[0:00] Hey folks, this is Kehani. Patch 12.1 [0:02] has finally been revealed and it's going [0:04] to shake up the Midnight expansion in a [0:07] massive way. Not only will we have a [0:09] bunch of new content to explore, [0:10] including a new zone full of openw world [0:13] gameplay options, a new dungeon and [0:15] raid, and several new delves, but world [0:17] bosses are seeing a huge overhaul that [0:20] lets them reward myth track gear. Raid [0:22] gear is getting a huge buff to secure [0:24] its spot as the best gear available in [0:26] the game once again. Bonus roles will be [0:28] available from the very start of season [0:30] 2, and there are updates for every type [0:32] of seasonal content. Housing will see [0:35] blueprints that let you copy and paste [0:36] entire setups. There are a bunch of user [0:39] interface updates and a crazy amount of [0:41] class changes, including some complete [0:43] reworks for various specs. There is a [0:46] lot coming in the first major patch for [0:48] the Midnight expansion. So, let's go [0:50] over all the new features coming in [0:52] patch 12.1 and how it's shaping up so [0:54] far. Now, before we jump in, be sure to [0:56] hit up that like button and subscribe so [0:58] you never miss another video. [1:01] Most new content in the patch will [1:02] revolve around the new 12.1 zone, the [1:04] Coiled Isisle. It's just off the coast [1:06] of Zulon, pretty much exactly where [1:08] everyone thought we would be going, and [1:10] it's a pretty decentsized zone. It looks [1:13] to be larger than most of the original [1:14] Midnight Zones, and it's chocker block [1:16] with new content options. After working [1:19] your way through the main campaign story [1:21] line, you'll unlock world quests for the [1:23] new zone, which seem to reward [1:24] adventurer gear, reputation, and some [1:27] currencies. There will be plenty of side [1:29] quests that dig a bit deeper into the [1:31] lore of the zone, the local inhabitants, [1:33] and the history of the Ammani trolls. [1:35] And then there are these special public [1:36] events called curse surges. They usually [1:39] have a few different stages that [1:40] culminate in a rare boss fight. And the [1:42] rares reward you with reputation, coffer [1:44] key shards, and can drop adventurer gear [1:47] by the looks of things. [1:49] We'll have a new weekly quest to take [1:51] part in curse surges that rewards the [1:53] new crafting spark for season 2, the [1:55] spark of tides, which you can use to [1:57] craft up to item levels 324 gear. So, as [2:00] always, they will be huge for picking up [2:02] some early big upgrades. Now, if you'd [2:05] rather not take part in the new open [2:07] world content because you just prefer to [2:09] run dungeons or raids, don't worry. [2:11] There's a new weekly quest in Silver [2:13] Moon that just requires you to collect a [2:15] specific item from group content. and [2:17] that also offers a weekly spark. You can [2:19] only get one spark per week still, so [2:21] only the first weekly quest you complete [2:23] will reward one, but this does give you [2:25] a choice for how to earn your sparks. Do [2:27] the new open world content or spam some [2:30] group content. Defeating these cursed [2:32] surges will also open up cursed fishing [2:34] opportunities, which is a whole fishing [2:36] mini reputation on the aisle with its [2:38] own daily quests and unique rewards, [2:41] including some mounts, new transmog [2:42] options, profession recipes, housing [2:44] decor, and even a new fishing rod that [2:47] turns you into a snake while swimming. [2:50] We'll also have a new world boss to take [2:52] down. Well, kind of. It's not actually [2:55] in the open world anymore. So, I'm not [2:57] sure calling it a world boss really [2:58] fits, but that's probably why the dev [3:00] team is calling this new evolution [3:02] layers. Instead of these world bosses [3:04] roaming around, we'll have to enter [3:06] their layer and take the fight to them, [3:08] which sounds very much just like a one [3:10] boss raid. You enter a layer in the same [3:12] way as you enter a delve or the patch [3:14] 1207 zones with a screen where you can [3:17] select your difficulty. These new layers [3:19] will have four different difficulty [3:21] options: world, normal, heroic, and [3:24] mythic. I imagine world will be more or [3:26] less what you would expect from a [3:27] standard world boss, being relatively [3:29] easy to overcome as long as you dodge [3:31] the obvious abilities with new mechanics [3:34] and more damage from each ability as the [3:36] difficulty increases. What's super [3:39] interesting to me is that the lair boss [3:40] does have a loot table in the raid [3:42] journal on the PTR right now. And the [3:44] item level of its drops lines up with [3:47] the standard raid loot. So, normal drops [3:49] champion gear, heroic drops hero gear, [3:52] and mythic drops myth gear. That means [3:54] these bosses will have a place in every [3:57] player's to-do list. You may be able to [3:59] get some easy upgrades here. Even if [4:01] you're a mythic raider, these one boss [4:03] raids should also be a great entry point [4:05] to raiding as a whole for players who [4:06] don't usually take part in that kind of [4:08] content, as it does seem to be much [4:10] simpler when compared to a standard [4:12] mythic boss. [4:15] So really, this just turns world bosses [4:17] into one boss raids with a world [4:19] difficulty option. That sounds great to [4:21] me. And if you're worried about having [4:23] to create a group to kill a world boss, [4:25] now you actually don't. If you're only [4:27] interested in the world difficulty [4:28] option, that works more like the patch [4:30] 1207 zones where you are technically [4:33] entering an instance, but it's kind of [4:35] an open instance where everyone else [4:37] joining in the world difficulty will get [4:39] squished together. This will create [4:41] groups for you, which is even better as [4:43] you can actually heal or buff your [4:45] allies without having to set up the [4:47] group manually. The higher difficulties [4:49] seem to work more like a standard raid [4:51] setup though, where you go in with your [4:52] pre-made group. You can now also summon [4:55] everyone straight to the boss entrance [4:56] thanks to the summoning stone right [4:58] outside. So, it should be much faster to [5:00] get your world boss kills in, and [5:02] they'll stay relevant for much longer [5:03] over the course of a season. Having [5:06] these bosses inside instances will also [5:08] probably help out significantly with the [5:11] crazy zonewide lag the world bosses [5:13] usually cause. So, that's a nice bonus [5:15] as well. [5:17] So, that's most of what we have to look [5:19] forward to on the surface, but this zone [5:21] has an underground portion, too. The [5:23] vaults of Ital work similarly to Zarc [5:26] cabins if you played during dragon [5:28] flight. So we go through these long [5:30] hallways which will give you a massive [5:32] speed boost to get through them a bit [5:33] faster. And then they open up into a [5:35] cavernous almost temple-like space where [5:37] the sneaky snake followers are [5:39] slithering around. So obviously we have [5:42] to put a stop to that. But this [5:43] underground zone has its own gameplay [5:46] loop completely separate from the zone [5:48] surface. There are various side and [5:50] story quests that introduce you to the [5:52] vaults and how the different activities [5:54] work. There are patrols, which are [5:56] basically just extra side quests that [5:58] you have to pick up out in the zone. [6:00] These NPCs are asking for help, so [6:02] interacting with them will give you a [6:04] little quest, like picking up weapons or [6:06] killing monsters. The strikes are larger [6:08] public events where everyone contributes [6:10] to the same goal and progress bar. So, [6:12] when these pop up, you want to head on [6:14] over and contribute as much as you can [6:15] to complete them quickly. And then when [6:17] enough strikes have been completed, it [6:18] will trigger an incursion, a zonewide [6:21] public event that also has a timer. So, [6:23] not only will everyone have to work [6:25] together to complete the objective, but [6:27] you'll need to do it within the time [6:28] limit. If the incursions are successful, [6:30] you'll summon an ancient foe, which is [6:32] basically just a big rare boss mob. The [6:35] description text for them does mention [6:36] we'll need to strike them down before [6:38] they flee. So, maybe they'll be on a [6:40] timer as well. After the ancient foe is [6:42] dealt with, the zone will reset back to [6:44] strikes to build up the next incursion, [6:46] and so on and so on. [6:49] We'll have a weekly quest to complete [6:51] activities in the vault that rewards you [6:53] with half a piece of champion gear. So, [6:55] I guess weekly quests have had their [6:57] rewards bumped up to champion gear, [6:59] where they were previously more or less [7:00] locked to only rewarding veteran gear, [7:02] and there are a few daily quests that [7:04] ask you to complete specific activities [7:06] in the underground zone, too. All of [7:09] these activities will be earning you [7:11] corrosive coins, which can be traded in [7:13] for various cosmetic rewards and [7:14] goodies, including some new transmog [7:16] sets and some new mounts. But this [7:18] currency also seems to be tied to the [7:20] new altar of corrosion feature, which is [7:22] another talent tree style system that [7:24] unlocks various buffs, powers, and perks [7:27] to help you out in the new zone. You can [7:29] spend 1,000 corrosive coins to corrode [7:32] your spirit, which might be how you gain [7:34] talent points to spend in this feature. [7:36] It's not fully available to test in this [7:38] first build, but from the Wowcast [7:40] preview video, we can see there are 18 [7:42] talents to choose from with four more up [7:45] at the top. They might unlock as you [7:47] progress through the tree as a whole. [7:49] The only example we have for a talent is [7:51] venom walking, which significantly [7:53] reduces the damage you take from venom [7:55] pools, which is going to be very useful [7:57] with how much venom there is in this [7:59] area. The cost to corrode your spirit [8:01] does seem to increase every time you do [8:03] it. So, we'll have to farm more and more [8:05] coins as you progress through the tree. [8:08] Now, you may have noticed that I've been [8:10] running around on the ground this entire [8:11] time. So, I'll go ahead and answer that [8:13] inevitable question. No, we cannot fly [8:16] in this underground portion of the zone, [8:18] so you will need to be fairly careful as [8:20] you're running around. A lot of these [8:22] mobs can kill you very quickly. This [8:24] zone is definitely designed with a lot [8:26] of player activity in mind, so grouping [8:28] up where you can will probably be [8:30] beneficial. [8:32] This patch also introduces two new [8:34] delves which are located in the new [8:36] zone. We've got the ring of glory and [8:38] the Nile door is having new delves to [8:41] explore is always great as running the [8:42] same ones over and over does get a bit [8:44] boring eventually. To help things out on [8:47] that front, we'll also see new del [8:49] variants for all of the older midnight [8:50] delves with a strong focus on snakes and [8:53] poison. So that will fit the theme of [8:55] this patch quite well. In addition to [8:58] those two new delves, we'll also get a [8:59] new nemesis delve for season two. That [9:02] means we'll see different nemesis [9:03] effects throughout the rest of the delve [9:05] system, including a different nemesis [9:07] summon for your guaranteed bounty map [9:09] and of course a new nemesis challenge to [9:11] take on. Now, if you were playing at the [9:14] start of Midnight Season 1, you may [9:16] remember the Hall of Fame drama for the [9:18] season 1 Nemesis delve. The first 4,000 [9:21] players to kill the Nemesis on the [9:22] higher difficulty all by themselves [9:24] earned a special achievement and title. [9:26] Unfortunately, the Hall of Fame closed [9:28] after just 9 hours of the season, which [9:31] was so fast that some people didn't even [9:34] know about it until after it had closed. [9:36] The Hall of Fame will return for season [9:38] 2, but instead of it being the first [9:40] 4,000 players, it will be open for the [9:42] entire first week of the season. So, as [9:45] long as you get your kill in that first [9:46] week, you'll join the Hall of Fame and [9:48] earn some very special rewards, which is [9:51] a much better way of doing things in my [9:53] opinion. [9:55] As for our trusty delve companion, [9:57] Valero will follow us into season 2 and [9:59] she'll keep all of her levels, so you [10:01] won't have to rele her or anything like [10:03] that. She'll most likely have a higher [10:05] level cap, so we can power her up even [10:07] further. But, one thing we will have to [10:09] replace are all of the combat and [10:11] utility curios. those get reset and [10:13] we'll have a new set to collect and [10:15] upgrade. So, that's going to change [10:16] things up a little bit. But then we also [10:18] have this new poisons option. There are [10:20] a few different options to pick from [10:22] baseline and then you can unlock a few [10:24] more by completing the Delve intro quest [10:26] line with Valyri. We might be able to [10:27] find even more and upgrade them just [10:29] like the other curios as you work [10:31] through delves. So, that's going to be [10:32] another way to customize and power up [10:34] Valer. We'll also have a new seasonal [10:38] delve track to work through with new and [10:40] returning rewards. Most of them line up [10:42] with season 1, so we'll have to progress [10:44] to be able to get myth crests from [10:46] delves again, buy champion gear from the [10:48] del vendor, be able to earn warbound [10:50] champion gear and hero track gear from [10:52] tier 11 bountiful delves. [10:55] Before we move on to talk about the new [10:56] group content options, there will also [10:58] be these new corrosive powers that you [11:00] can add onto belt or wrist slot items. [11:03] To do so, you'll need to acquire a [11:05] corrosive soul. These seem to come from [11:07] most openw world sources like delves, [11:09] prey, weekly quest boxes, and the new [11:11] layer bosses. Using a corrosive soul [11:13] will add a random effect onto your gear. [11:16] And you can keep using more corrosive [11:17] souls to change the effect that you get. [11:20] You can see the full list of effects by [11:22] using this pamphlet item that you can [11:23] get from the Dell vendors. If we quickly [11:26] go down the list, we have a big damage [11:28] proc, some repositioning effects that [11:30] can group up enemies. This one applies a [11:32] buff to allies that lets them poison [11:34] enemies. There's one that stuns all [11:35] enemies around you if you drop below 50% [11:38] health. There are some defensive or [11:39] absorb shield options, an effect that [11:41] gives you cycling stat bonuses. This one [11:44] trades secondary stats for primary [11:46] stats. There's another defensive option [11:48] that can negate big hits. This one will [11:50] automatically interrupt spells, which [11:52] sounds kind of funny. The next one is [11:54] just a stacking poison debuff. There's [11:56] another damage proc, but it also heals [11:58] any allies inside the effect. And then [12:00] the last one is another stacking damage [12:02] proc that will deal all of its damage if [12:04] it reaches 20 stacks. What's kind of [12:07] interesting here is that some effects [12:08] poison your target while others poison [12:11] you. And there are different [12:12] interactions depending on whether you or [12:14] your target is poisoned. So you could [12:16] get some extra benefits from mixing and [12:18] matching certain effects. This reminds [12:20] me a lot of corruption powers from the [12:22] end of BFA, except you'll have far more [12:24] control over what powers you want to [12:26] have active, but they'll only be on two [12:27] slots of gear. They also probably won't [12:30] be anywhere near as powerful as [12:31] corruption effects were, but I guess [12:32] we'll have to wait and see. There are [12:34] some interesting and potentially very [12:36] powerful effects that you can obtain [12:38] from these souls. You can have up to two [12:40] different powers active or maybe just [12:42] double down on one effect. We'll have to [12:43] wait and see what the best options end [12:45] up being. The key here is that these [12:48] effects will only work during season 2, [12:50] so they're definitely more of a borrowed [12:52] power type of deal, and they only work [12:55] outside of dungeons and raids. So, as [12:57] soon as you enter actual group content, [12:59] they'll be totally worthless. So, these [13:01] effects will help you in the open world [13:03] while taking on rare bosses and in your [13:05] delve runs, which means it's kind of for [13:07] solo content players specifically. [13:11] Moving on, patch 12.1 introduces a brand [13:14] new dungeon for us to explore, the Altar [13:16] of Fangs. As with everything else in [13:18] this patch, expect lots of green poison [13:20] pools and snake- like monsters. The [13:22] dungeon isn't available for testing in [13:24] this first build. So, we'll have to wait [13:25] and see what the inside looks like, but [13:27] we do know it's going to be a three boss [13:29] dungeon and it's inside the vaults of [13:31] Ital. So, I imagine it's going to be [13:33] fairly important lorewise. This new [13:36] dungeon will also be included with the [13:37] season 2 mythic plus dungeon rotation. [13:40] So, that's always exciting. We'll have [13:41] the other four midnight dungeons that [13:43] weren't a part of season 1. So, that's [13:45] the Den of Narak, Murder Row, the [13:47] Blinding Veil, and the Void Scar Arena. [13:50] And then as per usual, we'll have some [13:51] returning dungeons to round things out. [13:53] This time we'll see the return of King's [13:56] Rest, the Ruby Life Pools, and the [13:58] Temple of Sethis. And I have to say, I [14:00] was not expecting to see King's Rest or [14:03] Temple of Sethis return, let alone [14:06] return together in the same season. This [14:08] will be an interesting lineup for sure. [14:11] I just hope they're making some [14:12] significant changes to those returning [14:14] dungeons because they were quite painful [14:16] back in the day. [14:18] We'll also have a new raid to look [14:20] forward to called the Venomous Abyss. [14:22] This will be an eight boss raid full of [14:24] venom snakes, trolls, and venom snake [14:26] trolls. If you are getting a bit tired [14:28] of the void blues and purples, this [14:30] plastering of green should give you a [14:32] nice break before we get back to the [14:34] void in 12.2. [14:36] Now, a new raid is always awesome, but [14:39] 12.1 is overhauling raid loot in a [14:42] massive way. So far in Midnight, raid [14:44] loot has kind of fallen behind in terms [14:46] of value for time invested, especially [14:49] after the bonus rolls were introduced. [14:51] They were also the only content type [14:53] that didn't get better rewards from the [14:55] weekly vault when compared to the [14:57] content that you're running. All of that [14:59] is going to change moving forward. The [15:02] raid row in the weekly vault is getting [15:03] a huge buff. So, every difficulty will [15:06] now reward one tier up from what it [15:08] actually drops. So, LFR weekly vaults [15:10] will be champion, normal will be hero [15:13] gear, heroic weekly vaults are now myth [15:15] gear, and then mythic weekly vaults will [15:17] always be six of six myth gear or myth 9 [15:20] gear for very rare loot or any gear from [15:23] the last two bosses. This gives raiders [15:25] far more access to myth track gear, [15:27] which should be very useful if there are [15:29] powerful best in slot items or trinkets. [15:31] In season 1, you had to kill those [15:33] bosses on mythic to get your myth [15:35] versions, but now anyone killing heroic [15:38] bosses will have a chance to get their [15:39] best in slot raid gear. In addition, the [15:43] last two bosses on mythic will always [15:45] drop loot at myth 9. So 9 to 10 item [15:48] levels above six of six myth track gear. [15:51] That creates a huge jump from boss six [15:53] to boss 7, where boss 6 drops item level [15:56] 318 gear on mythic and bosses seven and [15:59] eight drop item level 337 gear. So, not [16:02] only will every vault reward be way [16:04] better than before, but anyone who can [16:06] push through to the last two mythic [16:08] bosses will have the very best loot in [16:10] the game waiting for them. As for [16:13] specific raid loot, there are some [16:15] potentially powerful trinkets on offer, [16:17] a bunch of cantrip weapons that apply [16:19] poisons or debuffs, and a special set [16:21] bonus tied to a trinket, a strength [16:23] two-handed axe, and an agility [16:25] one-handed axe. So, you'd need the [16:27] trinket and one of the weapons to [16:28] trigger the two set bonus, which could [16:30] end up being quite strong if it's tuned [16:33] right. [16:34] That's not all for the big loot changes [16:36] in 12.1. Bonus rolls will be returning [16:39] and they're available right from the [16:41] start of season 2 as a consolation prize [16:44] in the weekly vault. So, if you don't [16:45] get a good item in your vault, you'll be [16:47] able to pick up a bonus roll instead to [16:49] try for something specific. So, it's [16:52] kind of like getting two chances for an [16:53] upgrade in every single weekly vault. [16:56] After 8 weeks in the season, we'll be [16:58] able to pick up one bonus roll every [16:59] week for the rest of the season. And [17:01] there will be no weekly quests tied to [17:03] their acquisition this time. So, no [17:05] crazy void forge to keep up with or [17:07] anything like that. So, at that point, [17:09] we'll be able to gear up much faster. [17:11] Not quite as fast as season 1 if you're [17:13] using bonus rolls on mythic plus [17:15] dungeons, but having two chances per [17:17] vault to get an upgrade might make up [17:19] the difference as long as you're playing [17:20] the character. Gearing up any of your [17:22] alts later on in the season will [17:24] definitely be slower, though. And then [17:27] the last change for bonus rolls is that [17:28] raid loot will only cost one roll in [17:31] season 2, down from two. So that levels [17:33] the playing field even further. Bonus [17:35] rolls will still reward you with loot [17:37] based on the weekly vault reward for the [17:38] content you're doing, which means [17:40] raiders will benefit from the increased [17:42] vault rewards while using their bonus [17:44] roles, giving you even easier access to [17:46] myth track gear. And every other content [17:48] type will work the same way as season 1. [17:52] Something else that's changing quite a [17:54] bit as we head into season 2 is the way [17:56] in which the catalyst works. Previously, [17:58] the catalyst would turn any piece of [18:00] tier slot gear into the tier piece [18:02] itself. The stats were fixed to what the [18:04] actual item would have if you obtained [18:06] it from the raid. That's going to change [18:08] in season 2. The resulting tier piece [18:11] will now inherit the secondary stats, [18:13] tertiary stats, and even special cantrip [18:16] effects of the item that you're [18:17] converting. [18:18] I'm in two minds about this because on [18:21] one hand, having fixed stats meant you [18:23] just had to pick the four best tier [18:25] pieces for your current stat [18:26] preferences. You couldn't really do much [18:28] about the stats if they weren't ideal. [18:30] But the four set usually trumps perfect [18:32] stats. So, oh well, off you go. But in a [18:35] world where you can specifically target [18:37] best in slot stats on each piece of tier [18:40] gear, that creates a new kind of grind. [18:43] It's also going to be interesting if [18:44] folks who mainly raid find themselves [18:46] wanting a specific piece from Mythic [18:48] Plus to convert into a tier piece or [18:49] Mythic Plus folks wanting a specific [18:51] piece from the raid. It moves the [18:54] goalposts of best in slot gear just a [18:56] bit further out. So, it's going to take [18:58] longer overall if that's your goal. With [19:01] that being said, if you love to minmax [19:03] your gear and don't mind spending extra [19:05] time getting the perfect item, this [19:07] change is going to be great for you. [19:09] It's also worth noting that there are a [19:11] lot of cantrip effects in the new patch, [19:13] especially from the raid. So being able [19:15] to carry those forward onto tier set [19:17] gear lets you use the cantrip without [19:20] being forced to give up a tier set slot. [19:23] One problem I do see is that it might [19:25] discourage some players from converting [19:27] gear early on in the season if the stats [19:29] on your gear aren't great. It's not [19:31] going to feel amazing spending a [19:33] catalyst charge to get a bad piece of [19:35] tier set, something that wasn't really a [19:38] thing in the past. But with how catalyst [19:40] charges work, it will still be better to [19:42] get your for set as early as possible. [19:44] Even if every tier piece you have has [19:46] Baz stats on it, it's just going to be a [19:48] bit of a mental hurdle to overcome for [19:50] some folks, I think. Now, the prey [19:54] feature hasn't been left out of the fun. [19:55] You'll be able to accept new prey hunts [19:57] for the coiled aisle zone with new snake [19:59] and troll themed targets to take down. [20:02] The affixes for hard and nightmare prey [20:04] hunts have been replaced with a few new [20:05] ones that cause snakes to spawn while in [20:07] combat. Enemies will explode with [20:09] venomous snakes when killed, and you'll [20:11] have toxic nets thrown at you while in [20:14] combat. So, all in all, dodge the bad [20:16] stuff. There also seems to be a new boss [20:19] encounter tied to Nightmare Prey Hunt [20:21] specifically. You can summon Ralcala, [20:24] Terror of the Isisle, while in Nightmare [20:26] mode, and you can increase the rewards [20:28] earned by offering more relics while [20:30] summoning the boss. This doesn't seem [20:31] available for testing right now as you [20:33] can't really get on the prey track. So, [20:35] we'll see how this shapes up in a future [20:37] PTR build. The rewards seem to have [20:40] remained more or less the same for your [20:41] standard prey hunts with rewards capping [20:43] out on nightmare difficulty. You'll be [20:45] able to pick up champion gear, champion [20:47] and hero crests and a couple of those [20:49] new corrosive soul items. There will [20:52] also be a new prey seasonal track to [20:54] work through with similar rewards as [20:55] season 1, as well as new cosmetics, [20:58] housing decor, profession recipes, and a [21:00] handful of other fun items. But one [21:02] thing does stick out here. At rank four, [21:05] you'll be able to loot afflicted souls [21:07] from your bountiful delves, and you can [21:09] use these souls to speed up your hunt [21:11] progress and to earn bonus champion [21:13] track gear. At rank nine, you'll get an [21:15] upgrade to that passive effect, allowing [21:17] you to spend tormented souls to earn [21:20] bonus hero track equipment instead. So, [21:22] not only will you be able to earn hero [21:24] gear from delves after reaching rank [21:26] nine on the delve seasonal journey track [21:28] again, but you can then get hero gear [21:30] from prey hunts at rank nine on their [21:32] seasonal track, too. That should let [21:34] prey hunts remain relevant for longer [21:36] throughout the season. [21:39] Another feature seeing some huge updates [21:40] in this patch is housing. Houses will [21:42] now be able to level up to level 12, [21:44] increasing decor limits and opening up [21:46] large exteriors. You can now also move [21:48] your entryway into any room in the [21:50] house, including other floors. So, if [21:52] you put your entryway upstairs, it [21:55] should feel and look like you have a [21:56] basement, which is kind of cool. But the [21:59] big new feature is blueprints. be able [22:02] to save, import, and export blueprints [22:04] for entire houses, which includes the [22:06] interior and exterior, just the [22:09] interior, just the exterior, or a single [22:11] room. So, you can save everything [22:13] peacemeal or the whole thing together. [22:16] If you want to steal just one specific [22:17] room from your friends or neighborhoods, [22:19] you can do that, too, if they're kind [22:21] enough to give you the blueprint. [22:23] Anyway, when you import a blueprint, it [22:25] will give you a list of everything [22:26] included in it, and it will note [22:28] anything that you don't have unlocked, [22:30] so you can easily see what you might [22:32] need to farm or track down to complete [22:34] that import. We'll also have a new house [22:36] permission called export. So, if you [22:38] want players who come into your house to [22:40] be able to save your stuff to a [22:41] blueprint, that's going to be an option [22:43] as well. And while this doesn't help [22:45] with quickly copying and pasting [22:47] existing items or duplicating complex [22:50] creations and being able to move them [22:51] around freely, it is a huge step forward [22:54] that will definitely help players try [22:56] out new things in their home away from [22:57] home. [22:59] Something else that a lot of players [23:01] have been asking for is finally making [23:03] its way into housing, pet beds. You'll [23:05] be able to place down beds for your [23:07] favorite companion pets, and they'll [23:08] even be able to roam around your house. [23:10] will be able to place up to 10 beds [23:12] inside and five beds outside. And you [23:15] can set your pets to either stationary [23:17] or roaming, so you get to choose how [23:19] your pets behave. If only it was that [23:21] easy in real life. Now, we're only one [23:23] step away from showing off our mounts in [23:25] housing as well. There will also be [23:28] several new endeavors to keep that [23:30] system fresh and interesting. We'll have [23:32] the Ammani trolls, Onorum Plains, [23:34] Centaurs, Cobalts, and Torlin themed [23:36] neighborhood shenanigans to look forward [23:38] to. And then the dye system is getting [23:41] streamlined significantly. So it's going [23:43] to take up way less space in your bags. [23:45] So instead of needing a specific item to [23:48] apply each shade of blue, there's now [23:50] just going to be a general blue dye item [23:52] that can apply any blue shade. This [23:54] means you won't ever need more than nine [23:56] dye items in your bags. And you can [23:58] apply any shade of any color that you [24:01] might want. There are also new die [24:02] colors that have been added, including [24:04] some that replicate the darker [24:06] appearances from before the 1205 bugs [24:08] were fixed. [24:10] And then to round out this video, there [24:12] are quite a few interesting user [24:14] interface updates, including Discord [24:16] integration. Guild leaders or officers [24:18] will be able to link guild chat to a [24:20] Discord channel, which lets you talk to [24:22] your guild from Discord and vice versa. [24:25] You can have the Discord chat plugged [24:26] straight into guild chat or create a new [24:28] chat channel specifically for guild [24:30] Discord, so you can ask if anyone wants [24:32] to run a dungeon or jump into some PvP [24:34] without them even being logged into the [24:37] game. This is definitely very [24:39] interesting and could fix the problem of [24:40] many guild communities being focused [24:42] around Discord servers rather than [24:44] in-game, which can leave guild chat [24:47] empty in many cases. The cooldown [24:49] manager will now be able to track [24:51] trinkets and potions, so you can track [24:53] consumables much better. And healers [24:55] will have even more options for how to [24:57] display important buffs and spells they [24:59] might want to keep track of. The ping [25:01] system has a lot of changes coming for [25:03] it, too. You'll now be able to ping [25:04] spells on your action bar and the [25:06] cooldown manager to announce in chat how [25:08] long is left on your cooldowns, so you [25:10] can quickly and easily let your party [25:12] know when you have big cooldowns ready [25:14] to go or when you have nothing left in [25:16] the tank. You'll also be able to ping [25:18] your resources like your health bar to [25:20] announce that in chat which immediately [25:23] gives me flashbacks to Overwatch with [25:25] players spamming I need healing. I'm not [25:27] sure if healers need to be spammed with [25:30] 40% health remaining pings as players [25:32] stand in the bad stuff, but I guess [25:34] we'll see how it pans out. And then [25:36] you'll also have the option to ping just [25:38] the environment, just units or both. So [25:41] you can ping straight through UI [25:43] elements and players if you actually [25:44] want to ping the floor. So, that's going [25:46] to be a nice change, too. And then the [25:49] last UI update worth noting in this [25:51] initial preview is for the currency tab. [25:53] There are a lot more sub filters for [25:55] midnight currencies, which should help [25:56] keep things a bit tidier as we [25:58] accumulate more and more currencies with [26:00] each patch and season. [26:03] Patch 12.1 will also include a lot of [26:06] class changes, far too many to cover in [26:09] this video. We'll go over those in [26:10] detail as part of our weekly news video [26:12] instead. But as a general overview, the [26:15] dev team are looking to take a lot of [26:17] damage and throughput out of cooldowns. [26:20] So nerfing cooldowns across the board [26:22] and then putting that damage into the [26:23] base rotation instead. So your cooldowns [26:26] won't be as powerful and in some cases [26:28] they're getting nerfed quite [26:29] considerably, but you should be dealing [26:31] more damage baseline and hopefully it [26:34] all evens out over the course of an [26:35] encounter or dungeon. We also have our [26:39] first look at the new set bonuses coming [26:40] in patch 12.1. And the dev team want [26:43] these new bonuses to be more involved [26:45] and a bit more complicated when compared [26:47] to season 1. So, they should change your [26:49] priority, your rotation, or your talent [26:51] choices in most cases. As with the class [26:54] changes, going over each class set would [26:56] be a bit much for this video, so we'll [26:58] cover those in a separate video instead. [27:00] I will give you a link to the patch [27:02] notes in the comments section so you can [27:03] read over everything for yourself if you [27:05] don't want to wait for the videos [27:07] though. But that's all of the new [27:09] content coming our way in patch 12.1 [27:11] from the very first PTR build. As you [27:14] can see, it's a pretty huge patch with a [27:17] lot to look forward to. And I imagine [27:18] more stuff is just going to keep getting [27:20] added in as the weeks go by. And the [27:22] class changes especially will undergo [27:24] many updates before patch 12.1 arrives [27:27] sometime in August. What do you think [27:30] from what you've seen so far? And what [27:32] are you most looking forward to in the [27:34] new patch? The new zone, a new season, [27:36] or maybe something else. Leave all your [27:38] thoughts in the comments section below. [27:40] A big thank you to all of our supporters [27:41] over on Patreon, to all of our members [27:43] here on YouTube. You can see their names [27:45] on screen. If you're interested in [27:47] supporting the channel, you can find [27:48] links in the description or click the [27:50] join button just below the video. If you [27:52] enjoyed the video or found it useful in [27:53] any way, make sure to subscribe and ring [27:55] the notification bell so you're always [27:57] kept up to date. Thanks for watching [27:59] folks. Good luck and have fun. And as [28:00] always, I will see you next time.