Jeff "Tigole" Kaplan posted several new changes that are appearing in the Wrath of the Lich King Beta tonight. The highlights include:
Level cap raised to 80.
Less XP required for 70 to 80*
Storm Peaks zone available, Icecrown unavailable.
Follow dungeons available:
Halls of Lightning
Halls of Stone
Caverns of Time: Stratholme
The Occulus
Utgarde Pinnacle
Heroic Nexus
Tigole also notes that premade characters will be made available at a later date on a different server. It looks like they'll actually be doing this now. More changes and analysis of the latest Beta patch to come throughout the evening. Stay tuned.
*We did some rough calculations. Daniel's Hunter was approximately 50% of the way through level 70. His hunter is now 60% of the way through level 70. Thus, the XP required to level was reduced by approximately 20%. These are just rough estimates, and no official word on the percentage has came out yet.
Update 11:49 p.m. EDT: Zarhym has said that patch notes are still being compiled. We'll have them up as soon as Blizzard releases them.
One of the more unwelcome changes in the latest Wrath Beta build is pretty simply explained: It now takes nearly twice as much experience (80% appears to be the exact number) to level. This has hit a few us on the WoW Insider Beta team by surprise. Both Zach and I, for example, were about 2 bubbles each from our next level, and now find ourselves only halfway through instead.
Of course, this is the Beta, so one can hardly complain about one's leveling time stretching. However, 80% is a very significant jump. It would imply that either Blizzard was intentionally keeping leveling experience incredibly low so they could get testers to max level quicker, or they felt that testers were leveling far too quickly and required a massive amount of slowing down.
I doubt leveling will be slow as it was in the bad old days of games like Everquest, but if it's so slow that players need to clear both starting zones to level up enough to progress further, it seems like that defeats the whole purposes of having 2 starting zones in the first place. Hopefully Blizzard monitors this new changes and adjusts it downward again if needed.
Although at times contentious, thecurrent recruitment promotion has certainly sped up leveling.The triple experience point bonus comes to mind first, but the ability to give levels at a rate of one per two gained is also a real boon.The rule is that the levels can be applied to a character lower than the givers current level, capped at level 60.Theoretically someone who has reached level 60 could donate enough levels to raise another character from 30-59* in a matter of minutes.
This new mechanic is pretty easy to use and potentially abuse.Málfurion of Wildhammer is not happy with the change.To quote "I just saw a Warlock go from level 31-59 in 10 seconds in front of my eyes... The new recruit a friend is bull > <.... NERF NERF NERF!"The post was met with some disbelief, but it clearly is a possibility.Some players indicated that they have something similar in mind.Abilene of Aegwynn believes that this practice ruins the game for some.
Blizzard does not particualry appreciate petitions on the official forums.This does not stop players from starting them.Lyccan of Ner'zhul started a petition in the Suggestion forum to make the Recruit-a-Friend benefits retroactive.At this time Blizzard has announce no current plans to give these rewards to folks who have brought players into the game in the past.
Most of us are pretty open about our love or World of Warcraft, and many of us have invited our friends and family to join us in WoW.In the past, the joy of sharing the game and a potential game-time buddy was enough to bring our friends into the game.
There's a new splash screen on the WoW homepage, but instead of hinting at a new game, it is instead showing off Blizzard's new Recruit-a-Friend benefits. Looks like they found a place for that Zhevra mount we heard about a while back -- whenever you recruit a friend into the game (by convincing them to create an account with your name as a reference and having them pay for at least two months of game time), you can choose one of your characters to nab a Zhevra mount. Additionally, you can summon referred friends to your character, and when questing together, you can pick up triple experience until level 60, for both quests and monsters that you kill together.
More details on Blizzard's support page. Just yesterday, we heard Mike Morhaime saying Blizzard was aiming to bring tons of people into the game this holiday season, and it looks like the recruiting drive has started.
Jeff Kaplan, the lead game designer, posted in the forums under his username Tigole that Blizzard will be speeding up leveling in the 60 to 70 bracket just as they sped up the 20 to 60 bracket. This has long been rumored and it's great to see this get implemented.
Initial reports tell us the amount of experience points necessary to progress to each level has been decreased by 30% (for the 60 to 70 range only). Additional posters are reporting that mobs which give 500xp on the live server are now giving 600xp on the beta server. There doesn't seem to be any increase in the XP rewarded by quests yet, but this might be a future change.
Kaplan asks everyone to provide feedback on the change (if you're in the beta), and it looks like they've got his ear for the time being. So if you're in the beta and want to weigh in on the subject, now's the time.
Many thanks to the various users who submitted this news tip.
Here's a great tip from Darthkurai on LJ: doing the Midsummer Fire quests as a lowbie will net you a ton of nice XP. He grabbed almost two levels' worth of XP at level 40, just for running around to all the different bonfires throughout Azeroth. Bewarned that some of the quests have various level requirements on them (Undercity and all of the capital flames, as he finds out, are level 50 and above only, and of course Lord Ahune is only for level 70s), but doing all of the quests at low levels will net you a good 6-7k XP, which around level 40 will give you at least a ding or two.
Pretty good for just running around the world once or twice. Everyone's excited about Ahune and what you can get from him, but don't forget your old alts, either -- logging them on during the festival and showing them the world (while killing on the way with those buffs) can grab you a nice chunk of free XP for them as well.
I love this idea from Matt on WoW LJ -- he points out a few great examples of what he calls "incidental RP." The vast majority of players in the game wouldn't call themselves "roleplayers" (and lots of them might make fun of people who do), but all of us, in playing the game, are buying into the lore and the roles we're playing to a certain extent. If you've ever yelled "for the Horde!" or felt a strange hatred towards Gnomes, guess what -- you've been roleplaying.
His examples are a little more silly -- his girlfriend hates parrots (because one of them once killed her in Deadmines), and he'll sometimes answer NPCs, even though they never respond. I do the same thing -- /salute an NPC after grabbing a quest, or yelling "and stay down!" after dropping a major boss or a mob that's given me trouble. That kind of stuff is a far cry from the heavy RP that can go on in game, but just the same, it makes the game more fun. And just like good art, it puts you even more in someone else's (fictional or otherwise) shoes -- what would it feel like to be someone given a quest, or a real member of a group like the Horde? Maybe that's why roleplaying is the wave of the future.
Any other great examples of incidental roleplaying? It's another mark of how great Blizzard's game is that the setting, art, and experience of playing pushes people who wouldn't normally get into character to really think about what the person they're playing is all about.
This time of the year brings with it an influx of guild applications from the younger crowd. These applications are often done with zeal and lust for a summer's worth of gaming that is unappreciated by adult players. After all, school's out and what better way to enjoy the good weather than to spend it sitting in front of a computer screen?
My guild in particular has seen an increase of the 15 to 18 year old crowd applying to raid with us. Unfortunately many of these applications are not on par with what we're looking for in raider's gear and experience (we're done with the Black Temple and Mount Hyjal, and are working on the Sunwell). Everyone is also 18+ in our guild, and we'd like to keep it that way.
However, we have seen a couple of applications come our way that have stood out from the rest. While these people are young, they have shown excellent communications skills, along with solid understanding of their class and raid awareness. While we have covered applying to a guild before, I think it would be appropriate to talk for a moment about some tips for the younger crowd trying to get into a guild this summer.
Reader Ian C. wrote in with an interesting thought. He says that if he was offered a spot in the Wrath of the Lich King beta tomorrow, he'd probably decline. With the news that the expansion is in alpha and that an open beta is probably not too far off, it seems like everyone and their brother wants in early to Northrend. But not Ian -- he says that he'd rather experience the content on the live realms.
And I mostly agree. I never played in the BC beta, and generally I like to stay away from the PTR if possible -- any progress that you make on test or beta realms is completely lost when the beta closes, and while yes, there are some fun reasons to jump onto the PTR or a beta realm, I'd rather experience the content as its meant to be played when it comes out.
Everyone else might be excited to see the beta, and of course we'll have lots of information as it comes out about Wrath (which means if I'm invited to the beta, I'll probably load it up just to see what's there and try out the Death Knight mechanics), but playing on a beta realm isn't the real thing. Any progress you make there is more or less a waste of time -- I'd rather see Northrend in a finished form, through my character on the live realms.
"I have five level 70s, therefore I'm good at the game!" This comment, or others that express a similar sentiment, is often heard in-game, on forums and here on WoW Insider.
Having multiple characters of different classes exposes you to many more facets of the game. An alt-o-holic, with multiple alts, enjoy a range of gameplay that is indisputably wider than someone who plays just one or two characters. While leveling content is largely the same, the classes are designed by Blizzard to be as different from each other as possible. Running through The Barrens on a Priest is a very different experience from running through the same zone with say, a Druid.
However, does sheer breadth of gameplay experience translate to a "better" player of WoW? Understanding how other classes work is definitely an advantage when you're playing in a group or raid, but is it fair to dismiss the "specialist" player who, through choice or simply lack of time, plays only a single toon?
In other words, does breadth of experience trump depth of knowledge as far as playing the game is concerned?
I think there's something so awesome about this story from Rufus on Livejournal-- his mom and stepdad have never gamed before, but they've leveled two characters up to 40, and during a run in Zul'farrak, they actually took on a whole gang of mobs, and lived.
We've talked about playing with older folks before, but that's not even the best part of this story-- the best part, in my view, is the thought of two people discovering that they can do something they never thought possible. There is definitely an accomplishment and a thrill that comes with gaming (and this game especially-- taking out trolls is always fun), and it's awesome to think that these two were able to discover that.
I did a run of Dire Maul last night on my up-and-coming Hunter, and just like that Blackrock Depths run a little while back, there were a few newbies in the group-- we had to explain tanking and aggro a couple of times, and I had to use Feign Death. But even through just the chat channel, you could tell they were having a ball running through all the demons in the old elven city. That kind of stuff definitely makes me happy this game is around.
I've leveled up my share of alts in the past and I tend to be fairly strategic about doing so. The most important rule was to only play them when they had rest XP accumulated. Sometimes I'd enjoy a certain class so much that I'd occasionally break this rule, but I usually stuck to it. I know I'm not the only one that has done this. In all the various guilds I've called home over the last few years, I've often seen messages like "Well, time to switch over. Out of rest experience on this character."
The last patch dramatically increased the rate of character progression between levels twenty and sixty. Over the last week or so, I've popped over to my Shaman alt to check out some of the new content for lower levels. Running around, completing mostly greenquests, I got carried away and now find myself at level fifty. I progressed ten levels over the span of a few days with hardly breaking a sweat. This quick leveling has become addicting, but now my rest experience has run dry. I'm tempted to keep playing, but a voice in the back of head is nagging me to log off in an inn and to go play another character for a few days.
What have your experiences with the new experience rate been like? Are you a rest XP fanatic, like me? Or do you just keep plugging away, regardless of your rested state?
Mania is probably the leading expert on hunter pets -- she runs Petopia, as well as a blog devoted mostly to hunter issues with a specialty in pets. We've reported some other great research from Mania's Arcania in the past, including how long it takes pets to gain loyalty. Now, in response to the leveling speed increases coming in Patch 2.3, she's laid out pretty clearly how pet experience works. Based on some PTR research, she says:
Pets still require 25% of the experience that a player would at the same level. Players now require less experience to level between levels 20 and 60, and so our pets also require less experience during those levels.
Pets still do not get any share of the experience when their owner completes a quest. (I didn't expect they would, but it was worth checking.)
As on live, pets do not get experience when they kill something that is grey to the hunter.
The experience that pets get per kill does not appear to have changed.
Generally there are no big changes to pet experience in patch 2.3, except that players will be gaining more experience from quests between levels 20 and 60, and of course pets won't be getting any of that. It's too soon to say if this means hunters will start outleveling their pets during those levels or not, but it could be an issue in the future.
Mania has also discovered some interesting details about the relationship between the pet's level and your own level when it is gaining experience. If you're a hunter leveling a lower-level pet, head on over to her post and check it out.
Are you in the midst of leveling a character between 20 and 60? Well right now is the time to stop everything, rush over to this forum post from Blizzard, and sing a happy song while you hurry up and wait! That's right, in answer to the crying pleas of casual alt-oholics everywhere, Blizzard is finally speeding up the tedious leveling curve for old world content in patch 2.3, adding in a bunch of new quests, nerfing a lot of the nastiest bad guys, and buffing a whole bunch of the items they drop.
Here's a summarized list of the changes, with the full post by Vaneras copied for you beyond the link below.
Amount of experience needed to level reduced by 15% per level between 20 and 60.
Experience gained from completing quests increased between levels 30 and 60.
Outdoor elite quests will now now be soloable, with the same (or better) rewards.
About 60 new quests and a new goblin town based in Dustwallow Marsh (levels 30 to 40)
Level ranges for old dungeons to be narrowed down a bit (so that if you are high enough to start them, you are high enough to finish them too)
Increased questing experience for dungeon quests.
Buffed up item drops from dungeon bosses.
As Vaneras says, "Though we've given you a few examples of the things to come, we think everyone will pleasantly surprised when they see the full extent of the changes discussed above." Keep reading to see all the juicy details.