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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.

15 of 204 comments (clear)

  1. Exams by DirtyCanuck · · Score: 5, Funny

    This is certainly going to have an adverse affect on exam scores around the world.

    1. Re:Exams by Jack9 · · Score: 5, Informative

      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.

      --

      Often wrong but never in doubt.
      I am Jack9.
      Everyone knows me.
    2. Re:Exams by thriemus · · Score: 3, Interesting

      I have spent over well over 3000 gold on each of my two lvl 80 chars respeccing from PvE to PvP and vice versa. 1000 gold is nothing in game now. The reason dual spec is nice is this:

      PvE - 2 different specs in raid without having to hearth and get summoned back (Sunwell anyone?)

      PvE & PvP - People who play both do not need to respec every day now.

      This current patch not only addresses the need for new content but is also providing some much needed class balance in abilities.

      The reason that we are only getting one new instance is because of the sheer amount of development that Blizzard are now putting into new content. They have to design encounters for 10 & 25 man raids, then within each of those they have to design and balance easy and sometimes multiple levels of difficulty. Think of OS 10 / 25 with 0,1,2,3 drakes alive. There are 8 different ways to killing one boss. I would rather see 1 well designed instance than 3 instances with no real thought put in. With the new hard modes all raiders can see new content, lower guilds can kill bosses but it takes very capable guilds to kill bosses on the hardest mode, giving the best loot.

      Sorry, I play WoW, quite a bit, however I play in one of the top 100 guilds in Europe so at least I am a capable no lifer ;P

      --
      - Sig
    3. Re:Exams by Talderas · · Score: 3, Informative

      1. Getting from 1-80 without instances is not hard at all.
      2. Blizzard made it easier to get from 1-60 (I think), by reducing the exp required per level.
      3. Instances are a boring way to level up, compared to questing.
      4. There's more quests in the game than it takes to get leveled up. For example, you could easily hit level 70 in Outlands after doing Hellfire, Zangarmarsh, Terrokar Forest, Nagrand, and a little bit of Blades Edge Mountains. That leaves the rest of Blades Edge Mountains, Shadowmoon Valley, and Netherstorm to get quests where you got more gold rewards for quests. In Northrend you could hit 80 easily by the time you've done Borean Tundra, Howling Fjord, Dragonblight, Grizzly Hills, Zul'drak, Scholazar Basin, and if you're a bit unlucky a little in Storm Peaks. Either way you'll have most of Storm Peaks and all of Icecrown to get gold from quests.
      5. Lv60 and Lv70 raids aren't done frequently. The people that do them frequently either do them with a small elite group of players because they're looking for specific stuff (Elementium Ore from BWL, Bindings from MC), or they do it with high level characters because they don't want to be carrying people.
      6. Instances are fine to find, the problem is that some instances are quicker and have better equipment and people generally drift towards those instances. You can almost always find Scarlet Monestary groups horde side, but trying to find a group for Sunken Temple or Blackfathom Depths is near impossible.
      7. If you were a low level when BC started there should have been numerous new low level characters, tons of Draenei alliance side and a tons of blood elves horde side. I smell BS there.

      --
      "Lack of speed can be overcome. In the worst case by patience." --Znork
  2. Real News vs. Advernews by DreamsAreOkToo · · Score: 5, Insightful

    This isn't news. Real news goes like this:

    "World of Warcraft introduces variable difficulties to their in game dungeons."

    Advernews goes like this:

    "WoW patch 3.1 released with 14 new bosses, dual spec, new GUI choices, and game balancing!"

    One key difference, Advernews doesn't make sense to anyone outside of the game's target market.

    Sorry for the made-up word.

  3. Ulduar by RogueyWon · · Score: 3, Interesting

    I suspect there's quite a lot riding for Blizzard on the quality (and challenge level) of this new raid instance. A lot of people are starting to notice that Blizzard seems to have stripped WoW of development resource to focus on other projects. While the Wrath of the Lich King expansion got a lot of positive press for the "oooh, pretty" factor, the simple fact is that it is desperately short on level 80 content (and with WoW levelling being as fast as it is, most players are level 80).

    When the previous expansion, The Burning Crusade, came out, it contained quite a few raid instances. These were, Karazhan (11 bosses), Gruul's Lair (2 bosses), Magtheridon's Lair (1 boss), Serpentshrine Cavern (6 bosses), The Eye (4 bosses) and Mount Hyjal (5 bosses). A few months after release, Black Temple (9 bosses) was added. All of these were brand new encounters. By contrast, with WotLK, we got a recylced instance from before the first expansion and just 3 new bosses in other mini instances. Only now, months after release, are we actually getting a sizeable new instance with a reasonable number of bosses. Instead of developing significant amounts of new content, Blizzard have just had the office temps think up some new Achievements - basically requirements to kill bosses in really silly ways - to act as timesinks.

    If these new bosses in Ulduar are the kind of thing that can be breezed through in a week or two, even on easy mode, then I suspect that a lot of players, like me, will be leaving the game. The thought of spending the next 5 months farming Ulduar, as we've just spent 5 months farming the pitiful content that was in the game at release and redoing it in an attempt to get some dumb achievements is not pleasant.

    1. Re:Ulduar by Anonymous Coward · · Score: 3, Informative

      The Burning Crusade did not ship with SSC, The Eye, or Hyjal. These were all added in later content patches.

  4. Thanks but no thanks by quisxt · · Score: 5, Insightful

    Don't get me wrong, it's a fun game, but I'm not an undergraduate in college anymore, and after spending 8+ hours at work sitting on my butt in front of a computer, coming home and sitting on my butt for 4 more hours for a Nax raid or whatever doesn't sound like fun. It just seems like such a waste of time. Gah, I must have grown up a little when I wasn't looking :)

  5. Dual-Specs and new RAID? by macraig · · Score: 5, Funny

    So now WoW supports dual core specs, but what RAID modes, 0, 1, or 5? Can I buy this new WoW mobo at newegg.com?

  6. Re:One puff was enough for me by StoatBringer · · Score: 5, Interesting

    It's a shame that in the ten hours you were waiting for it to patch you didn't spend two minutes discovering that there's a lot more to combat than "click once and wait", which is the almost useless whack-it-with-your-crappy-weapon autoattack.

    --
    Cress, cress, lovely lovely cress
  7. Re:Eh, I already quit by Opportunist · · Score: 3, Insightful

    There's a simple reason why "refurbishing" the old dungeons would be a really bad idea from the perspective of Blizzard: The fastpass for new players would go away, increasing the time to the top.

    Most MMOs fail after a while for a simple reason: Starting anew is pointless. A game that has been around for 2+ years makes a new player uneasy. Should I start? Everyone has 2 years on me, so I'd have to play 2 years to be where they are today. And they'll yet again be 2 years ahead (or only one, if it takes another year to the expansion). Why the heck should I start?

    WoW (and some others) solved this by upping the levelcap every so often. The point is that first you have, say, 60 levels. After you reach 60, you can't "level" anymore. You go grind equipment.

    Then, a year later, levelcap increase. And along with it you get new equipment, common items (of level 60something) that make the ultrasuperspecialawesomerarestoftherarest raid superoverthetoppowersword you pulled out after months of grinding like your mom's cooking spoon.

    Now, no new player will go into that level 60 dungeon. Why should he? The weapon he could get out of there will drop, more likely and maybe even as a better one, from any random trashmob he kicks while heading for a quest.

    But it served its mission. The players that were there from the start had something to do 'til levelcap up, they grinded that superawesome...youknowit for months. And new players don't have to do that. They basically get the fastpass past this grinding, thus starting on roughly equal footing.

    Starting a new character, or starting the game as a new player altogether, actually makes sense this way!

    Grinding and raiding is, essentially, busywork. To keep you playing and paying.

    --
    We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
  8. Not news either way by CarpetShark · · Score: 4, Insightful

    News about patches to a game belong on the game's RSS feed, not a tech news site.

    If the latest version comes with new AI so that NPCs happen to tell you about their dreams last night, and how they plan to put them into action today by building putting wheels on a board, adding an engine, and calling this new invention of theirs a "car", then it's worth seeing here.

  9. Re:nerf by ScottPhill · · Score: 3, Funny

    "trade chat completely not working" Woot! Now there's a good reason to download the patch!

  10. Re:One puff was enough for me by Anonymous Coward · · Score: 5, Insightful

    Not to defend the game's legitimate drawbacks (I gave it up a while back as well), but the fact that you wrote that lengthy and smug criticism without even progressing past auto-attack says less about the game's limitations than it does about your predisposition. It's akin to someone judging and dismissing a windowed interface, happily saying they will never understand how someone can use it when there are single-frame CLIs available, when that person never realized that you can click the mouse, not just wiggle the pointer around on the screen for show and use tab to switch fields.

    Warcaft has major shortcomings, but you not only didn't approach them, you didn't even step onto the threshold.

  11. Re:One puff was enough for me by Zixia · · Score: 3, Insightful

    Rather than fighting other players for spawns you could have teamed-up with them to complete the goal cooperatively, an essential part of what makes the game appealing.

    You also make it sound like combat never changes, which suggests you didn't train new abilities as you gained levels. Combat is quite simplistic at lower levels because, as you say, the game is training you. When you progress you get stronger and more diverse abilities that lead to more subtle combinations of attacks.

    But, really, don't look at other players as the enemy, but allies to be made for now and for the future.