WoW Archivist: World of Warcraft beta patch 0.12

World of Warcraft's beta patch 0.12 marked the final pre-release patch of the game. Patch 1.1 was the official release candidate, but this was the final cycle of the beta. Some highlights from this patch include:
- The item durability system was implemented.
- You could no longer complete standard quests in a raid group.
- Scholomance and Ragefire Chasm were implemented.
World of Warcraft beta patch 0.12
Major Changes
Durability
Item durability is now in the game. Item durability is an important aspect of World of Warcraft that will work to stabilize the economy, decrease inflation specifically in the high end game, and in general keep prices of player sold items lower than normally would occur without such a feature. Durability should also add additional depth to the game since players will have more variety in their items and more abilities will be added over time to interact with durability. Item durability is different from item decay in that players will never lose items through item durability.
Durability key points
Raid groups will no longer receive quest bounties and collections. In the future, we plan to have raid-specific quests that will be possible to complete in raid groups.
Other Changes
General
Durability
Item durability is now in the game. Item durability is an important aspect of World of Warcraft that will work to stabilize the economy, decrease inflation specifically in the high end game, and in general keep prices of player sold items lower than normally would occur without such a feature. Durability should also add additional depth to the game since players will have more variety in their items and more abilities will be added over time to interact with durability. Item durability is different from item decay in that players will never lose items through item durability.
Durability key points
- All armor and weapons have durability, but not trinkets, cloaks, shirts, guild tabards, necklaces and rings.
- Items remain at full effectiveness until they have no durability. Their power does not degrade.
- Items cannot permanently break.
- All armor/weapon vendors can repair durability in exchange for cash.
- When an item reaches zero durability, it no longer gives the player any benefit; it acts as though it does not exist until repaired.
- Professions cannot repair durability, but we will discuss ways for the professions to interact with them in the future.
Raid groups will no longer receive quest bounties and collections. In the future, we plan to have raid-specific quests that will be possible to complete in raid groups.
Other Changes
General
- If you log out while in flight, you will continue flying when you log back in.
- All enemy targeted spells should now require the target to be in front of the caster.
- Starting characters will now have hearthstones automatically located in their inventory.
- Swimming has been tweaked. To dive, you have to tilt your direction downwards a certain amount with the right mouse button.
- Spirit no longer affects item proc percentage. Item proc percentages are now independent of stat attributes.
- The camera will now stay above or below water depending on which side you are on.
- Your camera view angle and distance are now saved when you exit the game.
- You won't accidentally skip gossip text if you double-click the NPC responses.
- You should no longer be able to breathe at the bottom of lakes and ponds.
- Pets swim underwater now, although not all pets have swimming animations.
- Pets no longer use combat abilities while in passive mode.
- Your corpse shows up underwater after you release, however it decomposes when you revive.
- Starting NPCs show their horde or alliance crest.
- Locked boxes show the word "Locked" in the appropriate color for their difficulty.
- Scarlet Sentinels will use their Overpower ability in combat.
- Looting range is now the same as melee range.
- Goblin guards will attack players who are fighting each other and not dueling - it's bad for business.
- Goblin guards no longer flag you for PvP and they may not be healed or buffed.
- When you finish a duel, debuffs applied during the duel will be removed.
- Resurrecting a PvP-enabled player corpse will flag you for PvP.
- Area effect spells and totems now work correctly in duels.
- Town guards will no longer follow dueling players.
- Scholomance, a level 57-60 instanced dungeon in Western Plaguelands is now open.
- Ashenvale has gotten a facelift to include more points of interest, and significant changes were made to make it easier to navigate.
- Ragefire Chasm, a low level instance dungeon in Orgrimmar, is now available.
- Deadmines: The Miners in the Deadmines are no longer elite monsters.
- Blackfathom Deeps has been moved to the Zoram Strand in Ashenvale forest near the border of Darkshore.
- More quests have been added for Eastern and Western Plaguelands.
- Runecloth added to the world as the high end cloth.
- Tailoring now complete with recipes up to skill 300 available.
- The herbs needed to support high end alchemy have been added to the world.
- Rich Thorium Nodes will now drop Arcanite.
- All warlock talents are now available.
- Many talents for all classes have changed location in their tree or had their effects modified.
- Travel Form is now only usable outdoors.
- Cower, Growl and Challenging Roar are now usable against targets that are immune to physical attacks.
- New Spell: Hibernate (Level 18).
- Shapeshifting now breaks roots, snares, and freeze effects.
- All Shapeshift forms now include an immunity to polymorph effects.
- Bear Form - HP gain increased.
- Dire Bear Form - HP gain increased.
- Cower, Growl and Disengage are now usable against targets that are immune to physical attacks.
- Polymorph no longer affects Dragonkin or Giants.
- Blink now counters stun effects. Cooldown timer has decreased, and mana cost now scales with level.
- Resurrection and Redemption range has been reduced.
- New Spell: Seal of Freedom (Level 20)
- Holy Smite renamed to Smite.
- Holy Word: Fortitude renamed Power Word: Fortitude.
- Holy Word: Shield renamed Power Word: Shield.
- Resurrection and Combat Resurrection range reduced.
- Kidney Shot is now subject to diminishing returns.
- Vanish now breaks root and snare effects.
- Stoneclaw Totem is now usable against targets that are immune to nature attacks.
- Rebirth range reduced.
- Ghost Wolf is now only usable outdoors.
- Earthbind Totem movement slow effect has been reduced.
- Soothing Kiss, Suffering and Torment are now usable against targets that are immune to shadow attacks.
- Seduction now only works against Humanoids. Banish now works against Demons and elementals only. Cooldown timer and reagent removed, duration increased, replacement added. Curse of Agony - Now deals its damage in three stages, damage increased, mana cost slightly increased.
- Enslave Demon - Soul Shard cost removed, duration reduced.
- Life Tap no longer interrupts mana regeneration.
- Sacrifice now grants the Warlock damage absorption, rather than full immunity. Duration has been increased.
- Soulstones have been changed to now resurrect the soulstone holder automatically 5 seconds after death.
- Taunt and Challenging Shout are now usable against targets that are immune to physical attacks.
- Hamstring - Movement slow effect reduced.
- New Spell: Berserker Rage (Level 30)
- The Mac OS X client has all shader-based features disabled for this patch. The GUI for those preferences will be grayed out. A number of GPU driver issues are being addressed by Apple, ATI and NVIDIA - when these fixes have been completed and made available to the public we will re-enable these features in the game.
- You should no longer drown in the air while in certain caverns.
- Firegut Brute will use his Torch abililty.
- Fishing catches fish again, provides skillups, and doesn't leave bobbers around.
- Yorus Barleybrew no longer cheers for himself when you complete The Rethban Gauntlet.
- Colonel Kurzen won't engage you in melee combat at a distance after using a smoke bomb.
- You can access your user interface again while in flight.
Item durability
The game's single largest gold sink did not exist until October of 2004, roughly one month before the retail release of the game. There are other gold sinks in the game, such as mounts, enchanting our gear, buying our favorite vanity pets, and all of that sort of thing, but think about how much gold you've spent on repairs over the course of your WoW career. Especially if you're a raider! If you've been a raider since vanilla WoW all the way up through Cataclysm like I have, you have probably spent millions of gold on repairs at this point.
Imagine what you could do with that gold if item repairs hadn't taken it all out of the economy. The player market would probably look very different from what it does today, for one. For two, you would probably never need to farm gold for purchasing gear or consumables ever again.
Trade skills
As these last few beta patches have shown, Blizzard is not afraid to continue adding large pieces of content late in a beta phase. Throughout each and every one of WoW's expansions, players have gotten up in arms at the end of beta about how Blizzard has changed and no longer abides by releasing a game "when it's ready." Blizzard has never operated how players think that it has. All the way back in 2004, Blizzard was still cutting content it didn't feel was good enough for the spotlight and waiting until the very last moment to finish implementing things we would consider essential.
High-end trade skills were not fully implemented until weeks before the game went live. Until this beta patch, high-end herbs were not populated in the world, the top-tier cloth didn't exist, and tailoring only had a fraction of its necessary recipes, among other trade skill issues. In a Blizzard beta, a release date announcement is largely meaningless -- it doesn't mean Blizzard is done. It is never done.
Be sure to tune in next week when we analyze patch 1.1, the state of the game at its release.
The WoW Archivist examines the WoW of old. Follow along while we discuss beta patch 0.8, beta patch 0.9, and hidden locations such as the crypts of Karazhan.
Filed under: WoW Archivist
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Reader Comments (Page 3 of 4)
KEFIOX May 3rd 2011 5:01PM
Wtb this change back and I don't even PvP
Ty Tucker May 3rd 2011 5:17PM
Shaman
"Rebirth range reduced."
Isnt that a self casted spell that you used an Anhk on? So wouldn't the range just be yourself?
Ilmyrn May 3rd 2011 5:50PM
Reincarnation is the shaman-in-the-box spell. Rebirth is their regular rez.
Elmo May 3rd 2011 5:56PM
No, Rebirth is the Druid's combat ress
the regular Shaman ress is Ancestral Spirit.
icepyro May 3rd 2011 7:15PM
Many things have changed names over the years. It appears this may be one of them.
icepyro May 3rd 2011 7:16PM
Many names* have changed.... blah blah
Eros May 3rd 2011 10:29PM
Back in beta shamans were the ones who had a combat rez, but it was changed and given to druids because of faction balance.
Henrik Ibsen May 4th 2011 8:40AM
Paladin
"Resurrection and Redemption range has been reduced."
Priest
"Resurrection and Combat Resurrection range reduced."
My guess? They gave all healers a BR, then removed it from all but druids.
Ilmyrn May 3rd 2011 5:51PM
I'm curious what this 'item decay' mentioned int he note about durability is. It sounds like a way for your gear to be permanently destroyed; it sounds horrible and amazing in roughly equal parts.
cloudhopper013 May 3rd 2011 6:06PM
I second this. I was about to post a comment like yours meself - good thing I read it. I tried looking up "item decay" on WoWPedia, but alas, it was nowhere to be found.
cloudhopper013 May 3rd 2011 6:15PM
Oh! Oh! I found it!
They're actually referencing Diablo - Diablo had virtually the same item durability mechanic as WoW, only the item actually disappeared when it broke. :|
Ilmyrn May 3rd 2011 6:21PM
Are you certain? Granted, it's been a while since I played Diablo, but as I recall the durability system was just like WoW's, complete with repairing gear. There was the Ethereal gear, true. Maybe that?
Drakkenfyre May 3rd 2011 6:31PM
Diablo items broke permanently when they broke.
If I remember correctly, they did not have permanently breaking items in Diablo 2. Ethereal items had higher than normal stats, but could not be repaired.
Also, as far as I know, items and weapons did not suffer durability damage unless you were HIT. Unlike now, which merely being in combat will slowly wear them down.
The Warrior class in the original Diablo had "Repair Item" as his class skill. However it permanently removed 1 point of durability from the item.
Jiffah May 4th 2011 12:42PM
I tem decay is still in-game. Like this for example: http://www.wowhead.com/item=33176
Iirdan May 3rd 2011 5:55PM
Those were Arcane Crystals. The patch notes seem to indicate Arcanite, as in the transmuted form, were available from Thorium Veins.
Iirdan May 3rd 2011 6:03PM
Patch 4.7.6 - Fall of the WoW Insider Comment System
The comment system that has plagued commenters for years has finally been revamped. The feature is not fully functional...
Grayswindir May 3rd 2011 6:04PM
"Professions cannot repair durability, but we will discuss ways for the professions to interact with them in the future."
Oh this....Back when Blacksmith's had specs....Armorsmithing should have TOTALLY been able to do SOMETHING with repairing armor! Even if it didn't repair it to 100%...it could have been something small! Its just if Blacksmiths could do something that alleviated the repair situation but still required someone to go to a vendor to repair their gear completely.
We are freaking Blacksmiths! I guess all Blacksmiths in Azeroth are complete idiots and only know how to make amazing gear/weapons but dont know how to repair any of it....
This is one of the biggest things that Bliz has never done anything with but always said they would..../sigh...and we wont ever get anything like it ingame.
adamjgp May 4th 2011 9:37AM
The reason for gear repair is a gold sink. Allowing blacksmiths to even repair 50% of the sustained damage would severely increase inflation by halving the repair costs on gear.
The decision wasn't made from an immersion standpoint, but from an economical and game balance standpoint. Please think about the effect that your proposed change would have on game balance and economy and try to understand the developers reasoning.
If you don't understand how inflation works, I'd suggest that you take an econ101 class, or if you're not college age, then ask your highschool econ teach to explain to you why it would be a bad idea for the government, bill gates, warren buffet, etc. to give everyone 100,000 dollars at the same time.
Unhunted May 4th 2011 1:41PM
I have always thought that certain trades should repair certain gear.
Tailors=cloth; LW=leather&mail; BS=plate&certain weapons; Enchanters=other weapons (wands, etc)
I just think it would add a fun quality to group dynamics in a raid. "Hey buddy! I got a tear in my robe, mind grabbing a needle and thread before this next pull?"
Yes, I understand the concept of removing gold to combat inflation, but now it seems like there are plenty of other goldsinks (such as mounts) to help.
Grayswindir May 4th 2011 1:51PM
Adam--Dude, I am not saying throw out Repair costs completely.
I am just saying, like heres an example of something small that wont do anything to repair costs. Allow a blacksmith to have a spell with a 24 hour CD to fix 1 piece of gear that has 0% Durability that puts it up to say like 50% of its max durability...or if you dont like that...even just 5 points up from its durability.
Something small in the very least, ya know?
Also...when are Blacksmiths going to get their own Profession mount?