Where are the patch notes about the 1.12 nerfs?

What patch was every dragonkin in the world changed from elite to non-elite? I thought that was 1.12

What?

All the patch notes are available online.

_https://wowwiki.fandom.com/wiki/Patches/1.x

Blizzard was talking about source code not patch notes.

I don’t think they nerfed the content so much, as they instead made the talents better and also changed the gear itemization and fixed some classes.

This all occurred as time went on though

There’s no such change documented in vanilla.

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Yep those mobs should all be elites, the bosses in UBRS should be skull level 63s as well yet they are all level 62s. A lot of things are off in this re release.

UBRS bosses were always lvl62, but given the “skull” visual. Only raid bosses were lvl63 as a “skull” level. This was specifically distinguished for gearing guides, which is why a lot of old Vanilla-era stat caps have three thresholds:

Level 60
Level 62 (Dungeon Boss)
Level 63 (Raid Boss)

finally, someone who understands. the forums will be flooded with “naxx too hard, mages cant kite zombies, tanks get one shot by thaddius minibosses pls fix”

That’s not accurate, those bosses could do crushing blows and that is something only mobs 3 levels higher can do. So they were level 63s as all skull levels are in classic. They were nerfed to level 62s during Wrath.

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Not really, the Green Dragonkin Captains in the Swamp of Sorrows were elites until 2.x something, they are normal now, as well as some of the Dragonkin around Ony’s lair, and other areas.

By patch 1.12 in Vanilla the changes had made MC and Ony much easier. I don’t think the later Raids will be hardcore, but they should be much more challenging.

The crocodiles around Onyxia’s lair should also be elites yet they are not. Many of the nerfs from TBC and Wrath are in Classic.

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It’s amazing how often people keep referring to this ONE change as if it is proof that all the raids were secretly nerfed without any patch notes. There aren’t elites in a lvl 40 zone anymore. So what?

I don’t recall ever being crushed by any of those bosses, and as a Druid would have had no way to reduce my chances in the first place.

We’ll just have to disagree on the crushing blows then.

The bosses should be skull anyways in their portrait since that is how they were portrayed in vanilla. This video from late 2006 shows that too.

No fight in 1.12 Molten Core requires fire resist (excluding where it’s very nice to have it on the main tank)

Its just a freaking fact that +spirit and MP5 Were vastly better stats in early vanilla… The fact that you don’t seem to understand that shows you clearly did not play at the time and so don’t realize how different it really was.

200+ spell damage is flipping nothing; level 40 characters can achieve more than that in 1.12.

You still seem to be missing the entire point; spell damage is meaningless to the problem that early vanilla faced… +HEALING is the issue, so is tank threat…

Tank threat in early vanilla was a huge issue; warriors simply could not produce the kind of threat generation that’s possible right now.

DW “Fury” tanking was also not practical because there simply was not enough + healing in game to make that work.

Bear tanks were worthless before the druid buff because their armor multiplier was crap before the overhaul. Paladin tanks were also pointless before gear upgrades.

You think the players were stupid but clearly you did not raid or were in a really crap guild at the time that just did not understand why things were the way they were.

As a result high threat “Warrior” tanking just was not possible because of the pure LACK of +healing that’s required to make a fury tank build practical. YES shield block was required back in early vanilla because mitigating crushing blows and critical strikes is required when healers lack the kind of output needed.

Fights lasted a lot longer because tank threat was low, as a result DPS could not go full throttle; this is why patch 1.10 and 1.11 were so freaking massive; they drastically increased raid DPS; especially for low end guilds who now had access to blue gear that was better than epics were prior to the buffs in addition to massive increase in tank threat (warriors).

Additionally patch 1.9 made things easier for guilds who figured out early on that Druids were no longer garbage and actually are very good tanks; their only shortcoming is that that they still take a lot of damage and require geared healers. (pre-raid bis is a stretch for most average players)

The player base has not gotten better, IMO they’re worse; I have seen more idiot moves in Classic WoW than I ever did in all of Vanilla and TBC.

Why is this? No idea, players are just stupider.

You’re not “wrong” in the literal way you just don’t seem to understand how damn good gear is now vs early vanilla (especially pre-1.3)

Additionally you’ve entirely ignored how important threat generation is and why high threat builds (for tanking) were just not practical under the old system (especially pre-1.3)

Things were very different and a lot slower; it took a few patches for most guilds to catch up after some buffs around 1.7 or so, and so on later, but people caught on quickly…

By 1.11 EVERYONE was wearing +healing / +spell damage and healing and Fury warrior tanks were common as camel turds; it was exactly as things are now; and that’s because the system in place; classes, gear, talents all make that possible.

If blizzard had of shipped 1.1.0 WoW things would be very very different.

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It is just one, of a number of changes, you can find more in the bug forums, that indicate we didn’t really get Vanilla at patch 1.12 but some hybrid. If I had to guess I’d guess the mobs, maybe including raids, are at Wrath levels, not Vanilla 1.12.

No. In Patch 1.1, no fight required FR outside of Tanks who want to eat Baron’s Inferno and MTing Rag. That’s it.

It was only a “freaking fact” because people were idiots and assumed they needed to gear for longevity rather than burst.

By all means, show the Frost Mage setup without consumables that hits 200 Spell Power.

Healing has zero relevance on how a Mage needs to nuke a boss, 95% of the damage in Molten Core is entirely avoidable.

That’s completely asinine. The Shield Slam buff that came later made it scale with your Shield Block, and is a net nerf to the threat it deals without a raid quality shield. Plus, Warriors were and continue to be Tanking without shields equipped, or even going deep into Protection at all.

Yes, yes there was. I don’t know why you keep bouncing between “not enough” and “no one took it cuz regen”

The Armor multiplier didn’t change. What are you babbling about?

You really don’t want to play the experience game with me, you’ll lose, badly.

Do you just… make things up? Nothing in Patch 1.9 was relevant to Druids being suddenly useful, they already had their rework, and Druids were already EH gods with just BWL/MC gear, even compared to a fully equipped T2 Warrior. AQ20/40 gear simply improved already powerful Druids, letting them maintain Armor Cap while growing Health/Hit/Threat even further, which were all already better than Warriors.

The biggest bonus to Druids from the rework was the threat bonuses, not survival.

Caster gear changes in Patch 1.4 account for ~20% increase for Mages at least, not sure how much it helped Warlocks. Even with Patch 1.1 gear and talents, a Frost Mage could still have dealt far more damage than people did 15 yrs ago, precisely because people made terrible assumptions and obsessed over gear color rather than quality of stats.

No, it wouldn’t be. We’d still be killing Ragnaros pre-submerge, we’d still be obliterating the bosses in under a minute, we’d still be ignoring Fire Resist, etc, because the game just isn’t that hard. You can literally avoid everything outside of melee swings on the Tank.

You sound like the idiots that thought people would be blocked from killing MAGMADAR until Week 2 because you’d lack a 2nd Tranq shot.

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I don’t disagree on the visual representation, but I also don’t really care all that much whether it shows a lvl62 or a Skull when health and damage didn’t change, and they were never hard to begin with. UBRS is boring, especially thanks to Rend’s encounter.

Well I would say there are 2 types of nerfs that occurred during Vanilla.

You had indirect nerfs with class balancing throughout making classes better and more viable through raids which in turn made raids like MC easier. Also you have the increase to debuff limit to 16 which means you could add more dots/debuffs onto the target. Making raids that it wasn’t in like MC/BWL easier.

Then you have the second type which is direct nerfs to bosses/mechanics itself. These occured over multiple patches (not just in 1.12 you have to go through each patch note). So you have to look at the 1.11 notes, the 1.10 notes etc to see the nerfs to the raid.

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Good times.

Look at all those uninformed likes on that post.

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Just wanted to look at this a second time because holy crap I hate this lie because it is so easily verified.

If all you wanted to do was gear for straight Healing Power, and absent that, Spell Power, in every slot, before entering Molten Core, you’d largely wear the same exact pieces as you would right now in Classic. The only two slots that lack the stats without going for a “of the Healing Power” type item are Cloak and Necklace.

A Patch 1.1 Paladin, focusing on Healing/Spell Power could achieve from gear alone: 446 Total Healing Power

A Classic Paladin, using the same pieces, would have: 505 Total Healing Power

People were idiots in Vanilla. Downranking took several patches well past BWL to become mainstream. And the best part? Almost all of the pieces I used for this have Int/Spirit/Stamina on them, but most of them are Cloth, so Paladins would have likely avoided them because of that, also because they’re idiots with regards to PvE.

The gear was there. It was always there. We just didn’t make the best of it.

Oh my goodness… the pain