---
title: 'The 25 New Features Coming in Patch 12.1 Look AMAZING'
source: 'https://youtube.com/watch?v=rkOBC7gnyLM'
video_id: 'rkOBC7gnyLM'
date: 2026-06-20
duration_sec: 1699
---

# The 25 New Features Coming in Patch 12.1 Look AMAZING

> Source: [The 25 New Features Coming in Patch 12.1 Look AMAZING](https://youtube.com/watch?v=rkOBC7gnyLM)

## Summary

Patch 12.1 for the Midnight expansion introduces a massive content update, including a new zone, dungeon, raid, delves, and a complete overhaul of world bosses and raid loot. The patch also brings significant changes to housing, user interface, and class balance, aiming to revitalize seasonal content and provide more rewarding progression paths.

### Key Points

- **Patch 12.1 Overview** [0:00] — Patch 12.1 for the Midnight expansion is revealed, featuring a new zone, dungeon, raid, delves, world boss overhaul, and major loot changes.
- **New Zone: Coiled Isle** [1:01] — The Coiled Isle is a new zone off the coast of Zulon, larger than most original Midnight zones, with world quests, side quests, and public events called curse surges.
- **Weekly Quests and Crafting Sparks** [1:49] — A new weekly quest for curse surges rewards the Spark of Tides, used to craft up to item level 324 gear. An alternative weekly quest in Silver Moon offers the same spark for group content.
- **New World Boss Evolution: Layers** [2:50] — World bosses are replaced by 'layers'—instanced one-boss raids with four difficulty options (world, normal, heroic, mythic) that drop gear scaling with difficulty, including myth track gear on mythic.
- **Underground Zone: Vaults of Ital** [5:17] — The Vaults of Ital is an underground area with its own gameplay loop, including patrols, strikes, incursions, and a weekly quest rewarding half a piece of champion gear.
- **New Delves and Nemesis Delve** [8:32] — Two new delves (Ring of Glory and Nile Door) and a new nemesis delve for season 2 are introduced. The Hall of Fame for the nemesis delve will now be open for the entire first week.
- **Corrosive Powers** [10:55] — Corrosive souls can be added to belt or wrist gear, providing random effects that work only in open world and delves, not in dungeons or raids.
- **New Dungeon: Altar of Fangs** [13:11] — A new three-boss dungeon, Altar of Fangs, is added, located in the Vaults of Ital. It will be part of the season 2 Mythic+ rotation alongside returning dungeons like King's Rest and Temple of Sethis.
- **New Raid: Venomous Abyss** [14:18] — An eight-boss raid themed around venom and snakes. Raid loot is overhauled: weekly vault rewards are buffed by one tier per difficulty, and the last two mythic bosses drop gear 19 item levels higher.
- **Bonus Rolls Return** [16:34] — Bonus rolls are available from the start of season 2 as a consolation prize in the weekly vault. After 8 weeks, one bonus roll can be picked up weekly with no quests required.
- **Catalyst Changes** [17:52] — The catalyst now inherits secondary stats, tertiary stats, and cantrip effects from the converted item, allowing for more customization but potentially increasing the grind for perfect gear.
- **Prey Hunt Updates** [19:54] — New prey hunts for the Coiled Isle with snake-themed affixes. A new boss, Ralcala, can be summoned during Nightmare Prey Hunts. Rewards include champion gear and corrosive souls.
- **Housing Updates** [21:39] — Houses can now level up to 12, with increased decor limits and large exteriors. Blueprints allow saving, importing, and exporting entire house setups. Pet beds are introduced.
- **UI Updates** [24:10] — Discord integration for guild chat, improved cooldown manager for trinkets and potions, enhanced ping system, and better currency tab filters.
- **Class Changes Overview** [26:03] — Cooldowns are being nerfed across the board, with damage shifted into base rotations. New set bonuses are more involved, changing priorities and rotations.

### Conclusion

Patch 12.1 is a substantial update that revamps world bosses, raid loot, and delves while introducing a wealth of new content and quality-of-life improvements, setting the stage for an exciting season 2.

## Transcript

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