WoW Patch 1.3: Ruins of Dire Maul | Blizz's LFG BACKFIRE, Epic World Bosses & Revamps | WoW History

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welcome back to the complete history of world of warcraft our series there will chronicle the live games entire life giving you a window into the past be sure to LIKE and subscribe to keep this series going and with that let us begin [Music] World of Warcraft Pat's one-point-three ruins of dire mole was the game second major update going live in the 7th of March 2005 three months after mysteries of Maradona and like patch 1.2 it contained a lot bringing with it as Roth's first world bosses Zurich owes and Lord Cossack and the game changing dire mole researching these videos takes a long time but that's okay thanks to from plant to cup one of the 25,000 plus courses on today's sponsor Skillshare we're thoroughly wired when we're doing so Skillshare is an online learning community for creators with over 25,000 courses in design business and more their premium membership gives you unlimited access for only $10 a month but the link below in this video will give you two months for free plant two cup is a favorite of mine it's incredible just how much better your daily coffee experience is once you've learned how it all works not just one of the great skills you can learn their courses are super digestible and actionable they're broken up into snappy direct segments so get started today with my link down in the description that'll give you two months of skills for a premium for free thank you very much the skilled chef for making longer more research videos like this possible and let's get into the content as the meaty portion of patch 1.3 dire Maul helped to add a ton of flavor to Western calendar as more Adhan did before it the ancient highborn city of alders lass left to rot over the Aeons opened up for players to explore populating the domes and were three distinct groups of enemies you have the gourd och ogres then you had corrupted nature and demons led by the satyr Alison then the dead high elven arcanists the shondrel are feeding on the demon emiltt are imprisoned deep within unlike with many other zone and dungeons stories this is something that was on a smaller scale it mostly added depth to the world and its inhabitants rather than telling any form of massive overarching plot itself in terms of gameplay this was an additional end game dungeon recommended for players between level 56 and 60 dire Maul did have a very unique mechanic though as gorg Commons more commonly known as dire Maul North granted better loot if done as a tribute run what was a tribute run while players were tasked with using their patience some items and a broken ice trap in the dungeon plus a crafted ogre suit to sneak past the bosses you see every ogre boss still alive when you killed the last boss of the wing added an item as tribute to the final chest and the item added to the chest would be better quality than anything that the dungeon would otherwise drop now this was far from easy and it required a lot of preparation the ogre suit itself needed some leather cloth and thread and then an item from another part of that wing of the dungeon so the group would either need to do a lot of auction houses shopping or we need to farm the mats around the instance for a while before heading in now the experience of this at the time would have been very unique and it wasn't even just limited to people trying to gear up with the additional light gear the tribute run drops because in addition to getting tributes from the bosses left alive players could actually acquire powerful two-hour-long buffs either for spell crit attack power or stamina and these would persist in the world and even over into other dungeons and while this man is the player seeking an edge including Raiders would often do a tribute run before their chosen activity so these world buffs ended up actually being part of a whole pre-raid ritual the people would do and so it often involve going around the world super quickly coordinating as a group picking up all of your buffs but of course in a lot of servers PvP servers this would mean getting into fights with the enemy faction who are attempting to do the same thing and this often results at an outright war outside of dire Maul at common raid times now as for the dungeon itself while it was gigantic dire Maul was fundamentally three different instances you had the warp wood quarter capital gardens and gore dock Commons as we'll get into later in this episode this was also the first dungeon to be limited to five players it was also introduced as World of Warcraft's first catch-up mechanic as it was full of almost level 60 gear that often served as pre raid best in slot either being on par with or better than the other end game dungeons of the time including opera Blackrock Spire this really shook up the end game landscape as far as gearing was concerned although players still had plenty of reason to go to the other high level dungeons were specific at pieces and other things so really at this stage there was a lot of endgame content that took quite a while to do for players of course that's not all the patch 1.3 added because we have the world bosses Azura ghost and Lord Kasich a terrifying blue dragon and a gigantic demon both on very long spawn timers from four to seven days there were the first world bosses in the game and they are notorious to this day for a very good reason players had to work together to track these bosses down before actually killing them although you would have to kill anyone else who wanted to claim the boss before you actually went in to kill it for guilds who wanted these kills they would have to be very prepared they need to keep an ear close to the ground and really know what was going on many would actually have alts parked around various known spawn locations for these bosses in a shower of or goes on the Blasted Lands for Kazik now at this time guilds would even call in offline members to get as many players there as possible to increase their chances and even if you spotted the boss early well word would spread quickly and the race would begin only one group could tap the boss of course so groups would be racing to get a full 40 players before engaging now once the boss was pulled you were still far from done the mechanics were pretty darn difficult and they were suited very well to world combat Azura ghost would teleport himself to players resetting his threat table killing players who did not pause to give the tanks a chance to build up their threats then of course given that he was a blue dragon he was immune to arcane damage and later resistant to frost greatly reducing the effectiveness of some mages at the time casters in general had a rough time here as he could also burn the mana of close range attackers and occasionally reflect spells this boss was a proper slog with fights lasting 30 minutes or longer and it was entirely possible to wipe unlike many modern world bosses in the game and of course once your group wiped anyone else could tap him and try to take him out now on PvP realms this would play out a little bit differently you would also have to deal with the opposite faction and if they had a raid they could contest you and this would result in long drawn-out sessions of groups just trying to get the other one to fully wipe so they could pick up the tag down the boss and ultimately get the loot so overall it was a massive battle of numbers and patience and I can imagine some of these battles lasting for hours on end giving people a little bit of frustration but also a rather incredible story of an evening spent in Azeroth now the Otherworld boss Kazik well he was basically the same story but with a major difference while Azura ghost didn't come in 1.3 with an anti zürich mechanic and players could rejoin the fight after resurrecting Kazakhs mechanics were different you see he did a OE damage and healed for a lot when nearby players died and this meant that a death or two combined with his enrage timer would cause a wipe now if that enrage timer ran out he would start doing 800 to 1,000 DPS to anyone within a large range Healing of course from every kill now this made for an intense encounter that had to be done perfectly and quickly when other players would get involved it would get very messy it would get a lot more messy though because Kazik had no leash range he wasn't tied to his location players of course thought about this and realized that chaos could ensue Kazik could be brought the entire way from the Blasted Lands to Stormwind during his enraged timer so imagine being an alliance player just going about your business and hearing about chaos breaking loose at the front gate only to then see a giant invincible demon run through massacring players with unavoidable shadow bolt volleys and then healing from every fallen citizen this was actually so bad that while the entire city would die they'd have no way to defeat Kazik GM's would actually have to step in they would have to get Kazakh out of Stormwind by resetting his position manually because there was basically no natural way the problem could be resolved now kazlik wasn't always a completely unstoppable demon of chaos though because once he was actually killed by a solitary paladin you see paladin's had access to the reckoning town and this gave them an extra attack whenever they got critically hit but originally this had no cap so one crafty paladin just got intentionally crit to stack this reckoning extremely high and then he went in to one-shot Kazik with a reckoning bomb needless to say blizzard didn't let this one sit and they hot fixed reckoning to have a maximum limit on stacks making it impossible to replicate again some of the things really that happens at this era in the game are just outright crazy by today's standards but made for memorable moments and pretty legendary stories to be shared in trade chat 1.3 saw many new things though and meeting stones were one of them they were absolutely not like they were today and this is an implementation that I think today would be controversial and is rarely discussed meeting stones were actually a very primitive version of the dungeon finder interacting with a meeting stone would basically put you in the queue for a dungeon it would try to match make a tank healer and DPS from that queue and when complete it didn't actually bring your group to the dungeon or anything like that it would just drop you in a group with your new friends and that you coordinate the traveling yourself so it essentially was lfg now this never really saw much use in the game because it was kind of arcane and awkward to use people would far rather just get their grips manually using general chat trade chat or the looking for group chat channel that was added in patch 1.2 and if players did want to avail of this new mechanic well they had a bit of a vicious cycle no-one used the meeting stone so no one could find a party using them which meant that nobody would use them so the implementation here was definitely off it's an idea they would revisit in the future but this one quite simply didn't really work that well and the stones next forum had a much better success rate becoming the mainstay for Azeroth that said of course the stones did act as fantastic landmarks and help many people for actually finding the dungeons so it's pretty crazy lfg actually was there in vanilla and it's kind of fun to consider the potential impact that these would have had on the community at the time if they actually were used but the fact that they were not used well that did define the grouping experience for players from World of Warcraft's launch onwards as mentioned earlier this patch also added limits to how many people could actually enter one of those instances so all instances in the game were limited to ten players except for a nixies layer and molten core which were of course 40 players and then Blackrock Spire which was capped at 15 and the new dire maul which was only five a number that of course would work out for them quite well in the future you see prior to that you could have large raid groups just clear a dungeon like Blackrock depths that would trivialize the difficulty and finish the content although splitting only a few pieces of gear between 15 players well that would have been quite the nightmare having various sizes of instance I think would have been fantastic for potential dungeon designs certainly on the adventuring front but it has obvious problems with difficulty in group size balancing so this probably was the right move overall saying that though perhaps it was an early sign the blizzard would curtail player freedom in order to afford them a more defined and designed experience one that was easier to create and easier for players to access this was also the patch to introduced and cleared up some of the lesser-known combat mechanics of the game so players and creatures hit from behind could not block or parry although creatures hit from behind could still dodge now creatures hit from the front that block or parry will actually now say that they would block or parry rather than be reported by the combat text as a Miss now this actually addressed a lot of confusion because a Miss back in the original 1.2 and 1.1 that could have been a block of dodge a parry or an actual miss once 1.3 hit a Miss was a Miss for PvE players this translates to melee dps standing behind enemies were possible to remove the chance of being blocked or parried something that was already necessary for rogues and feral druids but for PvP this resulted in players circling around each other trying to land hit on their opponents exposed back now this was one small aspect of the game that resulted in a gap in knowledge between various players and this is one of the things that ended up making world of warcraft PvP so frantic and compelling for many people there were many mechanics in world of warcraft at this stage that just weren't quite understood by most players at the time and the discovery and the use of those mechanics helped make the game feel huge and mysterious like there was always more to learn like there was always more optimisation to be made a very different time from the current era of say sim craft looking at some of the PvP patch notes you can really tell how prevalent world PvP is you see key NPCs like bank and auction house staff in cities and outposts they were made much more difficult to kill and their respawn times were reduced now if Blizzard had to you know change this to make a smoother experience then you really can't imagine just how frequently the factions would have been invading each other's cities and really as frustrating as I think some of this may have been for some players I do think it added a lot of stakes to defending towns and cities and that is something that this patch technically was starting to erode now as for the oversights well reputation gains and drops from killing mobs could be abused before patch 1.3 a mind control player would actually lose rap rather than the player actually in control while this was a fairly minor bug it would be very frustrating if you were say mind controlled and forced to kill a guard in somewhere like booty Bay so that was patched up then warlock summons could no longer be accepted in combat and priests actually got the same treatment that warlocks didn't patch 1.2 now no longer being able to kill people with shadow word pain or mind control when in a duel then patrols routed to Orgrimmar and iron wards that could attack stealth which meant that rogues and feral druids found it a lot more difficult to sneak in and they also changes so that blink was far less likely to just drop mages through the world [Music] Blizzard then also made the move to reduce ability training costs across the board and this is something that every class would have been very happy with with this patch you see back then basically all of your money earned while leveling up that was going into your skills so you'd often need to really plan ahead or just leave some spell ranks for later if they weren't really that important that didn't change massively with this patch because money was just tight in general and vanilla but it did alleviate it quite a bit over time the UI also saw a huge number of improvements in patch 1.3 and it's kind of hard to believe that some of these things were not there at launch first of all it added the ability to have multiple action bars on the screen rather than just paging through them using her scroll wheel and controller maybe even clicking on the little arrows which is quite extreme this is really something that I think would be necessary for a lot of classes just given how there's so many items and older ranks of spell that many classes would have been using for mana efficiency without this players would have been just paging up and down the action bars trying to find the right spell I'm sure some players could have played with that maybe some people even preferred it because it like you know saved space but clearly bozer realized that was not for everyone and they split out the action bars surely a very good move indeed there's also added the quest tracking frame prior to this you will have to open up your quest log to keep tabs on what you actually had to do and it just feels so insane that quest tracking was a thing that was such a late addition to the game but I suppose in these days quest progress was a lot slower and most people did approach quests in a more focused way keeping their tasks in mind as they went it was however a major quality-of-life addition to the game that was very welcomed then believe it or not chat bubbles were actually new in this patch which is while to think about there's such an iconic element of the world Warcraft experience and they just do such a great job of making the world kind of come to life just having to keep your eye on the chat window to see you say well that really is far worse of a experience than just seeing a chat bubble on top of a character's head that does make it feel so much more natural and public so this was a very welcomed feature in date [Music] then as for class and balance changes well there were tons here clearing up many issues and shifting some things around a few notable ones were two druids and shamans druids got some new abilities to shore up their weaknesses with cat form getting ferocious bite a way to spammed combo points on instant damage because of course using rip when an enemy was only going to live for a fraction of rips duration that would be a waste so this is something that was really a much-needed improvement to the feral play style they also learned bark skin and frenzied regeneration giving them more survivability and sustain generally making the druid experience just a good bit better then shamans had the reincarnation spell upgraded as well get this it used to apply resurrection sickness but you know I guess Blizzard changed that because it wasn't while a particularly attractive spell because of the resurrection sickness beyond that though the patch notes are just full of bug fixes to classes to dungeons to items to professions and it's really indicative that this patch came out three months after the previous one the full World of Warcraft team had a lot of time to just work on fixing all of the small little problems that the game had remember world Warcraft was so much more successful than the team initially thought so having the time to really make this patch that would just shore up so many of those problems that was definitely a very very good thing for the game that said their job was not done here they had a lot more in the pipeline that's it for part 1.3 though an extremely welcome one that filled Azeroth out with a lot more content and also just fixed so many of the game's problems it still was though a very PvE focused patch and with world Warcraft snacks patch 1.4 we're going to see a very very different focus indeed so there you go that's it for today's episode I hope you enjoyed it of course stay tuned for patch 1.4 that's coming very soon indeed very different change of pace from what we've been seeing with 1.2 and 1.3 of course be sure to check out the rest of the series and consider supporting us on patreon patreon especially is what allows a more long-form series like this that's you know not breaking news to a to do well I know support is just massively appreciated in keeping this whole thing together so thank you very much for watching this video and with I will see you next time [Music]
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Channel: Bellular Warcraft
Views: 347,874
Rating: undefined out of 5
Keywords: wow classic, vanilla wow, wow history, wow patches, patch 1.3, ruins of dire maul, dire maul, wow patch 1.3, wow lfg, vanilla patch 1.3, world of warcraft, wow, wow classic subscribers, wow classic review, battle for azeroth, bfa, bellular, bellulargaming, bellular news
Id: Zy25tLdF2go
Channel Id: undefined
Length: 19min 30sec (1170 seconds)
Published: Fri Sep 06 2019
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