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World of Warcraft 4.1 Bringing in Dungeon and Map Changes

October 23, 2010

As earlier mentioned, World of Warcraft’s future patch, 4.1, will be bringing some old foes into new territories. What wasn’t touched upon was how dungeons would be revamped in Cataclysm in order to make the experience far less frustrating for players, in addition to bringing a sense of new-ness to the game.

That said, while I feel weird citing WoW Insider multiple times in the same day, here’s an update on that.

First off, the dungeons and raids of 4.1 WoW will have their maps redone in order to match Wrath of the Lich King and Cataclysm quality maps. This will also include some changes, which entail being given a backstory as to why you’re fighting, a 3D portrait of the boss, as well as a list of the loot drops for those bosses and a list of what that boss’ abilities are.

In other words… less time alt-tabbing out of WoW and more time in the game.

Those of you wondering what else the dungeons have in store for adventurers are also in luck, as it seems graveyards will be placed closer to dungeons, overhauls will assuredly be done to Uldaman, Sunken Temple, Wailing Caverns, Maraudon and Blackrock Depths (THANK GOODNESS FOR A BRD REVAMP), and some dungeons will be given wings to make them less a tiresome slog and more of a happy loot-filled jaunt through moderate danger.

For more information, check out WoW Insider’s post here and here for additional details and updates.

3 Comments leave one →
  1. Tesh permalink
    October 23, 2010 05:49

    Apparently graveyards will be just outside the dungeon doors, too. Less running to the instance after a wipe is a good thing, methinketh… especially if the difficulty ramp means more wiping.

  2. October 25, 2010 21:58

    This is the kind of streamlining we need, cutting out the parts most people don’t enjoy (painfully redundant travel) so that they can maximize their preferred content (painfully redundant combat) 🙂 Joking aside, this is a great move on Blizzard’s part (as is Cataclysm as a whole, IMO), particularly because it’ll reduce group tension in raids. Yes you could argue that it’s reducing the penalty for failure, but in a group setting the real penalty of failure is pissing of your raidmates, which will still happen.

    I also agree with Tesh that coupling this with increased difficulty balances both changes pretty well.

    • October 25, 2010 22:06

      Hi there!

      I myself would like something fun. Dying + long trips back + getting chewed out by teammates = not fun. 🙂

      Also, the name of your blog is AWESOME!

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