its actually 1.12, with a few modern changes to be clear
they didnt change a single solitary thing to a some version prior to 1.12. staggering content release isnt really a frankenpatch, its just staggering content. everything will be the 1.12 version when its live
What are you even going on about now? PvP realms if anything had worse imbalance issues, because not only was there faction bias but once a specific faction started to dominate that trend just kept going.
It was well known in vanilla that if you wanted to pretend to be hardcore by playing on a pvp realm you just picked a realm with a faction imbalance(which there were many of) and roled on the dominant faction giving yourself essentially a pve server experience.
That was happening long before CRBGâs were ever a thing.
Using data from patch 1.2 or patch 1.3 or patch 1.4 or patch 1.7 or patch 1.9 or patch 1.11 that does not exist in patch 1.12 is indeed a franken patch.
For the entire duration and life span of Classic WoW they intend to use the pre 1.12 Mount and riding skill costs; thatâs not authentic to the 1.12 series.
Using loot drop data locations (yes data set information) from patch 1.2 is not authentic 1.12 at all.
Using the 1.11 Naxx invasion event is not authentic to 1.12.
Etc, etc, etc.
Itâs a Franken patch, the only thing that they are hard nose 1.12 are the following.
Character classes
NPC data (damage, health, etc)
Loot itemization
Version of Dungeons / raids present (meaning the most nerfed version possible AKA 1.12)
No you might have happened to be on one of the few pvp realms that stayed relatively balanced but many many pvp realms did not.
And I just explained why, because of their nature and that most people actually donât like being ganked, once a minor faction imbalance happens it snow balls on a pvp realm. Whereas on a pve realm it wouldnât matter nearly as much.
That once again has nothing to do with CRBGâs and was happening long before they were added.
If it were 2 server MAX just to get reduce the Qâs on certain craptastically imbalanced realms; thatâs passable as a solution but the CRBG thing like they use now or the Battle groupsâŚ
They have been very broad sweeping with the âversionsâ meaning 1.12 is a series, just like 1.11 is a series same with 1.10, 1.9 and so on.
Examples of this from patch 1.12.1
Do you think they will omit the item changes from 1.12.1?
https://wowwiki.fandom.com/wiki/Patch_1.12.1
I very much doubt they will omit the changes from 1.12.1 to the items and even bug fixes they made for warlocks, warriors and other things.
Example if you cancel Blood rage before 1.12.1 it would drop combat allowing a very fast reaction time to use charge or a macroâŚ
This was nerfed in 1.12.1 and still nerfed on the BETA, so clearly 1.12.1 changes are indeed live on BETA.
However they specifically reverted the 1.12.1 change to mount costs and training the riding skill because itâs a change that was indeed destined for TBC, not actual Vanilla.
The riding skill has been changed. A riding skill of 75 is now needed to ride level 40 mounts and a skill of 150 for level 60 mounts. Those that already have mounts will automatically be granted the appropriate level skill.
Most enchantments on items are no longer counted against the maximum limit of effects a player can have on them, so it should be much harder for a player to exceed their max limit on effects and have one be removed involuntarily.
Players will now be able to complete the quest,âTarget: HiveâAshi Sandstalkersâ.
Fixed an issue where players could be afflicted by âWithering Touchâ more than once at a time.
The Plaguewood teleporter will now teleport players to the correct location within Naxxramas.
Fixed an issue where players were getting the message âInvalidâ when trying to select flight paths.
Fixed an issue where if the disenchant window was forced closed, a player would lose both their reagent and the item they were disenchanting.
Fixed an issue where players could crash while fighting AnubâRekhan.
Fixed an issue in which players trying to disenchant an item with a full inventory and then casting a spell afterward would lose the reagent and the item.
Fixed an issue where weapon procs will now work with instant abilities.
Pet buffs will now apply and remove properly.
The Priest talent Spirit Tap will no longer sometimes proc off of totems.
If thatâs so then my buddy who plays a warrior should then be able to cancel blood rage and immediately charge because heâs out of combat as of canceling that aura.
Guess what friend, it does not work that way on BETA because they used the FINAL version of Vanilla updates.
â1.12â is just easier to say than 1.12.1 or 1.12.2
yah I donât think so, PvE realms were always more balanced than PvP, donât recall seeing many past the 60-40 until they loosened the faction/server transfer and then all servers had the issues, but it hit the PvP realms harder.
You can think so, but I assure you the PVP realms were darn decent for balance; your personal experience on PVE realms would color your expectations and thatâs understandable.
Not having cross realm BGs will kill whole server communities.
Once people start migrating to the server that their faction dominates.
Or leaves the server because his faction always loses. Or for the many
reasons one might change servers.
Once enough of one faction have left. Their BG queues are going to
slow down for the whole server. This in turn will cause more to
leave, making it even worse. If it keeps going the way it tends to.
There will come a time where some servers will be waiting hours to get in.
Some never will get in.
Its better to keep that from ever happening. Not try to fix it in a hurry
once it starts.
Has nothing to do with my expectations, PvE realms did not sufffer bad balances until faction/server transfers changed, and even then PvP realms were hit harder.
The 60/40 you mentioned was pretty commonplace, and a lot were even better than that before the changes I mentioned above, honestly I cannot recall many (of any type)servers in Vanilla having really imbalanced realms.
Server transfers took place at the same time as CRBG.
CRBG factually allows players to faction stack on a server making the world experience worse for the non BG player.
Because with CRBGâs you no longer need to worry about your server regarding the Qâs for BGâs.
Because of this faction stacking spirals out of control until faction skill saturation takes place.
As a result Long Qâs are the result even with CRBGâs because of faction stacking.
This will take place if CRBGâs are implemented because players are addicted to EZ MODE winning and they want to be carried with minimal effort.
You need only look at the modern game, CRBGâs are one thing that both Modern WoW and old WoW both experienced, and while the short term of CRBG is positive for some players the end results are horrible for both sides.
The under populated PVP faction (in modern wow alliance) they will constantly groan about endless failure. As a result they will stop playing.
The over populated PVP faction (in modern wow horde) they will have long Qâs and endlessly complain about the Qâs. As a result they will stop playing.
Modern WoW is a very effective analog to demonstrate the long term of CRBG.
Itâs very clear that CRBG does not work long term and as a result it cannot be classified as anything more than temporary bandaid.
The only real solution that I can think of is population management, not CRBG.