[0:01] 12.1 isn't a very flashy patch. There's [0:03] no new groundbreaking feature and [0:05] story-wise in a way we're not even [0:07] moving that far forward. But now that [0:09] we've seen everything, it's actually [0:12] huge looking and really quite unique. [0:14] And what it ultimately means is that if [0:16] what Midnight fundamentally does is no [0:18] longer for you, I don't think this patch [0:20] will completely change that. But [0:22] instead, I see the curse of all that act [0:24] to be a fixer patch. Basically one for [0:27] people who broadly have enjoyed Midnight [0:29] but want it a little bit more. The good [0:31] news in that front is 12.1 is going to [0:33] make our lives a hell of a lot better. [0:35] So, we've seen the wild cast and the [0:37] follow-up posts and ultimately it's [0:39] clear that some teams at Blizzard locked [0:42] in pretty hard over the last 6 months, [0:44] especially the UI team. But also the [0:47] world content team, the housing team, [0:49] rewards team and even their social team. [0:51] There's a lot going on, so here is [0:53] everything that we know. First, I'm [0:55] going to run through all the new big [0:56] important features and after that we'll [0:58] talk about the big changes to the game. [1:02] For the first time in a long time, 12.1 [1:04] may be a patch that isn't cursed by [1:06] world like. That may sound kind of [1:08] insane if you've been playing wild over [1:10] the last decade, but no, I think it's [1:12] credible. And it's because world bosses [1:13] are getting a total overhaul and the new [1:16] flex mythic difficulty added in 12.07 is [1:19] staying around. And believe it or not, [1:21] these things are actually connected. So [1:23] now world bosses are being moved into [1:25] something called layers. You know, like [1:29] an exit is layer. Now the wild cast [1:31] episode was a little light in [1:33] explanation here, but the screenshot [1:35] tells us exactly what we need to know. [1:37] Layers exist all over the world just [1:39] like delves do, but inside the layer you [1:41] will find a boss. A boss that has got [1:44] world normal [music] [1:45] heroic and mythic difficulty. And the [1:47] mythic part is confirmed to be 15 to 25 [1:51] player flex. Now, of course, we're all [1:53] kind of waiting with baited breath to [1:54] hear what kind of gear these things are [1:56] going to drop, but I think one thing is [1:58] for sure already. [2:00] This, at least in concept, is absolutely [2:03] fantastic. You see, world bosses have [2:04] almost always been the number one cause [2:06] of world lag in WoW. So, keeping them in [2:08] instances will fix that. And it fixes [2:10] another problem. For a long time, world [2:12] bosses haven't really been bosses, [2:15] right? The sheer amount of chaos and [2:17] sometimes lag means that they barely [2:19] have gameplay that you end up paying [2:21] attention to. So, hopefully here, with [2:23] Blizzard adding difficulty and actually [2:26] having an amount of players that they [2:27] can design the boss for, well, hopefully [2:29] that means that these will be real, [2:32] actual bits of content. I mean, imagine [2:34] instead of mindlessly zerging a world [2:36] boss in reset, it's something your guild [2:39] maybe knocks out as a warm-up in raid [2:40] night. And for actual rewards as well, [2:43] not gear that'll just be replaced near [2:45] [music] instantly. And it's actually [2:46] Final Fantasy XIV's trials that come to [2:49] mind for this, or maybe field encounters [2:51] from Bozja. And what it should [2:52] ultimately mean, if it's successful, is [2:54] that going forward in the future, [2:56] whenever we hear that there's a new [2:58] world boss, instead of not caring and [3:00] turning our brains off, it'll actually [3:02] [music] register as a real, meaningful [3:04] bit of content. That's a huge change [3:06] from how WoW's been run, and thankfully, [3:08] it's not the only major change. [3:12] Our new zone might be a patch island, [3:13] but it actually looks, well, a little [3:15] bit juiced. Looks pretty cool. So, it's [3:17] called the Coil Isle, and it turns out [3:19] it's much bigger and much deeper than it [3:20] appears to be from the outside for [3:22] pretty neat gameplay reasons, which I'll [3:24] get to in a little. But, one of the [3:25] biggest with the past is it's got its [3:27] own progression system. Now, borrowed [3:29] power is a dirty word as of late, but [3:31] when it's used properly and in specific [3:33] zones, it can give those zones [3:34] longevity. And as much as there could be [3:36] skepticism, I think it's a bit like [3:37] gearing, where a bit of content may be [3:39] impossible, but then you do some [3:41] progress, and then the content becomes [3:42] possible. That type of progression [3:44] sparks the feeling that RPGs are pretty [3:46] much famous for. Now, all Blizzard have [3:48] shown us so far is a way to reduce the [3:50] venom damage, but it seems there's a [3:52] whole lot more to unlock. And if they [3:54] can nail the joy of picking up quality [3:56] of life upgrades over time and effort, [3:58] importantly, then I think this could be [4:00] one of the more fun patch zones we've [4:02] had in a while. And that's especially if [4:03] the zone is as dangerous as the [4:05] venom-soaked island of cursed snakes [4:08] sort of looks [music] to be in the lore. [4:10] But where this one gets more interesting [4:11] is the inside part. The inside is a [4:13] giant cavern full of temples called the [4:15] Vaults of Atal'tech, and there are a [4:18] series of public events that lead up to [4:20] a boss event in there. Based on the [4:22] wildcasts, it seems that stuff can get a [4:23] little bit more on the hard end. Turning [4:25] to the outside of the island though, [4:26] there's something pretty cool called [4:28] curse surges. These spawn in rare elites [4:30] to kill. Now, I normally roll my eyes [4:31] and say there's nothing unusual to that, [4:33] but what's neat is a new thing. Beating [4:35] those elites will temporarily open up [4:37] cursed fishing and envenomated [4:39] gathering. So, I guess that's Blizzard [4:41] trying to spice up gathering a bit for [4:43] this patch. Definitely keen to see how [4:45] that feels and if it's in secret a bit [4:48] of a cool anti-botting measure. We'll [4:50] have to see. Now, the good news is the [4:52] public test realms are already up, so [4:53] we'll soon see how the zone and the [4:55] progression feel. And when we do, we'll [4:57] report back. Certainly though, it [4:59] doesn't look like a run-of-the-mill [5:00] patch zone [music] from what we've seen [5:02] so far. But of course, there's far more [5:04] to get to in this video. So, next, let's [5:06] knock out a big new feature that's [5:08] genuinely great. [music] [5:11] This may be one of the most important [5:13] fixes in the history of World of [5:15] Warcraft, and it is the Discord [5:17] integration. It's here, and it looks [5:19] perfect. Basically, you can link up a [5:20] Discord channel to your guild chat, [5:23] which basically means that you can talk [5:25] with people who are outside of the game [5:27] without having to alt-tab. Or of course, [5:29] [music] vice versa. You're able to reach [5:31] people who are in game even if you're [5:32] out and about in your phone. And as you [5:34] see here, you can have Discord messages [5:36] appear as your actual guild chat, or if [5:38] you want, you can separate it out into a [5:40] guild Discord window. Honestly, this is [5:43] kind of nuts to me. Blizzard correctly [5:45] identified that guild chats have mostly [5:47] been replaced, and instead of fighting [5:49] it and trying to lock us into guilds [5:50] further, they've accepted it and they've [5:52] came up with a great idea. And they've [5:53] also followed through with some niche [5:54] concerns, too. It doesn't support [5:57] Discord server profiles, but you can [5:59] choose to have the wow side see your [6:00] character name [music] instead of your [6:02] Discord name, which of course offers [6:04] identity control, which will be a super [6:06] important thing for role-playing guilds, [6:08] as well as guilds you're maybe um not [6:10] super super close with. And then in [6:12] terms of controlling config, settings [6:13] for this are on the guild leader's side. [6:15] Now, we're not sure if you can see [6:17] Discord messages in regular guild chat [6:19] even without connecting your Discord, [6:22] sort of in the way the guild chat stores [6:23] messages you are not online to see, but [6:25] we'll at least test it once it's up and [6:27] uh make sure. I know plenty of people [6:29] don't want to be forced into Discord [6:31] use, given say the age verification [6:33] nightmare going on. That's why it would [6:34] be good to test that. And finally for [6:36] this feature, the config and admin [6:38] stuff, of course, resides with your [6:39] guild leader. [6:42] Very much in keeping with the theme of [6:44] venomous snakes and poisoned water, [6:45] Blizzard have added in new tools to help [6:47] you, the extremely toxic in game. [6:51] I kind of joke, but it is actually quite [6:53] cool. They're updating pings. So, now [6:55] you can actually ping your abilities to [6:57] communicate your cool downs to the [6:58] group, but more importantly, you can [7:00] ping your health bar, which basically is [7:03] a yes, I need healing button, or if [7:05] you're one of the elderly, maybe the [7:06] medic call from TF2. Now, it definitely [7:09] will be used for evil and for trolling, [7:11] but all that said, I think pinging the [7:13] defensives or big cool downs are ready [7:15] will be genuinely useful for guilds. [7:18] It's not as easy as having an add-on [7:19] that tracks them and does all of that [7:21] automatically, but it is a lot more fun [7:23] and a lot more intentional. And that [7:25] intentionality probably means that if [7:27] someone is sharing something, it will [7:28] actually matter. Now, speaking of cool [7:30] downs, we've got huge news for the cool [7:33] down manager. It now supports trinkets [7:35] and consumables. Took a while, but [7:37] thankfully that's finally in. And [7:39] speaking of something finally being in, [7:41] healers [music] can now customize the [7:44] buffs that will show on their group [7:46] frames, and they can even add in visual [7:47] alerts like flashes. It's definitely [7:49] taking longer than any of us would have [7:51] liked, but you know what? Credit to the [7:53] Blizzard UI team, they're certainly [7:55] marching on. [7:57] Time for another feature we would have [7:58] liked earlier, housing exports, or as [8:01] Blizzard have cleverly called them, [8:03] blueprints. This is pretty much awesome. [8:06] Basically, [music] you'll be able to [8:07] import and export house codes. So, it's [8:10] that feature that they promised, and [8:11] when you do, the import and export will [8:13] be complete with a fully descriptive [8:15] list of what items are in the list, what [8:17] you're missing, and support for [8:19] different types of exports. Those [8:21] exports being rooms, whole houses, and [8:23] whole exteriors. And actually, you can [8:25] also save these like you would talent [8:27] layouts, so you can swap between them [8:29] with ease. And on top of that, if you [8:30] just want a clean slate, there is now a [8:32] full reset button, so that's a hell of a [8:34] lot less faff than having to delete [8:36] everything manually. Another much [8:37] requested feature they've added is pets. [8:39] You can stick a pet bed down, you can [8:42] choose which pet owns that bed, and then [8:44] they'll just roam around your house. And [8:46] it's not just one, it will support [8:47] multiple pets. So, I'm sure someone out [8:49] there will find how many it takes to [8:51] break a housing instance. Lastly for [8:53] housing then, at least from what's been [8:54] announced, I am hoping there'll be more, [8:56] but we do know there will be new [8:58] endeavors. That was one of the major [9:00] complaints, there just wasn't enough of [9:01] them. So, this patch will be adding four [9:03] more, the centaur, a manny, tortollans, [9:05] and kobolds. Now, on top of that, [9:06] there's a few other things. The housing [9:08] level cap is raising up to 12. Blizzard [9:09] are streamlining some of the dyes, but [9:11] really, blueprints are the big ticket [9:13] item here, and rightly so. I think [9:16] saving your progress is the unlock that [9:18] the wow housing system needs to be [9:20] basically thousands of times more [9:22] usable. Cuz if you go and put in the [9:24] time into building something really [9:26] cool, you don't want to then feel like [9:28] you're locked into only using that thing [9:30] because, well, poof, it's gone. That's [9:32] what the old system mandated, and that's [9:34] now fixed. [9:37] Before I get to PvE content, there's [9:39] something even more shocking, PvP but [9:41] without one of the Ps. And I think that [9:43] after the training grounds feature, this [9:45] was kind of inevitable. There's going to [9:47] be an arena version of the training [9:48] grounds, which means that you can [9:49] practice arena against bots. Now, given [9:52] how PvP doomers seem to be right now, [9:55] the doomy-est that I've ever really seen [9:56] them, and for a whole lot of good [9:58] reasons, I don't know if this will [10:00] actually help the problems PvP people [10:02] are facing. So, hopefully more love for [10:04] them is on Blizzard's radar because it's [10:06] almost the only group of players left [10:08] feeling just not really served properly. [10:12] But, speaking of being served, well, [10:14] there is going to be a new season of [10:15] WoW, and that actually means a larger [10:18] serving of content than we've been used [10:19] to. [10:22] I hope you're sitting down for this one [10:23] because in patch 12.1, something [10:25] shocking is going to happen. There's [10:26] going to be [10:28] a new eight-boss raid, which is really [10:29] not shocking at all. Uh the Venomous [10:31] Abyss is the new raid, and it's Blizzard [10:33] taking a bit of a break from Midnight's [10:35] crazy three-raid experiment thing, [10:37] though I don't think that's because it [10:39] didn't work. I think that for this, they [10:41] probably just want to keep it simple and [10:43] focused on the actual patch island. All [10:45] that we know right now is that Ula'tek [10:47] is the last boss, and this footage shows [10:49] a whole lot of snakes, lots of teeth, [10:51] and green spell effects. Pretty nice. [10:53] And it's also surprising just how much [10:55] troll architecture feels right for this [10:57] raid. Well, shouldn't be surprising. It [11:00] is a troll raid. I more [music] mean, [11:02] damn, they have executed it perfectly. [11:04] So, that's all pretty good, but there's [11:07] actually a lot more. First, we're [11:09] getting a new dungeon as well, and [11:10] that's not usually a guaranteed thing [11:12] when it comes to getting a major patch. [11:14] This one is called the Altar of Fangs. [11:16] And while we're on the topic of [11:17] dungeons, the M+ rotation has already [11:19] driven some people little mad. I kind of [11:21] understand why. It's mostly because of [11:23] Temple of Sethraliss and King's Rest. [11:26] BfA dungeons are not everyone's [11:28] favorite. There's also Ruby Life Pools, [11:29] and and the four Midnight dungeons that [11:31] were not in season 1. And while lots of [11:33] this skepticism is fair, usually when [11:35] dungeons come back they do get changed [11:37] quite a bit, so let's hope that's [11:38] happening here. Moving on to delves [11:39] though, we've got an impressive [11:40] offering. There's three of them. Now, [11:42] one is a season 2 nemesis who, believe [11:44] it or not, is a snake man, though not a [11:47] naga and not a sethrak. Appears to be a [11:49] new kind of snake man entirely, which I [11:52] imagine we'll be introduced to soon. The [11:55] existing delves are also getting new [11:56] variants as well, so more than we are [11:58] used to for delves. Then, with the price [12:00] system, there will be updates for season [12:02] 2. That's going to mean some new hunt [12:03] targets, new affixes, and most [12:05] importantly of all, new astalor voice [12:08] lines. [12:10] Perhaps the largest feature many will [12:12] feel is on gearing. Now, one of the [12:14] biggest frustrations my guild has had [12:16] for quite a while now is that raid gear [12:18] kind of sucks. It's faster and easier to [12:21] gear through mythic plus, so a lot of [12:22] the time we end up out-gearing the raid. [12:25] Not in 12.1 apparently, because they've [12:27] buffed the hell out of gear. Where the [12:29] drops themselves are the same, but the [12:31] raid track in the vault is now a full [12:33] tier higher. [12:35] This is huge. It means that myth gear [12:37] will be something you can earn from [12:39] heroic [music] raid vault. Now, you [12:40] might be wondering what that means for [12:42] myth raid vault. Well, the good news is [12:44] that it will just drop fully maxed out [12:46] gear instead, so that'll actually save [12:48] you myth crests. Now, rather shockingly [12:50] to me, bonus rolls, which were of course [12:52] added back into the game in patch [12:54] 12.0.5, well, those are actually [12:55] sticking around. You'll be able to pick [12:57] up a void core as a vault reward right [13:01] away. And then, on week eight of the [13:03] patch, you'll start getting them [13:04] directly as well. So, basically means [13:06] Blizzard are locking in bonus rolls as a [13:07] part of wow's gearing, and I think those [13:09] bonus rolls, because they do guarantee a [13:12] bit of loot, are actually a fantastic [13:14] backup option from the great vault. [13:16] Pretty neat. As is the change that on [13:18] week eight, instead of having to do a [13:20] quest for them, you'll actually just [13:22] start getting them directly. So, there's [13:23] no need to unlock, there's no quest to [13:25] do or anything like that. Otherwise, [13:27] they work the same as always, but with [13:28] one key improvement though. Raid rolls [13:31] don't cost two anymore. That was kind of [13:33] weird, I guess. Then, there's the [13:35] Ascendant upgrade items. Those are [13:37] making a return as well. The new [13:38] Ascendant Venom Cores will drop from a [13:40] bunch of sources and upgrade your [13:41] weapons, trinkets, and now necklaces at [13:44] a rate of 10 Cores per upgrade. And then [13:47] lastly, on the gearing front, the [13:48] Catalyst will no longer change the [13:50] secondary stats or remove special [13:52] effects from the item that you catalyze. [13:54] That means the gear you choose to [13:55] catalyze is actually important now. I [13:58] don't think it'll matter that much in [13:59] the earlier weeks, but certainly as you [14:01] go on, recatalyzing a bit of tier once [14:03] you can maybe put in some sort of nice [14:05] bonus effect, well, that could actually [14:08] work. So, pretty neat. [14:11] The last important thing, at least for [14:13] now, is class changes. We'll dig into [14:15] every class later as we always do, but [14:16] for now, here are some of the huge [14:18] sweeping ones, like the usual health and [14:20] incoming damage buff that we get every [14:22] season, which is essentially Blizzard's [14:24] attempt to stop spike damage issues, [14:26] which can be a real bastard for healers, [14:28] and they can make the game design side [14:30] of WoW not really work as well. But [14:32] history certainly shows us that sort of [14:33] thing helps, but is not a overall fix to [14:36] the problem. Now, there are some unusual [14:39] changes though, as well, like DPS [14:41] cooldowns getting nerfed. Turns out [14:43] Blizzard totally agrees that all of your [14:45] damage being inside cooldown windows [14:47] makes the damage you do outside of those [14:48] windows feel massively frustrating. And [14:51] of course, it does mean that if you do a [14:52] little bit of a whoopsie in your damage [14:54] window, well, um you should feel a [14:56] little bit less punished. Now, this is [14:59] being done on a spec-by-spec basis [15:00] instead of being something sweeping, [15:01] [music] so I don't have any big number [15:03] for you, but I can at least tell you [15:06] that it will impact Unholy, [music] [15:08] Devourer Windwalker Elemental and [15:10] Ret. For now, at least. Blizzard may add [15:13] more to the list. One last thing before [15:15] I go and dive into the PTR, and that is [15:17] on the raid story. The raid story is [15:19] definitely not directly related to the [15:21] main thrust of our drama in the world [15:23] soul saga, but it is kind of related and [15:25] Blizzard's blog post did promise us more [15:27] Alleria where specifically he'll be [15:29] chasing down Xal'atath cuz yeah, I [15:32] suppose it only took him a few months to [15:33] remember that his parents were slurped [15:36] into a big voidy leyline thing and and [15:39] disappeared. But overall what we're [15:40] looking at here is game system updates [15:43] that seem very strong, plenty more [15:45] content, more content than I would have [15:46] expected and while we can't say that the [15:48] world content is really that much better [15:50] yet, I think moving world bosses into [15:52] their own instance [15:53] >> [music] [15:53] >> is maybe the most exciting thing within [15:56] this patch cuz for such a long time [15:58] world bosses have absolutely blown and [16:00] with a feature like this, I suppose we [16:02] can have bosses like say Gruul or Onyxia [16:06] as a normal thing in the game moving [16:08] forward. That would be fantastic. And [16:11] just think about how Blizzard puts [16:12] effort into making world bosses for [16:14] every major patch and most of the time [16:16] players really don't give a about [16:17] them. Here, they'll register as actual [16:20] content cuz you can do them on [16:21] difficulties that'll actually mean the [16:23] mechanics matter. Seems pretty cool to [16:25] me especially in how it's layered across [16:27] all of the other world content [16:29] improvements and just improvements we've [16:30] got with Midnight. So while Midnight has [16:32] been a bit of a bumpy weird expansion in [16:35] some ways, I think the core of what [16:37] they're doing here looks pretty great. [16:38] I'd love to know what your favorite [16:39] announced feature is. Mine is certainly [16:41] layers and blueprints and if any of this [16:42] has you excited to play again, check out [16:44] this video next. It's about the leveling [16:45] changes that literally just hit the game [16:47] a few days ago. I got to say they're [16:49] really awesome, they're really fun for [16:51] your alts and you can find out about it [16:53] with a video link that's about to [16:54] appear.