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.
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Reader Comments (Page 2 of 5)
Chukie Oct 30th 2010 3:44PM
@dendaris:
Well because the sack is usually at the end of the bar?
I mean...
I dont want to see what it looks like backwards.
Carune Oct 30th 2010 5:29PM
He just couldn't hold it in anymore.
And Chucky I am the same way it just keeps getting bigger each day. Oh what to do.
Robin Torres Oct 30th 2010 12:12PM
"Hell ... someone, somewhere out there is probably even excited about the ability to unsheathe weapons while /dancing."
/knowing giggle
Darky Oct 30th 2010 12:19PM
We can do WHAT now?!
(logs in to check)
(cutaia) Oct 30th 2010 12:20PM
You can't prove anything! :P
Oteo Oct 30th 2010 12:49PM
/logs on to her prot warrior
/dance
/unsheath weapon
/watches her tauren slice her jugular open
Whoops...
Dankie Oct 30th 2010 1:14PM
lawl the dancing with weapons bug has been around since at least BC perhaps before, however it would despawn when your character hit certain parts of the dance and you'd have to iht x again... now it stays, so it's officially more buggy than before!
Aedus Oct 30th 2010 12:22PM
The title pic is full of win.
Krz Oct 30th 2010 12:37PM
Hahaha, yes, whenever I think of 4.0.1 I will now think of that image.
Vitos Oct 30th 2010 12:23PM
Wait? I can really dance with my weapon out now?
Why have I not heard of this change until now!
Noyou Oct 30th 2010 1:44PM
my rogue has been dancing with weapons drawn for over a year and a half now. most times it goes back right away. sometimes the daggers stay out for a bit. never thought it was that big of a deal :) This patch has so many changes it's really hard to pinpoint one. I'll go with a lesser talked about Flight Path revamp. On many Fps you no longer have to fly to 2-3 connecting FPs to reach your destination. I haven't flown into Dalaran or Argent tourney yet to see if they took out the scenic wrap-around or not. Great job as usual Brian.
Bethontheharbor Oct 30th 2010 12:24PM
Lets hear if your that multiple node tracking. Hunters can now autotrack all they are able to track, but checking off all the types in the menu. No more clicking buttons between types of prey, or having to use auto tracking addons.
Ronin Oct 30th 2010 3:29PM
Yes, but they need different icons for different things you're tracking. Having the screen filled up with yellow dots doesn't really help. (They have specific icons for everything _except_ the things that Hunters and gatherers track.)
Does me no good to track herbs and humanoids, for example, because I can't tell which are which. Do I want to fly around looking for herbs while avoiding aggressive humanoids, only to find that what looks like herbs are non-aggressive humanoids? No, I do not. What if I want to track beasts and humanoids? Well, whattaya know, they all look the same on the map. Apparently I'm a master tracker, but I can't tell the difference between a mastodon foot print and a knoll footprint.
I realize I can mouse over the minimap to find out what each blip represents. In the end I find the info just isn't presented in a helpful manner, and it's easier to track that one thing I want while visually scanning the world around me for everything else. Kinda how we've always done it.
Quill2006 Oct 31st 2010 8:53PM
I wonder if it would be possible to write an addon that changed the yellow/red dots to something more identifiable? After all, you can get the name of the mob if you hover over it with your mouse.
It might be too memory-intensive...
Unfortunately, I'm not an addon developer.
Element_21X Oct 30th 2010 12:32PM
4.0.1 to me means:
Making Gold in the AH
Watching people cry over JPs and HPs
Finding out after I leveled both my Alchemists and doing the Xmute quest that the trainer didn't and still doesn't have the epic transmutes trainable because of a bug.
oh and how Blizzard broke class balance more than they've fixed it.
Jejin Oct 30th 2010 12:38PM
I think what's going to go down in patch history for 4.0.1 is definitely the redesign of talent trees, which really was a general overhaul of the system that had been in place for years.
Chris Oct 30th 2010 12:42PM
Well the good is things like no more spell ranks, which probably makes it harder to tune classes from 1-85, but makes leveling quite a bit more flexible (more more having to run every two levels to get 5 spells that are just new ranks of what you already have). I also like the concept of the new talent tree, getting a fundamental ability of that spec at level 10, which is also very good for leveling. I don't think some of the trees have gotten the attention they need, but that will come.
I'm disappointed with the level of instability and bugs with this patch, which is certainly the worst I've seen since I started playing 5 and a half years ago. I don't understand why it feels so rushed, since the expansion has been under development just as long as the other two expansions. Ex. why did they fool around with the arcane spec in a bizarre way (with arcane blast no longer buffing AM or AB). Changes like these hurt the fun factor and will likely be rolled back, but its just an example of where some classes/specs seem to get less love than others.
Unlike the way I felt before Wrath was released (with it's pre-patch) it doesn't seem like it was designed at all for balance at level 80, which it should when you have two months left before the expansion. Ex. tuning heirlooms for level 85 justice points is very frustrating when you're trying to prepare sets for toons that you want to level after Cata is released. It gives me the impressions that Blizzard does care about the current state of the game, and is just biding time until all the new content is released in over a month. I'm not impressed by that, although I will try to enjoy all the new stuff that has been added successfully.
HeroJéz Oct 30th 2010 12:44PM
4.0.1 - Holy Power... Sucks. Still takes AAAGES just to farm honour for one piece of shit gear (one out of 17) that means you won't be face-rolled in one Deep Freeze.
Jet Oct 30th 2010 12:46PM
The legacy for me is that they stopped supporting my computer so I can't play anyway. lol
Was really looking forward to running the horseman this year. I am 0-fer every year it's been available.
Seefer79 Oct 30th 2010 12:46PM
Ah for me it means the never ending whining of people who think they broke classes and the game when in fact people are just too lazy to learn stuff, it also means that people are going to be leaving come Cata because the game is too hard, I personally like all of the changes and the fact that there is no more AOE faceroll tanks who think they are gods.
Ps down rank away but it's the truth