World of Warcraft 3.1 Patch Brings Dual-Specs, New Raid
On Tuesday Blizzard rolled out the first major content patch for World of Warcraft since the launch of Wrath of the Lich King last November. The 3.1 patch includes the long-awaited dual-specialization feature, which allows players to quickly and easily switch from one set of talent choices to another. Action bars and glyph choices change as well. The patch also includes a new end-game raid dungeon, Ulduar, which expands upon the variable difficulty modes Blizzard has recently experimented with. The instance contains 14 bosses, 10 of which have an optional "hard mode" that players can attempt for better rewards. In addition, the patch contains a host of class balance changes, bug fixes, and UI improvements. You can see the full patch notes at Blizzard's website, and a brief trailer is also available.
To start, you net about 700 gold in the level from 70 to 80. If you're careful, much more.
Fundamentally, MMORPGs that use a DIKU archetype system (classes) find an overabundance of damage dealers and few tanks; even fewer healers. It's easy enough to note that leveling up / grinding for money / pvp rank / whatever (DIKU style) you need damage, making the classes capable of tanking/healing even more sparse as they min/max toward the damage specs. This is a nightmare for developers who have to try to balance that system. I'd say dual speccing is useful for just under half the wow population and really makes the non-damage dealing classes much much more attractive as there is now true flexibility, guaranteeing more $$$. From a player perspective, it's a win. From the developer's perspective, it's a win. From the publisher's perspective, it's a win.
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