Guest Post: What will be Patch 4.0.1's legacy?

As the dust begins to settle in the wake of the great patch-aclysm of 2010, it's time to look back with a little perspective and see exactly what we've been left with. The most immediately visible effects revolve around the drastic changes to many of our favorite classes, but frankly, a bit too much hubbub has been made over these already. The WoW community is -- to put it delicately -- a rather passionate bunch, so we tend to react strongly to the need to relearn our classes. Realistically, though, it's just a matter of figuring out which playstyles suit us the most, adapting to them and hoping we don't lose any friends and guildies as casualties of evolution.
Damage numbers are also relatively meaningless at this stage in the game. While we're sure to see some frustratingly unviable specs in Cataclysm like we have in the past (*cough* PvE subtlety), for the most part, the developers can tweak code through patches and hotfixes to ensure that we all eventually see appropriately-sized numbers flashing before our eyes.
Since the order of buttons we press to succeed is in a constant state of flux anyway, we'll eventually forget that X skill or Y talent even existed. But some things will stick with us longer. I believe Patch 4.0.1's legacy depends more on permanent game changes that we'll one day take for granted.
As far as general system mechanics go, I'll start with the move to flexible raid locks. Personally, I'm still in disagreement with the decision to combine lockouts for 10 and 25-man raids in Cataclysm. Pugging, after all, is a great way to make new connections in Azeroth, but this new system eliminates one's ability to join a 25-man while saving a 10-man lockout for the guild (or vice versa). It continues the trend started by the dungeon finder -- an admittedly wonderful tool -- in making the social aspect of the game much less organic.
Currency is a much less controversial topic, as its new system is pretty widely recognized as being pretty great. In reality, currency hasn't actually changed at all. The names and numbers are unfamiliar, but when you look at the conversions, it's clear that killing bosses still has the same inherent value in the end. The real boon here is the elimination of the old annoying process of trading emblems down.
Service with a smile
Convenience is the name of the game in patch 4.0.1. The ability to track multiple nodes on the minimap is a godsend for folks with both mining and herbalism. Also related to professions, being able to check out your guild's combined recipe books has made crafting a much more user-friendly process.
This philosophy of convenience has repercussions on raiding as well, due to Blizzard's usual manner of "borrowing" from popular addons. The game finally supports in-game raid frames as well as its own version of Power Auras. Even the ability for raid leaders to place positioning flares without carrying stacks of the old engineered versions seems to be a tiny concession to previous users of AVR, which allowed raid leaders to draw on the in-game world for purposes of planning and positioning. (The flares still lack the complexity required to create crudely drawn, obscene pictures, but then Blizzard has to save a few ideas for the next major patch, right?)
Mastering change
Gearing has also had some drastic changes that will stick with us for a long time to come. The removal of ArP, MP5 and defense rating has changed the way we look at gear. The loss of these stats is no surprise to me because they were -- in their respective orders -- confusing, underutilized and boring. In their place comes the most innovative stat yet: mastery, a super-stat intended to be desirable to each and every character.
There are definitely problems with the current balance of mastery's usefulness from spec to spec, but again, numbers are easily changed. The exciting part about mastery is that it helps reinforce the different flavor behind each class. Instead of simply upping the standard, boring ol' numbers, mastery allows Blizzard to alter our output in slightly more interesting ways. Similarly, trainable glyphs give us the option to change our abilities on a per-boss basis without the inconvenience and cost of purchasing multiple stacks of glyphs. Between all this and the new reforging NPCs, customizing our characters is all at once both simpler and more interesting. More independent-minded players who might have previously feared theorycrafting may finally be able to enjoy making their own choices without screwing things up too terribly.
Looking good
While we're still waiting for the bulk of the graphical updates, I'd be remiss if I didn't mention the new water and sunshafts. If you haven't spent some time fully appreciating these yet, might I recommend flying over the lake in Nagrand and just taking a look around?
Finally, like every patch, there are some stealth changes that are sure to please at least a few folks. Making Anzu a standard boss instead of a druid quest summon is a fantastic gift to mount collectors, as is the fact that Champion's Caches always drop a guaranteed Champion's Seal now. Hell ... someone, somewhere out there is probably even excited about the ability to unsheathe weapons while /dancing.
The bottom line is that this patch was so much more than just class changes when you look at it on the whole. Sometimes we're blinded by what seems to affect us the most, but eventually our new rotations will become second nature and we'll be able to look back on patch 4.0.1 as one that streamlined a lot of functions in rather nice ways. Until then, we just need to remain positive and enjoy the learning process.
Filed under: Guest Posts






Reader Comments (Page 1 of 5)
Jamie Oct 30th 2010 12:06PM
For me it'd probably be the fact that (cutaia} did a WoW Insider blog post on the matter as I'm currently on a WoW break, hah.
Oh ya, and I'm totally crazy for the unsheathing of the weapons during the dancing and the stuff.
Rakah Oct 30th 2010 12:17PM
I didn't even notice. i'm too used to seeing that floating head when he's about.
Luminarie Oct 30th 2010 12:18PM
It's always a pleasant surprise to see Cutaia guest post =)
Mayhew Oct 30th 2010 1:49PM
Regarding unsheathing weapons while dancing: this has been around for multiple expansions now. Has something changed in the way that it is implemented? Do the weapons no longer get re-sheathed at random points in the dance, or something?
Helston Oct 31st 2010 2:27AM
I no longer have to push 'z' every two seconds while dancing now?
Cutaia, you are now my god.
Jinx Oct 30th 2010 12:09PM
Breaking the game like no patch before imo :P
Powatodapeople Oct 30th 2010 12:29PM
I don't mean this to you in particular, but with some fear of getting downrated I'll continue anyway. in general, I wish people were a little more open minded coming into this patch, because I love most of the changes that have come. i think it is very important for big games like this to change things around a lot in order to keep things interesting. if the game continued exactly like it was before the patch, it would begin to be a boring and such a chore instead of a fun game rather quickly.
also, I like the more simple aspect of most of the system changes, especially talents. it doesn't get really fun when you have to spend hours outside of the game in order to perfect your talents, stats, and rotations. refitting is great too, because it allows for a lot more flexibility. for example, when I regemmed my enhance shaman for agility instead of haste, I realized I still needed some expertise, so instead of spending 100g on a gem, I went over and reforged 1 or 2 pieces to reach the cap exactly.
overall, this is a fairly positive change. and before people immediately label it as game-breaking (with all due respect), we are not viewing the changes in the same scope as we will when cataclysm drops, and at that point I think it would be OK for people to admit they really don't like the changes, specifically to classes. just hold it in for a little over a month, and i will be fine.
thanks!
Chris Oct 30th 2010 12:56PM
@Powatodapeople
I think the main problem is people are still playing the game, as it is, not just dreaming of what's to come, and we want a game that works at every level: not just level 80 or level 85. I know they're still working hard to cata and I'm sure it will be in a much better state when the expansion is released, but they should have only released what was in reasonable shape for 4.0.1: there's too much here that just isn't ready yet.
popejonpwn Oct 31st 2010 5:54PM
People also forget that the game isn't even balanced for level 80 anymore, people will continue to QQ about this until level 85 and then find something new to QQ about.
Sleutel Oct 30th 2010 1:03PM
@Powatodapeople:
"in general, I wish people were a little more open minded coming into this patch, because I love most of the changes that have come."
I think you're jumping to unjustified conclusions here. 4.0.1 introduced a lot of game-*changing* mechanics, but it was also a very *broken* patch. I know I'm not alone in feeling like this very important and very complex patch was rushed onto the live realms to get it out before Blizzcon. When people talk about this patch as "breaking the game," some of us aren't talking about things like Talent trees all being rebuilt from the ground up; we're talking about the way that a lot of things just. didn't. work. There's always a period of adjustment and rebalancing when you go from the PTR to live servers, but it shouldn't ever be this serious.
Merus Oct 30th 2010 1:06PM
Considering that basically everything changed, the fact that 4.0.1 was playable is actually sort of impressive. Every single class was radically redesigned, the game engine had major new features bolted on, the battle system was rebuilt, bosses and battlegrounds had items change, currencies shifted and disappeared...
Powatodapeople Oct 30th 2010 1:24PM
@Sleutel
but the whole point of this patch is to test out the mechanics and have the minor problems fixed for when cata finally does come out. it is essentially like "trying it on" before you actually get the complete change. imagine having every single change to the game come as soon as cats released. it would be a huge mess of no one knowing what to do, bugs appearing left and right, and chaos filling the trade chat as everyone complains about how they can't perform correctly. I acknowledge that it was a huge patch and you can't please everyone, but it has to come at some point, and it's just best for us to get our feet wet this early.
Jeremy Oct 30th 2010 2:43PM
@Merus: The fact that a patch to the game was playable is impressive? Yes, I know there were a ton of huge changes, and there are bound to be some problems, but isn't the point of a video game for it to be playable? Releasing it when it was literally unplayable would have been utterly stupid. I like what sleutel said, that it felt like it was rushed to get it out before Blizzcon. While it was "playable", that doesn't mean there weren't some very large and obvious bugs that I would hope would get ironed out before a patch's release (the multitude of ways to get disconnected in the middle of playing spring to mind).
Ronin Oct 30th 2010 3:08PM
Having so much change all at once has been a real problem for me. (I'm one of those people who finds change difficult to begin with. You can't tell me that I'm the only one out there.) My main is a Hunter, and almost everything about that class has changed. Now it doesn't even feel like the same character. I have a hard time motivating myself to log on.
The fact that I can't play one of my alts without running into the same scenario doesn't help. No matter what character I log on to, I have to re-learn that class-- even though I've invested months (in some cases years) into learning the class and developing that character. They just don't seem like the same characters as a result.
Making such sweeping changes has sucked a lot of the fun out of playing, for me. Now, of course, the whole world is about to change, and I recognize the wisdom of making _these_ changes now, before _everything_else_ changes. But that doesn't make it any more fun.
I need a hug!
QQinsider Oct 31st 2010 9:11AM
"Considering that basically everything changed, the fact that 4.0.1 was playable is actually sort of impressive"
Yeah, really impressive that something you PAY to play is....umm, playable? Fanboi.
awesomelyglorious Oct 30th 2010 12:10PM
That is a rather curious position for the Justice Points bar...
Luminarie Oct 30th 2010 12:21PM
Omg I didn't notice that until now. *blushes*
Chukie Oct 30th 2010 12:21PM
Not gonna lie my "justice points" are a lot bigger than the dude in the picture.
373 psh
Dendaris Oct 30th 2010 1:16PM
Why is the sack at the end of the bar?
Jamie Oct 30th 2010 1:44PM
I guess it requires an authenticator!