WoW Archivist: Patch 1.7, Rise of the Blood God, part 2

The implementation of Zul'Gurub was the first time Blizzard really threw the raiding scene into chaos. Raiding at the time was still all about the 40-man raids with Onyxia, Molten Core, and Blackwing Lair. Blackrock Spire was an oddity with its 15-man dungeoneering, but nobody considered that a raid; it was just a larger 5-man. Zul'Gurub was an actual part of raid progression and it didn't take 40 players. It took 20.
You would think a 20-man raid would be easy to work into your raiding schedule, right? You have 40-man raids, so it was just as easy as splitting up into two 20-man raids, right? No. Good god, no. Here's what happens when you take a 40-man raid and split it in half: One of the raids gets the main tank. The other raid, the one with the off tank, gets deathly jealous, even though they have the healing lead. Because they don't have the healing lead, the raid with the main tank gets deathly jealous in turn.
Splitting up a raid doesn't work, no matter how you try to handle it. There will be competition and jealousy. Even if you scramble up the raids and split it up differently every week so that there is absolutely no possibility of human favoritism, someone will feel slighted.
The jagged wounds opened by the implementation of Zul'Gurub have been revisited every time Blizzard has shaken up the raiding scene. The first 20-man raid, the first 10-man raid, the addition of hard modes, the elimination of 40-man raids, implementing shared lockouts across 10 and 25-man raids ... It all comes back to the same issue: Players don't like it when the developers stick their hands into our social circles and swirl them about. There's always a risk that those social situations will become ugly and unrecognizable after Blizzard's tampering, and Zul'Gurub was the first time that happened. I don't know many people who raided 40-mans in classic WoW who were pleased with launch of Zul'Gurub, even if they enjoyed the raid itself. In the opening weeks of that raid, the raiding scene was just too ugly to enjoy it.
Social situations are always a very delicate dance. When control over those situations is taken from us and put in the hands of the developers who have a different vision for how things should be than what you've known all along, it causes problems. Even when it's the best thing to do for the game, it still makes things hard socially.
The debuff limit
Think about how many debuffs your class applies all on its own. Some classes only apply two or three max, but others might be pushing five or six depending on the situation or the needs of a particular encounter. Now imagine your raid of 40 players was limited to eight debuffs per mob -- not eight per person, but eight per raid. Let's map out the mandatory debuffs on a typical classic WoW raid boss:
- Thunder Clap to slow attack speed
- Sunder Armor for the DPS improvement
- Curse of Shadow for the warlocks and shadow priests
- Curse of Elements for the mages
It was bad enough that back in early classic WoW, it was completely non-viable to play talent specs that used up debuff slots. Maybe you wanted to play an affliction warlock. Too bad, you can't, because your DOTs are going to be pushed off of the raid boss when someone else uses up that debuff slot. Spec into whatever lets you spam the best Shadow Bolts, because that's what you'll be doing.
Patch 1.7 raised the debuff limit from eight to 16, but it still wasn't enough. Trying to regulate a 40-man raid's debuffs to the point that you were sure the proper 16 debuffs were going up, no slots were being wasted, and nobody was having their essential debuffs bumped off by something trivial was a huge pain in the ass. Eventually, Blizzard removed the debuff limit entirely. Nowadays, you can slather as many debuffs as you want on a mob/boss, but when the limit existed, it was one of the most frustrating parts of raiding in classic WoW.
Class changes
Many readers have asked me to go more in depth about each class's major overhauls in classic WoW, but to be honest with all of you, I'm not sure how possible that is! I'm one man, and I certainly did not play every class enough to know them all at the time. Back in 2004/2005, I was also less mechanics-savvy than I am now. There were certainly some major overhauls that I can discuss when the time comes, like how many times the paladin class has been completely turned on its head because Blizzard has never been entirely sure what to do to set that class apart from others like the warrior, but I didn't know every class enough to be able to talk about them all.
However, I can talk about how those class changes were made: at a snail's pace. Nowadays, since Wrath of the Lich King and now through Cataclysm, just about every content patch has significant sweeping balance changes to all of the classes. That wasn't the case in 2004 and 2005. Blizzard didn't sit down, set all the classes next to each other, and play one big balancing game like it does now. No, each patch had one or two classes picked out at a time and tinkered with. Players would wait around for the paladin patch, the mage patch, the hunter patch, and so on. It was an interesting event when the time came for shaman to get their moment in the spotlight because shaman are rather ... dramatic.

The result of that? Shaman players jumped from server to server, attempting to crash them. The forums turned into a complete craphole, with players specifically singling out Eyonix as the sole reason shaman were being neglected, as he was the community manager supposedly watching the shaman forum. It devolved into death threats on Eyonix, including a statement that he should "get hit by a bus." Shaman clung to that and created the Bus Shock -- that is, spamming the forums with an ASCII bus as a veiled reference to a hope that Eyonix gets murdered by a vehicle gone astray. Shaman clung to that bus shock as their battle cry, and it's still something you see today. It's something you saw quite recently when the shaman community descended on the DPS Ask the Devs in a frenzy.
Now, I'm not saying shaman are, as a rule, bad people. But the shaman community has always carried that chip on its shoulder, ever since the days of patch 1.8 through patch 1.11. It isn't going away. It's a deep-seated, ingrained part of that class's community. It's just something you need to deal with. It's a lot like rogues claiming that their class is the most intelligent. Shaman are the most neglected and persecuted, so they say. Most of them won't remember those days from way back when, but ideas and attitudes do not necessarily need to remember their roots to go on living.
The WoW Archivist examines the WoW of old. Follow along while we discuss the lost legendary, the opening of Ahn'Qiraj, and hidden locations such as the crypts of Karazhan.






Reader Comments (Page 1 of 2)
Jonisjalopy Jul 19th 2011 3:06PM
This was the first major patch I remember getting when I started WoW. Ahh, memories :D
Jimson Jul 19th 2011 3:22PM
"Curse of Shadow for the warlocks and shadow priests.
Curse of Elements for the mages."
This was the way it was until raids figured out that "Hey, locks are terrible, so let's only bring one, and he can keep up Elements for the mages."
These patch notes are fascinating, because it's hard to believe anyone stayed with the game through BC. Locks were useless, druids had 4 specs but only one was viable, paladins healed in prot spec... and on and on.
The Dewd Jul 19th 2011 4:53PM
Until you got to Garr and needed as many Warlocks as possible to handle the adds. Every week, it was the same thing - Warlocks (and the rest of the raid) being reminded that they were supposed to soulstone themselves and get out the blueberries for add banish/management.
I don't miss the frustration but boy do I miss some of the folks I friended way back then. Thank goodness for RealID. (Did I really just say that?)
Sidone Jul 19th 2011 3:57PM
Due to significant talent changes, Hunters will have all talent points refunded and can be respent. Training costs for all talent spell/ability replacements have been significantly reduced.
since i wasnt playing back in vanilla, i wonder.. could you reset your talents back than at all?
i remember when changing specs you had to relearn all the specific spells, back in tbc, but not sure if talents reset was around since begining,,
jonas Jul 19th 2011 4:29PM
Talent resets were available very early on - I don't remember the exact patch though (maybe in the beta). I do know that they existed in this patch though - if you look in the hunter pets section, it mentions that retraining your pet would cost escalating gold prices, and the notes specifically make the comparison to character respecs.
DeathByPie Jul 19th 2011 4:11PM
"Hunters
Deterrence - Will now increase parry chance when using Fist Weapons.
Deflection - Will now increase parry chance when using Fist Weapons."
Hahahaha. Good god.
jonas Jul 19th 2011 4:32PM
There weren't very many fist weapons :/ I think ZG introduced a new set of them, and IIRC there was a pretty hot set from top-end raids at the time too, so maybe that's what prompted this change.
I remember training fist weapons on my rogue at level 20 or so, thinking that it would be bad-ass, but then being crushed when learning that there were NO fist weapons 'till the end game. Hmm, there may have been a white quality vendor one, actually...
(Same for crossbows - nothing of significance till late in the game. At this time crossbows still used different ammo and the weapon skill was different than regular bows).
The Dewd Jul 19th 2011 4:44PM
@jonas - I believe the set that turned you into a giant ferocious beast were fist weapons (from the original ZG). I think it was Thekal (tiger) and Bethekk (panther) that dropped them. I *really* wish Blizzard would let feral druids dual-wield fists but I'm sure that would be a balance and programming nightmare.
Vitos Jul 19th 2011 4:45PM
I remember this. I got it on my first druid and then sold everything I had- armor, weapons, everything, and then I bought the main hand AND off hand fist weapons.
This is when I learned what duel-wielding was and that druids did not have that ability.
alzeer Jul 19th 2011 4:23PM
lol i tried i Really tried but cant help it
i do feel Shaman are the most neglected and persecuted class
maybe blizzard sent nano-robot when i created my shammy to play with my mind XD
jonas Jul 19th 2011 4:37PM
I got my first raid loot in ZG - it was a blue quality ring from the snake boss. I still have it on my alliance priest (who I abandoned shortly after)...
Hard to believe now that a raid released so long after launch would still have mostly blue drops, but it really was targeted at early end-game gearing I guess. This, and onyxia, were the first raids I saw being pugged; mind you attunement on onyxia always made that a crapshoot.
Vitos Jul 19th 2011 4:42PM
I liked the part where paladin ghosts could die. It made me laugh.
I'm a Paladin. Don't worry. No classism here.
The Dewd Jul 19th 2011 4:53PM
I must be an oddball because I loved ZG. It had so many things that other raids didn't. You could mount up and ride around (couldn't really do that anywhere in an instance) and there were herbs to pick (even if I was never allowed to because i didn't have a bloodscythe). When I started going back at 80 with guildmates to do achievement/rep runs (never did get a tiger or raptor to drop, though), I got a bloodscythe and it still sits in my herb bag to this day. I was so mad when they took it away and I'm so glad they brought it back.
Admittedly, I wasn't in a raiding guild. We "loaned" people to another raiding guild on the server that ran a semi co-op raid pug-ish, even though most of our invites were druids for the b-rez/innervate/decursing/healing in MC. I was invited by the raid's MT to go to ZG whenever they ran it but the furthest we ever got was a few decent tries on Bethekk. I wish I'd known then what I know now - I'd have done more work to get gear and gotten things enchanted, etc. It still wouldn't have made up for the complete failures in the raid, though, I guess.
Shiro Jul 19th 2011 8:52PM
You were not an oddball at all Dewd.
Our guild loved it too.
We started off as mainly a five-man guild. We were mostly people who had raided MC and gotten burned out on the whole "keep running it to get everyone geared" attitude. We were used to MC over two nights every single week without fail. Then maybe one night for BWL if our raiders weren't burned out.
So we all left our guild and decided to just focus in on 5-mans for our alts. It was tremendously fun, and far more challenging than MC which was really more about getting 40 people together than it was about anyone needing to really excel.
Anyway, we had four of our 5-man groups going and we'd rotate so that we'd see different people throughout the week nights. When ZG released we were like "woah".
It was fantastic for us, and we ran it to death. Unfortunately it was what killed our guild too.
We had a set of people in our guild that liked to run ZG twice a week. They'd run once late night (like 2am) and once on the weekend. Remember it reset at odd times so you could do this if you planned it well. Unfortunately it meant that they got twice as geared as everyone else.
Well, they started rolling on things that their characters wanted for vanity purposes over people who still needed the items. The big bone of contention were the claws mentioned above that turned you into a cat/person. There were two hunters who wanted them even though they had far better gear in those slots just because they wanted to get the transformation effect. We had someone else in the raid who really needed them and for whom they would be a huge upgrade.
Tremendous drama there, and the guild broke up because half the guild agreed that the hunter had the right to roll and half the guild thought he was being a jerk.
So add us to the "loved ZG" as well as the "ZG took our jerbs".
Coldbear Jul 19th 2011 5:10PM
WHAT?
You missed the most important part of this patch:
http://www.youtube.com/watch?v=sAEhyHiNdrA
Alex Ziebart Jul 19th 2011 6:25PM
I did not miss it! I will just be talking about it next week in its own article.
demodus Jul 19th 2011 7:20PM
That outbreak was actually studied by the CDC. It was a scenario that they look at where, theoretically, people would maliciously spread a plague, and how it could be combated.
http://uk.reuters.com/article/2009/04/27/us-flu-virtual-idUKTRE53Q4HI20090427
themightysven Jul 19th 2011 9:26PM
was just about to ask if that was going to be covered next week
Jonisjalopy Jul 19th 2011 10:47PM
They did the same for the "Zombie Invasion" that everyone was so fond of :D It's a great way to infect an entire populace with 0 side effects or all those pesky human casualties.
Matt P Jul 20th 2011 1:01AM
"The level 5 quests had the ranged weapon removed from their reward options. This was done to make sure hunters upgrade their melee damage in the levels before obtaining a pet."
This reminds of a quote from Master Tang from Kung Pow: "Pay no attention to Wimp Lo, we purposely trained him wrong... as a joke. "