderline unplayable if you remember. C'thun being impossible simply because he was way overtuned, gamebreaking bugs, etc...

    If they released vanilla exactly as it was, bugs and everything, implementing patches exactly as they did, people will simply just not play it... period. Why the fuck would you play a game with game breaking bugs or horrible QoL features (not talking about anything post 1.12) for months on end, when you know full well they have the capability to just fix these things, and the fixes are ready, but you can't have them yet because "vanilla experience hurrr durrr the game being broken means i'm good at the game hurrr durr"
    C'thun was hotfixed in april, 4 months before 1.12 dropped. His encounter room had some room entry problems before 1.12.1 but he wasn't impossible to beat.

    Code:
    World of Warcraft Client Patch 1.12.0 (8/22/2006)
    
    Drums of War
    
    Cross-Realm Battlegrounds
    
        For the first time in the history of World of Warcraft, you will be able to face off against players from other realms in the Battlegrounds. PvP Battlegrounds link Alterac Valley, Warsong Gulch, and Arathi Basin so that players from several realms will be combined into one huge matchmaking pool. Replenish your mana, sharpen your blades, and get ready for some brand-new challengers! 
    
    World PvP
    
        The stage is set for intense, objective-based land battles as Horde and Alliance vie for control over important strategic positions and resources around Azeroth. Head out for Silithus and Eastern Plaguelands to engage the enemy on the field! 
    
    General
    
        Threat Reduction Effects
            This system has been redesigned to eliminate inconsistency in how the effects work. Previously, some were additive (for example: 30% reduction + 20% reduction = 50% reduction) while others were multiplicative (30% reduction and 20% reduction made 44% reduction, from 0.7*0.8). They are now all multiplicative. This also prevents unpredictable behavior when the total reduction percentage was equal to or greater than 100%. Please note that in almost all cases, when stacking multiple threat reduction effects you will experience less threat reduction than previously. 
        Haste and Slow effects
            Previously Haste and Slow effects worked inconsistently, with spells working differently from weapons, and hastes and slows not acting as inverses of each other. We have revised the system so that all haste and slow effects work the same way, and haste and slow percentages of the same magnitude perfectly cancel each other out (30% haste and 30% slow combine to no change). As a result, we had to change the tooltip numbers on all spell haste effects, and on all melee and range slow effects. The numbers in the tooltips are different, but the game functionality is unchanged (other than slight rounding errors). Those tooltips that changed will now display larger numbers than they used to display. Conceptually, haste values indicate how much more of that activity you can perform in a given time. 30% melee haste means 30% more swings in a given time. Slow values indicate how much longer an activity takes to complete. 30% slow means an action takes 30% longer to finish. 
        The deserter debuff will now continue to expire even while you are offline.
        Honorable Kills now diminish at a rate 10% per kill rather than 25% per kill. 
    
    Druids
    
        Barkskin: The tooltip has been changed to 25% due to the haste effect change.
        Cat Form: This form now has an innate threat reduction component.
        Ferocious Bite: Book of Ferocious Bite (Rank 5) now drops off The Beast in Black Rock Spire. In addition, Ferocious Bite now increases in potency with greater attack power.
        Furor: This talent now works correctly with Cat Form again.
        Improved Shred: The discounted cost for Shred will now be displayed correctly even when you are not in Cat Form.
        Rip: Lesser potency Rips will no longer overwrite greater potency ones.
        Fixed a bug where the incorrect sound was being played by the Claw attack. 
    
    Hunters
    
        Spirit Bond: This ability will now be correctly reapplied when you resurrect in a battleground and your pet is polymorphed or otherwise unable to act normally.
        Improved Concussive Shot: The effect of this talent will now still be placed on the victim if the hunter is killed before their shot reaches the target.
        Growl now correctly initiates combat when used by a pet in passive mode.
        The Ferocity talent now correctly applies to non-physical hunter pet abilities such as Lightning Breath and Thunderstomp.
        If a hunter has tamed one of the following creature types, they will no longer potentially change colors if resummoned:
            Son of Hakkar - Red
            Frenzied Bloodseeker Bat - Brown
            Deep Stinger - Red
            Dark Screecher - Gray
            Cave Creeper - Brown
            Bloodaxe Worg - Black
            Scarshield Worg -Brown 
    
    Mages
    
        Arcane Missiles: It is no longer possible to cast this spell on an evading mob. In addition, the animation will now stop when the target is dead.
        Arcane Power: It is no longer possible to gain the benefit of this spell and Power Infusion at the same time by careful timing.
        Frost Armor Chilled effect: Due to the haste effect change, the tooltip has been changed to 25%.
        Ice Armor Chilled effect: Due to the haste effect change, the tooltip has been changed to 25%.
        Ignite: The effect of this talent will now still be placed on the victim if the caster is killed before their spell reaches the target.
        Impact: The effect of this talent will now still be placed on the victim if the caster is killed before their spell reaches the target.
        Frostbite: The effect of this talent will now still be placed on the victim if the caster is killed before their spell reaches the target.
        Polymorph: This spell will now be removed when a player leaves a battleground. This prevents some bugs involving polymorph from occurring.
        Evocation will no longer be usable while silenced.
        Reduced the number of messages that appear in the combat log when using Combustion.
        Winter's Chill: The effect of this talent will now still be placed on the victim if the caster is killed before their spell reaches the target. 
    
    Paladins
    
        Divine Shield: Due to the haste effect change, the tooltip has been changed to 100%. 
    
    Priests
    
        Mind Control: Due to the haste effect change, the tooltip has been changed to 25%.
        Psychic Scream: This spell now uses the same resistance checks as the Warlock spell Fear.
        Spirit of Redemption: Fixed an issue preventing Twisting Nether from retriggering when the Spirit of Redemption effect runs out. 
    
    Rogues
    
        Due to significant talent changes, Rogues will have all talent points refunded and can be re-spent. Training costs for all talent spell replacements have been significantly reduced.
        Vanish now removes effects that allow the caster to always remain aware of their target (currently Hunter's Mark and Mind Vision).
        Pickpocket can now be used on targets that are in combat, as long as the rogue remains stealthed.
        All manner of rogue reagents can be found in locked junkboxes (obtained from pickpocketing).
        Fixed a bug where the Slice and Dice ability wasn't playing an animation.
        Lethargy Root has been removed from poison vendors and is now a gray item.
        Reduced the number of messages in the combat log when using the Vanish ability.
        Fixed a bug that made Combo Points disappear from your target when using Vanish.
        Eviscerate: Manual of Eviscerate (Rank 9) now drops off Blackhand Assassins in Black Rock Spire. In addition, Eviscerate now increases in potency with greater attack power.
        Garrote: The damage from this ability has been increased. In addition, Garrote now increases in potency with greater attack power.
        Relentless Strikes: This ability will no longer trigger when your finishing move does not hit your target.
        Rupture: Rupture now increases in potency with greater attack power.
        Sap: Enemy rogues will now always lose stealth when you Sap them. 
    
    Shaman
    
        Reincarnation should now display the cooldown timer when used.
        Chain Heal - After the initial target is healed, the healing effect will jump to the most damaged target (by absolute health) within range. In addition, if a raid member is the initial target it will look for valid raid targets to jump to rather than non-raid targets as a priority, making it consistent with group targeted Chain Heals.
        Lightning Shield: Air Bubble pockets in underwater regions will no longer consume a charge from this spell. 
    
    Warlocks
    
        Cripple (Doomguard): Due to haste effect change, the tooltip has been changed to 45%.
        Curse of Tongues: This spell will no longer debuff the target if they are immune to the spellcast slowing effect
        Enslave Demon: Due to haste effect change, the tooltip has been changed to 40%.
        Health Funnel: This spell will now work correctly on low-level enslaved demons.
        Howl of Terror: This spell now uses the same resistance checks as the Warlock spell Fear.
        Siphon Life will now properly gain a benefit from Shadow Mastery.
        A soul shard will be refunded to the caster any time a summoned pet despawns rather than dies.
        Aftermath: The effect of this talent will now still be placed on the victim if the caster is killed before their spell reaches the target.
        Improved Shadow Bolt: The effect of this talent will now still be placed on the victim if the caster is killed before their spell reaches the target.
        Life Tap: This spell now benefits from effects which increase your spell damage. At rank 3 and above, the base amount of health lost and mana gained will increase by 80% of your bonus spell damage effects. Talents and items can further modify those values. Rank 1 and 2 receive reduced effect. 
    
    Warriors
    
        Bloodthirst: This ability will now correctly benefit from attack power bonuses versus specific creature types.
        Flurry: The text on the tooltip has been corrected to indicate it triggers on all types of attacks.
        Shield Slam: This ability will sometimes no longer remove more than one beneficial effect from the target.
        Thunderclap: This ability was left at 10% despite the haste effect changes. This means its potency has been reduced slightly. 
    
    Items
    
        +30 Spell Damage Enchantment: Fixed a bug with this enchantment which was preventing it from benefiting healing spells.
        Blade of Eternal Darkness: The triggered effect from this weapon will no longer occur when the spell being cast has its effect broken by causing damage.
        Blazefury Medallion: The triggered effect from this item will no longer break Gouge.
        Bonescythe Armor: The Eviscerate bonus will no longer trigger when your Eviscerate does not hit your target.
        Darkmoon Card- Twisting Nether: The dialog for this resurrection will now always reappear after the Spirit of Redemption effect has completed.
        Earthfury Set: The mana refund effect can now only occur once per Healing Wave spell cast.
        Earthshatter Set: The Lightning Shield bonus will now be removed if you lose the set bonus.
        Eye of the Dead: Holy Shock now interacts properly with this item.
        Ranged Elemental Damage: Our ranged combat system does not allow a ranged weapon to do a mix of Elemental (Fire, Frost, Arcane, etc.) and Physical damage. Many ranged weapons existed which were listed as doing Elemental damage and did not function properly (the damage was dealt, but was treated as Physical). All of those weapons have been changed to deliver the Elemental damage as a chance on hit effect. Hurricane was previously changed this way in 1.11. The following ranged weapons are also fixed in 1.12: Bow of Searing Arrows, Dwarven Hand Cannon, Heartseeking Crossbow, Dark Iron Rifle, Galgann's Fireblaster, Quillshooter, Shell Launcher Shotgun, Venomstrike, and Verdant Keeper's Aim.
        Talisman of Ascendance: This item will no longer trigger from physical damage effects. In addition, if either of the buffs from the item are canceled, they will both be canceled.
        Talisman of Ascendance: Holy Shock heals will now trigger the effect from this trinket.
        Zandalarian Hero Charm: Item tooltip corrected to match the effect tooltip.
        The Items that summon mounts have been changed in their color/quality. Items that summon normal mounts are now blue(superior)items and items that summon swift mounts are now purple(epic) items.
        Fixed a bug that allowed you to use items which restored health or mana while you were already full health or mana.
        Fixed a bug with the Jom Gabbar trinket which was causing it to trigger a category cooldown for a duration longer than intended.
        Wrath of Cenarius: This item will now trigger from Arcane Missiles.
        Clarified the tooltips for the Stormshroud armor and Kalimdor's Revenge to explain that they deal Nature damage.
        Fixed a bug that caused the Blooddrenched Mask to hide a character's hair.
        Warbear leather now stacks to 20.
        Thunderfury, Blessed Blade of the Windseeker may now be equipped in either hand.
        Argent Shoulders no longer require a righteous orb to make.
        The cooldown timer on transforming Anathema and Benediction may no longer be circumvented by zoning or logging out. 
    
    Professions
    
        Engineering: The damage from sapper charges can now be resisted. The overall DPS of the charges should not be significantly altered from what it currently is.
        Engineering: Explosive sheep do fire damage instead of physical damage.
        Goblin Land Mines and Compact Harvest Reapers will no longer lock out using other engineering devices until the land mine/reaper dies. Harvest Reaper was given a 10 min self cooldown to prevent too many reapers from being summoned at once. 
    
    Raids and Dungeons
    
        Uldaman
            Reduced the number of Shadowforge Ambushers that attack after looting the quest chest.
            Shadowforge Ambushers are no longer elite.
            The respawn of the Stone Stewards has been changed to 2 hours (from 30 minutes). 
        Zul'Farrak
            The respawn of the 2 Troll/1 Basilisk patrollers should now be 2 hours.
            Reduced the damage dealt by the Sul'lithuz Abomination and Sul'lithuz Sandcrawler.
            Zul'Farrak Dead Heroes are no longer elites.
            Theka the Martyr will now only remain immune to physical damage for 30 seconds before reverting to normal.
            Antu'sul's Sul'lithuz Broodlings now only hatch 4 at a time and are significantly weaker.
            Witch Doctor Zum'rah will no longer call as many Zul'Farrak Zombies to his aid when aggroed.
            Weegli Blastfuse now has slightly more hit points.
            Antu'sul's Warden no longer attempts to knock adventurers into Antu'sul's lair.
            Sandfury Cretins who engage the party during the pyramid event are no longer able to cast Shadow Bolt. 
        Maraudon
            Noxxious Scions will no longer spawn when you cleanse Celebrian Vines. 
        Ruins of Ahn'Qiraj
            Lieutenant General Andronov's Aura of Command should no longer generate threat. This will hopefully prevent him from pulling aggro on the entire wave, leading to his untimely death.
            Hive'Zara Hatchlings can now swim.
            Egg Explosion will no longer burn charges from spells such as Lightning Shield.
            It should no longer be possible for Emperor Vek'lor and Vek'nilash to Unbalancing Strike or Arcane Burst immediately after a teleport. 
    
    World Environment
    
        Cities
            Neutral guards are now able to see through the rogue Vanish ability. 
        Silithus
            Tortured Druids and Sentinels will now call only one Hive'Ashi drone on death.
    Code:
    World of Warcraft Client Patch 1.11.0 (6/19/2006)
    
    Shadow of the Necropolis
    
        Floating above the Plaguelands, the necropolis known as Naxxramas serves as the seat of one of the Lich King's most powerful officers, the dreaded lich Kel'Thuzad. Horrors of the past and new terrors yet to be unleashed are gathering inside the necropolis as the Lich King's servants prepare their assault. The Scourge marches again...
        Naxxramas is the new 40-man raid dungeon that will present even the most experienced and powerful players with an epic challenge. 
    
    General
    
        The cost to unlearn talents will now decay over time. This cost will be reduced by a rate of 5 gold per month to a minimum of 10 gold.
        Logging back in after a disconnect from the server has been greatly improved, and players should now rarely receive the message "A character with that name already exists."
        Temporary item buffs (e.g. poisons, sharpening stones and shaman weapon buffs) will persist through zoning or logging out.
        Fear: The calculations to determine if Fear effects should break due to receiving damage have been changed. The old calculation used the base damage of the ability. The new calculation uses the final amount of damage dealt, after all modifiers. In addition, the chance for a damage over time spell to break Fear is now significantly lower. Note that Fear continues to be roughly three times as likely to break on player targets as on non-player targets. In addition, Intimidating Shout now follows that player versus non-player distinction, while previously it did not.
        Periodic Healing: Spells which do periodic healing will now have their strength determined at the moment they are cast. Changing the amount of bonus healing you have during the duration of the periodic spell will have no impact on how much it heals for.
        Reflection: Effects which cause reflection will no longer reflect triggered effects separately from their base effects (e.g. Impact, Improved Shadow Bolt, Aftermath, etc.)
        Spell and Item Auras with Charges: These auras will now correctly remember their number of charges when you enter or leave an instance, change continents, or log out.
        All controlled units will now be titled based on the creature type. All beasts will be referred to as Pets, for example (no matter how they are controlled). Previously, there were several inconsistencies.
        Beneficial spells and abilities that target multiple units will no longer consume resources (i.e. mana, rage etc...) if they fail to affect anyone.
        Chain targeted spells and abilities (e.g. Multi-shot, Cleave, Chain Lightning) will no longer land if target cannot be seen by the caster due to stealth or invisibility.
        Character model transparency has been modified to fix an issue where PC's would appear to have a large hole in their model (be on the lookout!).
        Optimization code known as "M2Faster" is now enabled by default. M2Faster can improve performance in crowded scenes when "Vertex Animation Shaders" is turned on. This function can be turned off by setting M2Faster to "0" in the config.wtg.
            Reduces the unique number of vertex shader permutations that we will choose to use in rendering
            Sorts the drawing of items in the scene a little differently to reduce the number of times we re-program the vertex shader hardware. 
    
    PVP
    
        In an effort to keep their armies better outfitted the Horde and Alliance have both taken it upon themselves to update their available rewards.
            An updated set of armor rewards have been added to vendors for Honor ranks 7, 8, and 10.
            The armor rewards for Honor ranks 12 and 13 have been increased in level and stat point allocation.
            New rank 14 weapons have been added! In order to give casters the same diversity of selection that melee currently enjoy we have added new caster items that are available to be purchased by Grand Marshals and High Warlords. 
    
    Battlegrounds
    
        Alterac Valley
            Most of the NPC guard units have been removed.
            Players now drop more quest items.
            Creatures that remain in Alterac Valley have had their hit points reduced.
            The buff that is periodically cast by each faction's Captain has been changed to a flat 20% hit point buff.
            Upgrading troops through armor scrap turn-ins will also now result in your team's General enabling a periodic buff to your melee and spell damage. 
        This buff scales from 10% at the Seasoned unit level, 20% at the Veteran unit level, and 30% at the Champion unit level.
        Warsong Gulch - Epic leggings have been added to the Warsong Outrider and Silverwing Sentinel supply officers for all armor types. These items require Exalted status with their respective reputations. 
    
    Druids
    
        Innervate: This spell is now a base ability for all Druids, trainable at level 40. Any Druid who formerly had the Innervate talent now has the Swiftmend talent instead.
        Nature's Grace: You will no longer consume this effect when casting a spell which was made instant by Nature's Swiftness.
        Swiftmend: This new talent has been added to the Druid Restoration tree, replacing Innervate as the 31 point ultimate talent. It consumes a Rejuvenation or Regrowth aura to produce an instant heal.
        Enrage: Tooltip edited to clarify functionality. 
    
    Hunters
    
        Counterattack (Survival Talent) - All ranks of this talent will now share the same cooldown.
        Scorpid Poison: Duration slightly lengthened.
        Changed the way hunter pet family armor bonuses and penalties are applied to allow the exact value from the Natural Armor talent to be applied correctly. This may result in a very slight loss of armor to some pets (less than a third of a percent).
        Improved Scorpid Sting: The aura from this Sting will now be removed (as intended) when a different Sting aura is placed on the victim. 
    
    Mages
    
        Due to significant talent changes, mages will have all talent points refunded and can be respent. Training costs for all talent spell replacements have been significantly reduced.
        New ability added - Winter's Chill.
        Arcane Explosion is now instant cast and will no longer remove the Presence of Mind effect when used.
        Evocation - Is now available to all mages (via trainer), starting at level 20.
        Conjure Food now has a new rank (Rank 7) available in Stratholme.
        Frost Ward now has a new rank (Rank 5) available as item loot in dungeons.
        Mana Shield - Damage taken will now be absorbed by other absorb spells (e.g. Ice Barrier, Power Word: Shield) before being absorbed by Mana Shield.
        Dampen Magic - Damage and healing reduction increased on ranks 3 through 5.
        Amplify Magic - Damage and healing bonus increased on ranks 2 through 4.
        Counterspell - Fixed a bug that made Counterspell unresistable.
        Improved Scorch - Duration of Fire Vulnerability increased to 30 seconds.
        Blast Wave: The bonus this spell receives from effects that increase spell damage has been increased.
        Cold Snap: This talent will now always clear the cooldown for Frost Ward, even if the cooldown was triggered by casting Fire Ward.
        Cone of Cold: The bonus this spell receives from effects that increase spell damage has been increased.
        Fire Ward: The amount of damage absorbed by this ward was increased substantially on all ranks.
        Frost Ward: The amount of damage absorbed by this ward was increased substantially on all ranks.
        Arcane Power: This ability will no longer stack with Power Infusion. If you gain both at the same time, Arcane Power will take precedence.
        Added a new level 60 quest available from Archmage Xylem in Azshara for mages.
        Fire Ruby now has a sell value and can be disenchanted. 
    
    Paladins
    
        Benediction: This talent will no longer incorrectly provide a double discount to Seal of Justice.
        Blessing of Light: It is no longer possible for a target to appear to have multiple ranks of Blessing of Light. These multiple auras had no beneficial effect, merely causing confusion. Problems with targeting the spell when the caster has Blessing of Light effect on them have also been fixed.
        Divine Favor: It is no longer possible to cast this immediately after a healing spell and "retroactively" make it a critical hit.
        Illumination: When several critical effect healing spells are cast very quickly, you will now receive the correct mana refund for each one.
        Judgement of Command: Now consumes a charge of the Zandalarian Hero Charm. In addition, when this spell is resisted it will no longer erroneously still do damage.
        Judgement of Righteousness: Now consumes a charge of the Zandalarian Hero Charm.
        Seal of Command: Clarified tooltip.
        Vengeance: Seal of Command critical hits can now trigger this ability.
        Vindication: This effect will no longer be absorbed by Grounding Totem. 
    
    Priests
    
        Lightwell - Casting time reduced. Lightwell object increased in size to make it easier to click; relative click radius decreased slightly.
        Mind Control: If you cast Power Word: Shield while Mind Controlling a target, the Recently Shielded aura will now appear on the correct target instead of yourself.
        Spirit of Redemption: This spell has a number of fixes: Spirit of Redemption form now has casting animations. Priests prematurely leaving battlegrounds with this aura on will now receive the Deserter debuff (as intended); Priests in Spirit of Redemption form at the completion of a battleground will have the aura removed without dying; It will now work correctly with the Darkmoon Card Twisting Nether item, resurrecting you after Spirit of Redemption has run its course; If you should die underwater the Spirit of Redemption will no longer have a breath bar appear; the Warlock Drain Soul spell will terminate producing 1 shard when the Priest switches to Spirit of Redemption form; You will no longer have to wait 30 seconds for graveyard resurrection upon your first death while using Spirit of Redemption.
        Vampiric Embrace: This ability will no longer heal for damage caused when the target had no life remaining.
        Shadowguard: This Troll Priest racial spell now works with Vampiric Embrace, Blackout, and Shadow Weaving. In addition, the damage from Shadowguard will now consume charges of the Zandalarian Hero Charm's Unstable Power aura. The range on Shadowguard has been extended to hit anyone within vision range. 
    
    Rogues
    
        Detect Traps is now a passive skill.
        Pick Pocket: This ability will no longer trigger effects on your target.
        Slice and Dice: This ability will no longer play its sound effect twice.
        Vanish: Canceling your Stealth aura while Vanish is running will now cause Vanish to be canceled as well.
        Hemorrhage: Your damage over time effects will no longer consume charges of Hemorrhage. 
    
    Warlocks
    
        Shadow Ward now has a new rank (Rank 4) available as item loot in dungeons. The amount of damage absorbed by this ward was increased substantially on all ranks.
        Soul Link: If your pet is banished, Soul Link will stop functioning until Banish wears off. In addition, Soul Link's tooltip has been clarified to indicate it only works with your imp, voidwalker, succubus, or felhunter.
        Curse of Agony: The damage from this spell will now continue even if the caster dies or leaves the area.
        Emberstorm: This talent will now correctly increase the damage the Warlock takes from Hellfire.
        Hellfire: Aftermath can now be triggered by this spell.
        Improved Shadow Bolt: Periodic damage spells and non-damaging spells will no longer consume charges of Shadow Vulnerability.
        Shadowburn: If you cast Drain Soul while this aura is on the victim, you will no longer receive two soul shards upon the victim's death. 
    
    Shaman
    
        Due to significant talent changes, Shaman will have all talent points refunded and can be respent. Training costs for all talent spell replacements have been significantly reduced.
        Anticipation: Now increases chance to dodge by 1-5%.
        Following durations have been increased - Disease Cleansing Totem, Fire Resistance Totem, Flametongue Totem, Frost Resistance Totem, Grace of Air Totem - Ranks 1 and 2 increased, Nature Resistance Totem, Poison Cleansing Totem, Stoneskin Totem, Strength of Earth Totem - Ranks 1 through 4 increased, Tremor Totem, Windfury Totem, Windwall Totem.
        The following mana costs have been reduced - Searing Totem, Mana Spring Totem, Healing Stream Totem, Rockbiter, Frostbrand, Flametongue and Windfury.
        Two-Handed Axes/Maces (Enhancement Talent) - Skill levels gained with these two weapons will now be retained if you decide to unspend this talent point and return to it later.
        Flame Shock - Damage over time portion of all ranks slightly increased. Mana cost of ranks 3 through 5 decreased.
        Improved Reincarnation (Restoration Talent) - Fixed a bug where rank 1 of this talent was not decreasing the cooldown properly.
        Elemental Fury: Tooltip now indicates it increases the critical damage for Searing Totem, Magma Totem, and Fire Nova Totem.
        Fire Nova Totem: This totem now receives increased healing from effects that increase the Shaman's spell damage.
        Grounding Totem: This totem will no longer reflect the Mage talent Combustion back onto the Mage.
        Healing Stream Totem: This totem now receives increased healing from effects that increase the Shaman's healing.
        Lightning Bolt: Mana cost reduced approximately 17%.
        Lightning Shield: Some battleground power-up effects were consuming charges of Lightning Shield. They no longer cause charges to be consumed. The range on Lightning Shield has been extended to hit anyone within vision range.
        Magma Totem: This totem now receives increased damage from effects that increase the Shaman's spell damage.
        Searing Totem: This totem now receives increased damage from effects that increase the Shaman's spell damage.
        Elemental Mastery: If you have this effect and Clearcasting at the same time, the Clearcasting effect will be consumed first. 
    
    Warriors
    
        Improved Bloodrage talent changed to generate additional rage when the ability is used.
        Improved Revenge ranks evened out, resulting in an additional 5% for the final rank. Chance to stun at each rank changed to 15/30/45%.
        Bloodrage - Fixed a bug that caused Bloodrage to cost twice the intended health.
        Flurry: The tooltip for this talent has been adjusted to indicate it only works on normal melee swings.
        Shield Slam: This ability has received a redesign. It now costs 20 rage to use and the damage it does is modified by your shield block value. However, the base damage has been reduced. It generates more threat per rage and more damage per rage than it did previously.
        Sweeping Strikes: This spell has a number of fixes: When used in conjunction with Execute and the second victim is below 20% health, they will be hit with the full Execute amount. If the second victim is not below 20% health, they will be hit with normal melee swing damage; If the ability you are using does not deal damage, it will not use a charge of Sweeping Strikes; The extra attack it generates when used with Whirlwind now has the correct damage range; The additional attacks generated by this ability will now properly take into account the armor of the second target. 
    
    Items
    
        Key rings have been added to the game.
            Level 1-39 = 4 slots
            Level 40-49 = 8 slots
            Level 50-60 = 12 slots 
        Permanent Dungeon Keys
            Key to Searing Gorge
            Workshop Key
            The Scarlet Key
            Shadowforge Key
            Key to the City
            Skeleton Key
            Prison Cell Key
            Crescent Key 
        Stack sizes have been updated:
            Stacks of 20
            Leather (Light, Medium, etc.)
            Cured Hides (Light, Medium, etc.)
            Shards (Small Brilliant, etc.)
            Enchanting Dusts (Strange, Illusion, etc.)
            Flash Powder
            Rogue Poisons (Instant, Crippling, etc.)
            Rogue Poison Reagents (Essence of Pain, Deathweed, etc.)
    
            Stacks of 10
            Hides (Light, Medium, etc.) 
        We have re-evaluated the mechanics of consumable items in the game and concluded that these should work in a more intuitive manner. As such, most items that can not be equipped with right click abilities have been streamlined into one of three categories. Using an item of a particular category will trigger a shared cooldown among all other items in the same category. The categories break down as follows with category cooldowns as listed.
            Potions 2 minutes: This includes items such as Health Potion, Mana Potion, Invisibility Potion and Mighty Rage Potion.
            Aggressive 1 minute: This includes items such as explosives, Really Sticky Glue and Discombobulator Ray.
            Non-Aggresive 2 minutes: This includes items such as Healthstone, Night Dragon's Breath, Whipper Root Tuber and Target Dummy. 
        Many items that can be equipped have had their cooldown category removed and will be controlled exclusively by the item's self cooldown. For example, the Gnomish Mind Control Cap should no longer trigger the cooldown of the Talisman of Arathor.
        We have re-evaluated the class specific quest rewards for both Zul'Gurub and Ahn'Qiraj Ruins. To bring them more in line with the effort required to attain them we have upgraded the superior items to epic quality.
        Updated the set bonus tool tip for The Elements and The Five Thunders set to better explain it's function
        Antenna of Invigoration's damage type has been changed to Nature, it was never intended to do physical damage. It will also now properly display it's firing animation.
        Slave Master Blackheart will now drop loot appropriate of a rare NPC.
        The binding on Amulet of the Redeemed and Shroud of Arcane Mastery have both now been changed to the intended Bind on Acquire.
        The Gnomish Mind Control Cap may now only be used on targets that are not in combat.
        Deathdealer's Spaulders were unintentionally given higher stats than they should have had for an item of their level, this has been corrected.
        Uther's Strength is now properly flagged as Bind of Equip.
        The Tome of Divine Right has it's mana regen function changed to the intended On Equip instead of On Use.
        Perdiot Circles have been properly renamed to Peridot Circles
        Low level boars/wolves drop boar meat and wolf meat much more frequently now to facilitate cooking
        A number of items have had their stacking limits increased including leather, enchanting dust/shards and rogue poisons/reagents among others.
        Ashwood seeds can now be placed in herb bags.
        All food/drink can be eaten while silenced. Previously some food/drink could not be consumed when under the effect of a silence.
        The Mantle of the Timbermaw will now make the correct inventory sounds.
        The Spirit of Zandalar will no longer persist through death.
        Ancient Hakkari Manslayer: This item will no longer trigger erroneously on the strike which kills the target.
        Badge of the Swarmguard: The Insight of the Quiraji aura no longer displays any duration. It is removed when The Badge of the Swarmguard aura is removed.
        Black Grasp of the Destroyer: Losing targeting on your enemy will no longer prevent you from gaining the mana when this item triggers its effect.
        Blade of Eternal Darkness: This item can now correctly trigger its effect from any harmful spell.
        Bloodfang Set Bonus: The damage effect from the 8-piece bonus on this set will no longer trigger on (and break) Gouge.
        Bonfires: This stationary fires will no longer create two messages in the combat log each time they deal damage.
        Clutch of Foresight: This item now functions when the user is silenced.
        Darkmoon Fair Card Twisting Nether: If you are Soulstoned, Soulstone will now always take priority over Twisting Nether's effect.
        Earthfury Set: When Healing Wave chains to additional targets from this set bonus, it will no longer pick uninjured targets.
        Darkmoon Fair Card Blue Dragon: This item will no longer trigger from using any ability which does not cost mana.
        Enigma Set: The Enigma's Answer effect will no longer trigger from items.
        Health Regen Every 5 Seconds: Items with this bonus have been fixed so that the health regeneration occurs during combat again.
        Holy Mightstone: The spell damage bonus from this item will no longer increase the melee damage done against undead. The attack power bonus will still function as intended.
        Hurricane: This weapon was not dealing the listed frost damage. That listed frost damage has been replaced with a chance to trigger a damaging frost effect.
        Implements of Unspoken Names: This set bonus had an error that made it not properly affect base damage from pets. That error has been corrected.
        Primal Hakkari Tokens: These items from Zul'Gurub now identify which classes can use them in their item descriptions.
        Rejuvenation Potions: Any type of potion or consumable that grants mana and healing will no longer be consumable unless either your health or your mana are below maximum.
        Robes of Insight: This item's effect will no longer lose charges when casting spells that have no mana cost.
        Rune of the Dawn: This trinket will no longer have any effect on melee damage done to undead.
        Scarab Brooch: Holy Nova and healing from Holy Shock will now properly trigger this item's ability.
        Shadowstrike: The cooldown on transforming this item is now always 60 seconds.
        Stormshroud Set: The Lightning effect from this set will no longer break your Gouge.
        Temporary Spell Damage Auras: (eg. Unstable Power, Power Infusion, etc.) All of the items which grant temporary spell damage bonuses are now correctly set not to trigger off items, and to trigger off any appropriate spell the player knows.
        The Elements Set: This set bonus will no longer trigger from tradeskills.
        The Five Thunders Set: This set bonus will no longer trigger from tradeskills.
        The Ten Storms Set: The Lighting Shield bonus placed on other players will function correctly again. In addition, it will no longer be possible to gain more than one Lightning Shield effect from this set bonus anymore.
        Totem of Life: Effect increased.
        Thunderstrike: The cooldown on transforming this item is now always 60 seconds.
        Trappings of The Unseen Path: This set bonus had an error that made it not properly affect base damage from pets. That error has been corrected.
        Troll's Blood Potions: These potions have been fixed that so that the health regeneration occurs during combat again.
        Ultra-Flash Shadow Reflector: This item can now reflect the damage caused by the Troll Priest racial spell Shadowguard.
        Zandalarian Hero Charm: The damage and healing on this item have been reduced by 30%. Instead of granting 35 damage and 70 healing per charge, it now grants 25 damage and 50 healing per charge. Several Paladin spells, Starshards, and Lightning Shield were not consuming charges of this trinket. All those spells have been fixed. In addition, totems which now benefit from increased damage and healing will also consume charges (Healing Stream Totem, Searing Totem, Magma Totem, and Fire Nova Totem)
        Eating and Drinking: You will no longer fall through a chair you are sitting in if you eat or drink. 
    
    Professions
    
        Fishing
            Schools of Fish have been spotted off the coast of Azshara
            Swarms of Eels have been spotted off the shores of Feralas, Tanaris, Azshara and southern Stranglethorn.
            Bloated Fish will no longer be found in wreckage 
        Tailoring
            Dreamweave Circlet is now a Superior quality item
            Four new nature resist cloth armor recipes have been added to the merchants at Cenarion Hold for those with high Cenarion Circle reputation. 
        Leatherworking
            Three new nature resist leather armor recipes have been added to the ghost leatherworker of Silithus for those with high Cenarion Circle reputation. 
        Blacksmithing
            A number of weapons made with Fiery and Lava cores have had their material requirements reduced. Black Amnesty, Blackfury, Ebon Hand, Blackguard, Nightfall are the affected weapons.
            The Dark Iron Bracers and Fiery Chain Girdle have had the materials required to make them reduced significantly.
            The Ebon Hand has had its attack speed decreased somewhat.
            The axesmith weapon Nightfall effect has been changed from -60 resistance to +15% spell damage taken. Also its speed has been decreased somewhat.
            Three new nature resist plate recipes have been added to the merchants at Cenarion Hold for those with high Cenarion Circle reputation. 
        Mining
            Smelting Bronze, Silver and Iron will give increases to mining skill for somewhat longer than they used to. 
        Enchanting
            The two-handed agility Enchanting recipe now provides a green glow on those weapons. 
        Alchemy
            The Gift of Arthas now uses the elixir cooldown rather than the potion cooldown. 
        Engineering
            Grenades and Mortars now are set to use the "Controlled Stun" mechanic so using grenades in conjunction with other stuns (such as Hammer of Justice) may give you diminishing returns.
            The materials used in sapper charges have become less stable and now on occasion sapper charges will only affect the user lighting them on fire for a period of time.
            A player is now much more likely to break out of the The Reckless Charge effect of the Rocket Helmet early. This is to maintain consistency with all other effects that take control away from a player (Sheep, Stun, Hibernate, etc...). This change only affects players, there is no change in using it against monsters.
            When a Paladin is replaced by their Evil Twin due to transporter malfunction, they can no longer revert to their normal self using divine shield.
            Tranquil Mechanical Yetis are no longer unique. 
    
    Quests
    
        Light's Hope Chapel has been revamped and is now a fully functional quest hub.
            A new mailbox has been added.
            The chapel is now flagged as an inn.
            A guard system is in place.
            New vendors have been added. 
        Dozens of new quests have been added to Light's Hope.
        A new LEGENDARY item quest has been added! Casters rejoice (and druids too)!
        Aurel Goldleaf at Cenarion Hold in Silithus has a new quest.
        New quests available in Zul'Gurub and Light's Hope Chapel for head and leg resistance enchantments.
        Several new tradeskill quests have been added to assist players in obtaining frost resistance armor and items.
        Dire Maul Librams may now drop in any wing.
        Blood of the Black Dragon Champion is now a multi-drop quest item. Everyone on their respective faction's quest will be able to loot the blood. 
    
    Reputations
    
        Cenarion Circle
            A new quest is available at Cenarion Hold for players who wish to turn in Combat, Logistics and Tactical Badges for reputation.
            Encrypted Twilight Texts now stack to 250
            Combat Missions from the Field Duty questline in Silithus are now received in batches of four (all hitting the same hive)
            Envelopes for all Field Duty Assignments are now non-unique
            Unsigned Field Duty Papers now need to be "prepared" by players by right-clicking on them. This action has a 3-minute cooldown.
            Completing the Field Duty quest has a reputation reward once again. 
        Bloodsail Buccaneers
            New repeatable "turn-in" quests have been added to each of the goblin cities as a vehicle to raise the player's faction with them (while decreasing the player's Bloodsail Buccaneer faction) 
        Hydraxian Waterlords
            New revered option for Hydraxian Waterlords faction allows players to receive a non-consumable version of Aqual Quintessence 
    
    Raids and Dungeons
    
        Release timers have been be removed from instances. This includes dungeons, battlegrounds, and raid instances.
        Instituted an anti-exploit measure on certain encounters (almost entirely raid bosses). These encounters will prevent people from zoning into the instance while that encounter is engaged. If you attempt to zone into the instance while that encounter is engaged, you will be resurrected at the outside entrance. We will be making adjustments to the entrances to Molten Core and Blackwing Lair to accommodate this change. Combat resurrections, soulstones, reincarnate, etc. will still work fine. This is primarily to combat graveyard rushing in instances.
        Zul'Gurub
            Class specific armor quests given by the Zandalarian trolls of Yojamba Isle no longer require Bijous or coins for completion. Armor quests now only require a Primal Hakkari piece and appropriate faction with Zandalar.
            Class specific enchantments given by Zanza the Restless no longer require Arcanum (Librams) from Dire Maul. The requirements have been changed to items found within Zul'Gurub. Speak with Zanza the Restless for more information.
            The various clan speakers (Bloodscalp Speaker, Sandfury Speaker, etc) have had their hit points reduced considerably.
            Zandalarian Armor Replacement - Due to the changes made to the armor rewards from the Paragons of Power quests, the trolls of Yojamba Isle will now offer to replace pieces of armor that have been lost or deleted.
            After careful consideration we have decided to add an additional loot table to the High Priests of Zul'Gurub. Players should now see two items in addition to the tokens when slaying these bosses.
            When Hakkar gains the Berserk effect, Hakkar will now emote that he is berserk instead of emoting that he is enraged. 
        Ruins of Ahn'Qiraj
            Ossirian the Unscarred - There is a new crystal that will be visible before the encounter begins. Players can use this crystal just like any other crystal in the encounter, but it cannot come back up during the encounter.
            Ruins of Ahn'Qiraj Class Set Reward Replacement - Due to the changes made to the rewards from the Ruins of Ahn'Qiraj class set quests, players can obtain replacements for lost or deleted quest rewards from Warden Haro, Keyl Swiftclaw, and Windcaller Yessendra in Cenarion Hold.
            The hitpoints of every creature in the General Rajaxx encounter has been lowered.
            Damage of General Rajaxx has been lowered.
            The wait time between waves in this encounter has been shortened. 
        Princess Huhuran's Acid Spit can no longer be redirected by Grounding Totems.
        Arygos in the Temple of Ahn'Qiraj will now offer to teleport players to the following places given the following conditions have been met:
            If the Twin Emperors have been defeated, Arygos will teleport players to their lair.
            If Ouro has been defeated, Arygos will teleport players to the chamber where the dragons are being held prisoner.
            Arygos will not teleport players that are in combat. 
        Emeriss, Lethon, Taerar, Ysondre - Some of their abilities will be less predictable than before
        Tinkerer Gizlock can now throw Flash Bombs
        The Gordok Inner Door Key will now properly be destroyed if you are ever outside the instance and alive.

    The last two major patches which also completed the addition of the raids had 3 major class changes and a metric fuckton of encounter nerfs and changes.

    They can still do bugfixes, I'm not saying that they shouldn't, but you also need to realise that if people really want the full vanilla experience that the vast majority of players had, you cannot get that by starting at 1.12.

    Something like 1.5 to 1.7 are sufficiently late enough to have added most of the content (bgs/raids) whilst also being early enough to not be affected by many of the the big overhauls. Overhauls that most players did not experience when in those lower ranked raids. Most raiders did not experience the class changes that happened in 1.11 or 1.12 while they were in places like ubrs, or molten core, or onyxia, because they were busy in late BWL and AQ and Naxx. Starting at 1.12 means that everyone will get those changes immediately in the lower difficulty content too, something that was experienced only by people late to WoW or making alts.
    Last edited by Lollis; 2017-11-07 at 07:45 AM.
    Speciation Is Gradual

  16. #256
    Scarab Lord Leih's Avatar
    10+ Year Old Account
    Join Date
    Nov 2011
    Location
    United Kingdom
    Posts
    4,556
    Quote Originally Posted by AeneasBK View Post
    I mean, I'm sure it got pointed out already, but he didn't say "like it used to be" he just asked a rhetorical "should it be X or Y" regarding things he'd want community feedback on. How you could interpret the language used any other way I'm really not sure.
    But way to go OP
    I'm sorry but if they are considering a rhetorical question like "Should our authentic vanilla experience offer the content the way it was in Vanilla or the way it was in Cataclysm?" then surely that's even more worrying for anyone excited for a true return to vanilla? Last I checked, people who love Vanilla didn't like Cataclysm very much.
    Looking for laid-back casual raiding on EU?
    Our community is looking for more players: Take a look and hit me up for info!

  17. #257
    I never did UBRS 15man but I did Strat and Scholo 10-man and I gotta say, it became easier with 5 men because herding cats (players) are hard.

  18. #258
    Deleted
    Quote Originally Posted by Aeula View Post
    Because it was the final vanilla patch and was arguably the most ‘balanced’. I’ve never seen a vanilla server do any other version.
    So it wasn't the real vanilla experience then. If you care for balance, vanilla isn't even for you since it was the least balanced version of WoW (understandably due to it being the first).

  19. #259
    Elemental Lord Tekkommo's Avatar
    10+ Year Old Account
    Join Date
    Nov 2011
    Location
    Scotland
    Posts
    8,054
    Fine with it not being 15 man (though would prefer that), I'll be mad if they make it 5 man.

  20. #260
    Quote Originally Posted by Gorsameth View Post
    20k post surge?
    I think your being HIGHLY optimistic.

    It would be a roaring success in my eyes if they can get to 10k after 3 months.
    Then your eyes aren't working too well. Are you blind? This is roughly the private community now, after years and all sorts of sketchy drama.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •