The auto attacks.. it actually doesn't cancel them, you just don't see the graphical representation, but the damage still happens. You can even see in the vid, when you "cancel" the attack the HPs still go down on the first "canceled" swing but you don't see what the damage was until your next auto attack where it shows both numbers.
this is also why people will see the dodge text, swap to combat stance, and they wont be able to overpower as a warrior. To combat this, get a real scrolling combat text. or just untarget your target that you swung at, and you'll know if your strike missed or got parried/dodged/blocked. really annoying vanilla feature
You're totally correct. I didn't see the enemy's health go down when i was testing this, I see it now that you pointed it out. The even weirder thing though is that I've done this cancel animation when the target is feared (warrior fear breaks to literally 50 damage), and the fear doesn't break. I had a cool clip where i tested this out. I would fear, auto attack cancel with reck, then rage pot, intercept in and mortal plus double auto attack. What you're saying is correct, but I believe that there is a way for me to completely cancel it, by maybe facing the other direction or something, and allowing me to actually double auto attack.
Wasn't gnomes affected at a much worse rate than everyone else? Or was it the opposite? Something about them being smaller triggered it with even the smallest puddle iirc.
a lot of these stuck around for longer, like the gold thing, you can still shit click to pick up gold, the bug where if you trade someone it doesn't take your gold even if they see it there is not in the game anymore though, the auto attack bug as well, it's been around for much, much longer.
yeah it did effect other races more, i believe it also depended on the specific mount aswell. a male tauren on a raptor could go pretty deep before getting dismounted.
#6 is a graphical glitch only, you don't actually hit twice. If you watch the video closely, you can actually see the "cancelled" auto attack dealing damage, even though no text is popping up. You absolutely can NOT use this for any ingame advantage
You're right although you could say it gives you an advantage simply because you're canceling the animation and pressing buttons faster because of it. This would increase your dps but it wouldn't allow you to store auto attacks to stack them later.
You could always do it along all the expansions. Original trade window didn't have the box to fill with money digits, this being the only way to give money to someone or mailbox.
The Iceblock trick started a fun minigrame back then. We were raiding with about 7-8 mages and when we were about to kill Garr in MC, mages would get closed, get punted in the air and whoever Iceblocked the highest would win. Fun times!
what is so weird about the casting speed increasing trinket ? ofcourse it doesn't affect global CD or channeling, as they are not CASTING, but will affect herb gathering/mining since they have a cast time.
guess he didn't understand fully grasp what "casting" is and how different it is to "channeling" like how haste doesn't actually reduce the channel times but increases the amount of the channel.
You apparently misunderstand the perspective of the uploader. He makes it quite clear he's taking the trinket to be a Haste buff, effectively a personal Bloodlust. Considering that Haste specifically does affect GCD, cast time, and channel/DoT ticks, and has for several expansions, it's understandable that he's finding confusion with Blizzard's early attempt. I do remember a time when Haste affected channeled spells by reducing the time between ticks, effectively shortening the channel & increasing ticks. Now, it just provides more ticks per channel. I find it interesting that you take issue with the "GCD" portion of his take there, as the cooldown directly affects how frequently you can cast, which would directly correlate to one's cast speed (since the cast time being shorter than the GCD is an entirely unhelpful adjustment, leaving the caster with literally nothing to do). It only follows that when your cast time is reduced the time between casts would also be reduced, thus allowing you to increase your casting speed. It honestly seems like you took distance out of the equation and just focused on time, which, given the word "speed" seems wholly irrational to me.
I don't think you understand it does not say haste, but instead casting speed, so believe it or not, it will increase only casting speed, it won't increase your melee haste like a normal haste trinket would or anything like that, it says casting speed increase and that's what it gives.
Thad the perspective of the uploader is wrong. Haste didn't exist on vanilla - it was only introduced in WotLK. The trinket reduces *CASTING SPEED* only, and it even says it clearly. Thus, it doesn't reduce channeling or GCD.
Some mentioned already, the Ice Block thing is definitely bug on the private server, and regarding haste trinket, it actually does exactly what it says, you cast faster, channeling is not casting. You may find it strange but it works just as the tooltip on the trinket says
The autoattack cancelling I believe is just a bug with the combat text of the time. You can see his health bar correctly updating each swing (even the cancelled swings). I'm kinda surprised about the gold thing, I could've sworn there was a point where it worked the way you tried to use it.
The AOE on the minimap was a throwback to WC3 I imagine. Using commands on the minimap was a common thing there. Lots of things from WoW came from that.
In vanilla as a warrior if you cast berserker rage and then canceled it with a macro you would drop combat. It was really nice because you could charge in they would do whatever to gain distance you would pop that macro and charge again without ever having to switch stance and lose rage.
Wow! That's so funny about the gold quirk because, in the game I'm developing (Stormlord), I have a similar quirk and I didn't copy off WoW... why would I want to duplicate someone's quirk. It happened because I made gold a kind of global "stat" for your character in my game but I ALSO made it an item so that it can be looted or traded. As I consequence, you can drag a stack of gold into your inventory but it won't actually take up a slot. You will just hear a gold dropping sound and your total gold will go up. When trading, it used to show the gold stack in the trade window but I have since fixed it to show a number outside of the trade slots. There is still a quirk in my game where a stack of gold can somehow end up in your inventory. If you pick it up and drop it again in your inventory, it's applied to your gold amount and it vanishes from your backpack.
#6 is just a visual bug since the attack never connects visually but the server interprets the attack normally, just see the hp bar of the player you are hitting, the hp will drop but you won't see the white text since you cancelled the animation
Several inaccuracies. Polymorph: Poly used to break randomly in or outside of combat. Even in BC. Probably the game was rolling resist checks for the target every few seconds. Resheeping sheeped targets was pretty common practice trying to combat this mechanism. Autoattack canceling: I think this is just a bug. Some abilities used to reset or delay the swing timer (see BC arms slam spec) but this never resulted in double autoattacks afterwards. I see this has been discussed below. WotF affected by global cd: I'm not sure it worked like that, also might be a bug in the private server. I remember being able to instantly break out of fears.
That's why if you're a druid & encounter some world pvp, make sure to lure your enemy toward water & then jump back out. Travel form....GONE and if they re-mount and give chase I'll just stay parallel with the water.
On number 1, if you move your gold that way for a trade, the amount shows up for the person you're trading with but not for you, but I assume that if you were to complete the trade, it would still remove the gold from your bags, right? Otherwise, you could just trick people into thinking you're about to pay when really, you're not and that doesn't seem like something that should stay in the game. So I'm assuming it's just a weird glitchy thing where you are in fact putting up the money but it just doesn't visually show up for you.
All of the bugs listed are *client side*. Lights Hope's code (github.com/LightsHope/server) is all server side. The client you use to connect to LH is unmodified from the blizzard original.
Another annoying thing about Vanilla was swimming upward, you couldn't hold down the spacebar to swim up. You had to keep hitting the spacebar and move up a little bit each time.
actually it did. Read the first paragraph here wowwiki.wikia.com/wiki/Patch_1.1.0 Racial traits are now available for all races. Each race receives at least 4 traits (several passive and at least one active trait per race). Undead racial traits have changed to be more consistent with the new traits and Undead players are now considered Humanoid targets rather than Undead targets.
The reason why haste doesn't affect channel abilities is because haste on a channel doesn't reduce the ability duration because that would make it output less dps. Instead what it does is have more ticks, so say during mind flay for example if it ticks 4 times without haste it'd potentially tick 6 times with the haste buff, and etc.
Awesome video! Thank you for actually showing something different and interesting instead of the same things everyone else shows in these types of videos. Keep up the good work, you earned a new sub :)
Not cancelling auto attacks was very relevant to doing good dps. I remember the best hunter rotation was to squeeze Aimed Shot in between every attack with a slow gun/xbow.
Shift clicking your gold is in retail. If you hold an item, in this case gold, and click on someone, it automatically opens a trade and puts that item in the trade box.
The way CC works in vanilla is that there is a "heartbeat" check every second after 5 seconds and you start getting an increasingly likely chance that they will break up until 15 seconds. CC should never actually last a full 15 seconds though, and DR resets after 18 seconds. Many private servers have nuances of this that are misconfigured. You're also not auto attack canceling, its just a UI bug where the damage from the first hit doesn't show up until the 2nd hit because you canceled the animation. 4:20 you can see his health drop from the 1st hit, even though it doesn't show the damage in your scrolling combat text.
The first major fear nerf came in 3.1.0 "The damage threshold for Fear, Psychic Scream, Hex, Intimidating Shout, and Turn Evil to break early has been significantly reduced. "
You can still cheapshot the target without breaking sap. As long as you stand sideways so your autoattack doesn’t break sap, and you dont have any poisons that does dmg on your weapons. I always used that trick all the way up to Wod.
They fixed minimap casting because people were abusing it, for example, hunters were able to script it to drop flare with 1 press of a button, when usually it requires pressing flare and then positioning it and click again with the mouse, but with smart scripting you were able to ping minimap after activating flare and it will drop flare right at your feet.
The mounts and gold quirks wasn't new to me But the rest.... Wow.... Haste improving other actions, that's dope Aoe on minimap, kinda useful if you are in a BG and someone pops on the map where the stealths are The rest... WTF? And there are still people whining that Vanilla was THE best Dude. We all now Vanilla was more immersive, much more RPG-like, had some cool weather and light&darkness effects I miss the talent tree I miss some stats I miss to know the speed I'm running I miss getting dodge from agility HP regen from spirit I miss the 2H enhancement shaman I miss the no map dungeon, this dungeon feeling where we need to explore the dungeon and raid I miss ammo I miss hunters using both melee and ranged weapons, rogues and warriors too I miss the key to heroic mode in TBC, that annoying grinding but the sense of satisfaction of achieving the key to enter the heroic mode I miss 40 man raids. It was a mess, but funny as hell I miss some old school world bosses I miss finding random rare dragons on the maps I miss spell penetration stats I miss elements resists I miss weapons with more effect than stats I miss the difficulty on lvling, the fear of being killed by 4 random normal mobs I miss the need to interact more with players But seriously, wow got a lot better on many aspects
I miss pets getting grumpy and be needed to be fed I miss pets having a different xp bar I miss been able to see pet stats Pet talent trees Class quest to get skills and spells I miss a lot of stuff But the improvements the game had Wow... Dungeon finder and LFR LFG cross realm Pets mounts and heirlooms in all characters New heirlooms HEIRLOOMS Flying Flex raids More world bosses PvP balance (sort of balance) Melee hunter (disappointed it wasn't Beast Master, but ok) Mounts with more seats Mounts with vendors Pet battles Scenarios More cutscenes and important quests with dialogues Timewalking Challenge mode Removing mana from hunters Using mounts on water Aquatic mounts Jewelcraft Archaeology Engineering mounts 20man raids Wintergrasp Tol Barad Isle of Conquest And a lot of new BG's Different raid mechanics Transmog Reforge Remove view of helmet, cloak, shoulders New models New quests in starting zones Garrison More legendaries (except the cloak and ring, didn't liked those) New classes New races On the overall, WoW got a lot better
Vanillas list has much more important things to me, the stuff that they "added" is just a shit ton of extra content. The problem with the modern game is the design, not the amount of content. In fact, Ill be honest, legion actually had a shit ton of content with roughly 13 dungeons and 4 raids, plus all the new systems. But the overall design decisions of the newer game have crushed it. Also why are you putting "LFR" and "LFG" into the positive additions category? Many things you added in that list are actually exactly what has destroyed the game.
Out of the 30ish "improvements" you mentioned, only around 5 are actual improvements, and they may very well see their way into classic when it is released. Then, when you take in mind all of the things you listed that are gone, you can easily see why many people prefer vanilla. No, WoW did not get a lot better over the years. There were some improvements, yes, but it got watered down to the point where I cannot bear playing it for more than 3-4 hours a day. Meanwhile, I still waste entire weekends, morning to midnight, playing vanilla. Also, there are people who argue that vanilla cannot survive long because it will run out of content eventually. Vanilla was the longest-standing version of the game, yet most players didn't even get to raid Naxxramas. Many of its dungeons were thought out as raids and there are many hidden/incomplete zones. There is enough content on vanilla to last players for at least 3 years, from launch to end-game. That is longer than any two expansions combined. And no, people won't get bored eventually - proof of this is the multi-thousand population of vanilla servers to this day.
Troll gathering skill with 'berserking' you can run up to a node(or black lotus :P) and pick it before someone else who started before you. [usually a cowardly pally who is bubbled] for the big speed; eat a demonic rune for more haste
Pretty sure saving auto attack for your next strike is a bug on your client. In vanilla I created my own dps rotation for 1 handed enhanced shamans. I was extremely consistent yet boring at the same time. I used it all the way until BWL until it no longer kept up with other melee dps so I went full elemental, then full resto for AQ40. It was completely based on my auto attack speed. It was as such: 1. Buff weapon with whatever mob/boss was weak to. 2. Target an enemey (without right clicking to not start the auto attack) and apply flame shock (highest rank possible) 3. Immediately Auto attack 4. Throw down Searing Totem 5. Auto Attack 6. Mana Spring 7. Auto Attack 8. Strength Totem 9. Auto Attack 10. Windfury totem 11. Rinse and repeat while throwing totems between auto attacks This also allowed my mana to remain at average 80% during the entire fight (by the time my mana was at 80%, the cooldown for a mana potion would have already cleared so I would take it and go back to 100%), so I would also help support healing in between rotations. I would always get shit about my usefulness because there was no real way to evaluate whether I was useful or not. But the fact remained that when it came to the difficult encounters, the raid would always ask me to use this rotation. It helped with back up heals, mana restoration, melee dps buffs, all while putting out my own consistent dps, all in one spec.
The minimap spell casting thing was changed due to people using it to automate something in marcos. Not entirely sure what the reasoning was but it was some kind of exploit. Not related to that exploit, people had been using a macro command that would simulate a click in the center of the minimap as a "cast ground target spell on self" functionality. Because taking this feature out broke that macro, Blizzard added [@player] as a macro command so players could target their ground target spells on themselves again. In real vanilla WoW, warlock fear always had a chance to break on any damage, including dot ticks. It seemed to operate on some kind of "pulse" system, where, say, every 2 seconds it would check to see "should I break or not?" and then the result seemed to be related to the total amount of damage taken since the spell was cast. Blizzard frequently tweaked the balance on this chance to break. Polymorph I know less about, but I know it also would pulse for a chance to break in some situations. I think related to the level difference between the caster and the target. I know that sometimes in PvE it would break early on level 61-62 mobs in dungeons, and that if you were very low level and used it on a very high level mob, sometimes it would break very quickly. The way Sap originally worked was that it only broke on damage or if the rogue restealthed. Normally, in real Vanilla WoW, if you cheap shot someone it would also instantly do a white damage hit on the same frame. That white damage hit is what would break the Sap. Unless there's some range where yellow hits land but white hits don't or something, or maybe a /cast cheap shot /stopattack macro maybe? I can't remember if /stopattack existed in vanilla or not. I know that by the time TBC launched, the game had built-in mouseover macro functionality. At that point you could create a mouseover macro that would do cheap shot or expose armor or whatever, and cast those on a sapped target without breaking it because it wouldn't initiate auto attack when you cast them with mouseover. Again, I can't remember if mouseover existed in 1.12. The results in your video seem like they might be related to the server emulators not correctly initiating auto attack when casting cheap shot or expose armor, or not sending out the first white attack on the same frame as special attacks the way real vanilla WoW did. As an aside, anything that was coded as a "spell" as opposed to a "melee ability" would not initiate auto attack in WoW up until like MoP or WoD or something. I remember up until at least WotLK having to put /startattack macros into all my spells on my enhancement shaman and ret paladin, because most of them that were shared with the other specs didn't initiate auto attack so my dumb shaman would stand there not white attacking for the first ~6 seconds of combat until I hit Stormstrike. "Auto attack cancelling." I can't speak for how the server emulators work, but on Blizzard vanilla WoW, what you're seeing is not an actual change in the rate at which auto attacks would be performed (with an exception I'll get to in a moment). What you're seeing is the animation of the damage number being delayed. The idea was that they wanted the animation of your character to line up with the number being displayed. So when you cast berserker rage, damage number pop ups from auto attacks were delayed, but the attack still occurred on the server. It just didn't show you the number until it also played a "weapon attack" animation. If you actually looked at the combat log with time stamps on (again, not sure if that was a thing that existed in vanilla. it might have required doing /combatlog and reading the log file afterward vs. the in-game combat log), you'd see that your auto attack was still occurring at the same regular intervals even when you cast Berserker Rage. The delay is an illusion caused by the damage number pop ups being tied to the animation system. The exception, of course, is that many spells did actually cancel your auto attack. However, they never did this in a way that was advantageous to the player. It would always *reset* your auto attack timer to 0. Again, this is a "spell" versus "melee ability" distinction. So if a ret paladin cast Flash of Light, it would reset his auto attack timer. So let's say you had a 3.8 speed weapon with no haste. You right click a mob. Timer starts at zero. When it reaches 3.8, you swing your weapon. The timer resets to zero. At 1.0 seconds, you cast Flash of Light to heal yourself. It's a 1.5 second cast. At the end of the cast, you might otherwise expect to have 1.3 seconds left on your swing timer (3.8 - 1.0 - 1.5 = 1.3). Nope! It starts over at 0. Many instant cast spells did not reset your swing timer, but some still did, especially ones that were coded as cast time spells and changed to instant by a talent or proc/buff. I believe this type of thing also significantly impacted hunter rotations/DPS, but I never played hunter so I'm not sure. For the buff stacking thing, if your character sheet says they stack, then they should have been stacking on real vanilla WoW, and them not stacking is a bug with the server emulator. In real vanilla WoW, outside of only being able to have one food buff and one flask active, there were very few limitations on consumable stacking. There were limitations/caveats but honestly I can't remember them and none of them really made any sense anyway. But I don't remember the character sheet ever showing inaccurate information for buff stacking on real vanilla WoW. Maybe I was just ignorant of the issue, but it really does seem more likely to me to be an error in the emulation. I remember the shift-clicking gold thing. I don't remember if it also didn't display it in the trade window in real vanilla WoW. Again, seems like a private server bug? But who knows.
up to wotlk i liked as a rogue do sap>premeditation>garrote>rupture and vanish to toy around with ppl as rogue as i remembered it garrote ticks after 3 seconds or so sap would break only after tick ofc with /stopattack
Spell Haste was messed all the way up Cata. Even in Wotlk, Dots still did not benefit from haste, with a few exceptions coming with one of last patches back then.
0:30 Imagine in arena you're fighting a rogue/rogue in 2s. You just cast ice block and the rogues go on your warrior partner who's LOS/far away and you couldn't see them. As soon as you're coming and want to put a slow on them they both vanish and only the warrior knows their approximate whereabouts. He spam clicks the minimap making a golden "POINT OF INTEREST" circle, you AoE the minimap in that spot and screw one rogue out of vanish, forcing the other out to help out rather than waitings on CDs. Not exactly an exploit, but knowing the crybaby rogues that didn't think they were OP already, it was likely them or some other class inconvenienced by this who complained and got it changed.
Chris Stark but then again what are the chances of rogues surviving warriors in vanilla? The good old rock-paper-scissor principle. Warrior beats rogue, rogue beats everyone else, everyone else beats warrior
That logic only applies to 1v1s. Two rogues if played right can stun lock a warrior to death (the idea would be to kill the mage first - but he ice blocks in my scenario)
#1 of casting in the minimap would actually be good for a class who can see enemies on their minimap (i.e. hunter), So like with tossing a trap/flare, toss it exactly where you saw their dot. as sometimes if a rogue is at the very edge of your stealth detection or in a dense area with lots of plants/bushes, you may not visually notice them but you tend to immediately notice the red enemy dot on your map. Other than with hunters, I can't think of any instance where casting a spell on the minimap could be useful.
You don't actually cancel auto attacks though. If you check the enemy HP, the damage still goes through, then visibly shows up with your next swing. It's basically just a UI thing that doesnt affect gameplay whatsoever.
I don’t think that auto attack “cancelling” actually grants you more hits. I’m pretty sure, if I’m not mistaken, that when you use an ability during auto attack, the white number just fails to come up until you hit again; I don’t think it’s extra damage.
The auto attack cancel #6 is not true because you only dont see the damage tooltip but the actual damage is done. If you really wanna cancel your auto attack swing you have to use a channeled ability like slam but that wont give you an extra attack on next swing (nothing will do unless talents or items)
Polymorph combat duration is wrong, simply a server bug. Haste is working as intended. Buff stacking was real in vanilla but most private servers don't get it correct (multiple buffs of the same exact stat typically did not stack in real vanilla). Fear causing a GCD is a private server issue as well, literally just go watch any vanilla pvp video to see that it doesn't happen (it blacks out your bars until fear ends, at which point they immediately un-black, you can instantly trinket + cast, and WOTF is available to use as soon as you get feared)
The reason haste didn't work with channeling is because haste doesn't reduce casting time with channeled spells, but instead reduces the time between ticks of damage so that with enough haste, you can get an extra tick of damage during the spell
the auto attack cancelling just doesnt show your damage till you hit the second time, if u look at ur targets hp u still hit them and took their hp it just didnt show the damage, ur not hitting the target twice at once by cancelling
The minimap casting was more of a remnant from Warcraft 3. It was and still is frequently used to micro your units, allowing you to place various orders anywhere on the map, without moving away from your current location. Quite a useful feature, but indeed not really relevant for WoW.
Interesting video, I never knew you could cast using the minimap or that thing with the gold. The gold thing is probably a remnant of the beta or alpha version. You probably had to do that to trade gold at the time. Not sure if that was from the beginning, but fear just had a chance to break whenever the feared enemy received damage.
Hmm, only thing I can think of for AOE on minimap would be hunter volley? With detect humanoids, etc, you could just nuke the place on the minimap they're mostly clustered without having to judge from your screen or rotate your camera? Maybe??
I knew about the auto attack cancelling back then and exploited the crap out of it, I was a 2 hander Enhance Shaman. Cancel with a shock and hope one of the two stacked hits would proc Windfury.
As for the whole dismount thing.. being dismounted in water was really nothing compared to where else you could be dismounted which was basically any ruins in the game out in the world. even if they were out in the open. The ruins around that goblin in the middle of tanaris for example (the one that gave the Gahz'ridian quest) would cause you to dismount if you tried to run or jump over them. I suppose this is because they were technically classified as indoors for the purpose of denying druids their root in that area. So if you are running around on your mount and run over a slab flat on the ground that looks like a rock you could be dismounted. It was very very annoying. This is not a feature typically found on private servers though. There are a few little things private servers get wrong 99% of the time.
Fear on vanilla breaks on the amount of damage received PER HIT i think... so, if you get something like a dot who does little damage per hit... the chances of breaking the fear are little.
#10, Not many people know about this one no, it was mostly used in the game so that people could click a spell on the minimap to "Mark" something in the actuall world or for pvp purposes but not used that much no so props for finding this one. #9, "Vanilla Quirks" Lets just rename the video to "Vanilla/TBC Quirks"? WRATH Patch 3.1.0 (2009-04-14): All Ground Mounts may now swim without dismounting the rider. #8, Fear isn't breaking to dots because it isn't explained correctly in the tooltip. It is ment to be "Direct damage" but it only says "damage". #7, Casting speed, not haste. Thats why it doesn't affect CHANNELING Spells like Blizzard. #6, Auto attack canceling? You are just making so that the number isn't shown the damage is still done. #5, Is just a bug in the coding that other buffs doesn't get removed if you get a stronger effect applied, this is due to the fact that they do the same thing and they share the same buff lable, but since they don't share the same name it doesn't get removed or blocked. This was fixed in TBC. Scrolls and potions stack due to Potion being labeled "Consumeable" scrolls are "Player Buff" therefor they stack, meanwhile Juju might etc is labeled a "Consumeable" and will knock out any other consumeable that shares a similar effect. #4, So... you just cancle your global which you can do with ANY OTHER SPELL in world of warcraft? #3, "Vanilla Quirks" Lets just rename the video to "Vanilla/TBC Quirks"? #2, Miss categorization, bad coding. #1, You can do that in any of the expansions but hey no one is perfect...
The polymorph is, as I am pretty sure, a bug. The fear thing is not because the DoT doesn't break fear, to break the fear a single hit must do enough damage, later they changed to how much hp you lose instead of how strong you got hit. The rogue is also a bug. But it is a fact the diminishing returns came later and before that you could be CC locked. The haste is also a bug. The auto attack is a bug. Although you could auto attack reset with some skills and have an instant Auto attack. The elixir and scrolls are also bugs, they used to stack in a certain way. A Battle and a Guardian elixir and a scroll could be used together, but later the scroll started to count as a elixir. Iceblock is also a bug. Water dismount is really a thing. and it lasted for a LOOOOOOOOOONG time. The undead racial is also bugged, I don't think it used to be on Globals. The gold clicking is in the game, but the trading part is a bug.
i don't know if i remember that correctly but i think you could store your gold into your bank account, and thats what u used that method for. the reason u wanted to do that is because if u died u lost a % of your gold. I might be wrong here but i knew there was a reason why ud wanted to keep your amoung of gold in your actual bag low
Dismount in water made chasing enemies that much more exciting :D if someone went too deep into the water, you knew you could catch them MUAHAHAHA xD It was also nice for druids, their different forms had "more value" if that makes sense :P
I remember playing in vanilla I only made it to 39 then rerolled for BC but I remember it taking a solid day to get through Dun Morough and it wasn’t insanely challenging content just really long walks for small amounts of xp honestly it was fun. You would have to pull with ranger weapons mobs in camps so you didn’t Aggro more than one if you did fuckin run far away reset and retry. It was like leveling but with mythic 15 mobs
just had to attack the mob you were trying to kill every few seconds or something. The rest would reset while the one you were attacking would continue to follow you.
Global CD = 1 sec, not 1.5. Reason things like blizzard and flamestrike arent affected by Mind Quickening Gem is because they are channeled spells, not casts.
Fear breaks on the first tic if the dot is applied with a first tic, I believe DoT procs did not break fear. May be mistaken, just started playing vanilla again haven't encountered yet.
You dont cancel an auto attack. Look at the HP Bar, you still Hit the enemy, but the numbers are just not displayed on your screen. Nothing gets stacked here
I have a question about that gold thing, if for you it shows 0 gold and them it says 5 and both click accept will it still trade the gold away, and will it actually take it from you? or is that an old gold dupe method lol
Can’t fly while mounted? I for real didn’t know that was fixed. After learning the game that way I never even thought to try a flight path while mounted
Buffstacking on many private servers are buggy... normaly u would overwrite strength scrolls with Elixier of giants (25 Strength) and the blasted Land Buffs Roids are "Worldbuffs, like Onyxia Buff or Zul Gurub Buff, there are stacking
4:08 autoattack still go through, you just don't see the combat text at that time, you see it at the next auto attack as 2 attacks. just a visual delay, HP still goes down if you look at the unitframes. Was that hard to see/check?
The quirk "fear didn't break when damage occurred" actually isn't true. I played Vanilla, TBC, and Wotlk, and it was always the same: DoTs hardly ever broke fears because they were so low damage, whereas any high single-hit damage such as a Shadow Bolt would break the fear due to their higher damage. The only thing that really changed after Vanilla was duration of Fear/DR.
Yes, but it hardly ever did so. The more damage done, the more likely that the fear would break, hence why single-hit spells like SB or Searing Pain would break fears far more often that DoTs would.
You can do abilities through sap in Legion and all and all most of the things you mentioned are bugs in the private server that weren't in Vanilla. Also the gold thing still exists and has it uses
.... in the very beginning of vanilla you could stack as many buffs as you wanted... they patched it later to be defensive and offensive buff.... only thing I think you couldn't stack was flasks but I'm not 100 percent sure >>
Whatever suits your style of play. I would suggest watching some tutorials and guides for these classes or simply try them out yourself. But in all honesty, whatever class you pick, if you devote time and effort into mastering them, you'll become monster in pvp
@Executus Gaming, at 2:40 you talk about point building with sap. The target DID NOT NEED A SHIELD. You simply needed to be standing at the correct angle to disable your auto-attacks. Special abilities can be used in a 180 degree angle, auto attacks have closer to a 120 degree angle. Garrote would not break sap until the first tic of dmg. NOTE: This is still true today on live servers.
The auto attacks.. it actually doesn't cancel them, you just don't see the graphical representation, but the damage still happens. You can even see in the vid, when you "cancel" the attack the HPs still go down on the first "canceled" swing but you don't see what the damage was until your next auto attack where it shows both numbers.
this is also why people will see the dodge text, swap to combat stance, and they wont be able to overpower as a warrior. To combat this, get a real scrolling combat text. or just untarget your target that you swung at, and you'll know if your strike missed or got parried/dodged/blocked. really annoying vanilla feature
You're totally correct. I didn't see the enemy's health go down when i was testing this, I see it now that you pointed it out. The even weirder thing though is that I've done this cancel animation when the target is feared (warrior fear breaks to literally 50 damage), and the fear doesn't break. I had a cool clip where i tested this out. I would fear, auto attack cancel with reck, then rage pot, intercept in and mortal plus double auto attack. What you're saying is correct, but I believe that there is a way for me to completely cancel it, by maybe facing the other direction or something, and allowing me to actually double auto attack.
water dismount stuck around for a long time actually
Yeah it was removed during Wotlk or at the start of cata cant remember exactly. But it was there for the whole part of Vanilla and TBC.
It was removed in WotLK
Wasn't gnomes affected at a much worse rate than everyone else? Or was it the opposite? Something about them being smaller triggered it with even the smallest puddle iirc.
a lot of these stuck around for longer, like the gold thing, you can still shit click to pick up gold, the bug where if you trade someone it doesn't take your gold even if they see it there is not in the game anymore though, the auto attack bug as well, it's been around for much, much longer.
yeah it did effect other races more, i believe it also depended on the specific mount aswell. a male tauren on a raptor could go pretty deep before getting dismounted.
that mini map casting was AWESOME ! when i was playing hunter back then, i used "Eagle eye" spell on mini map for pvp : )
cast on minimap is super helpful for hunters eagle eye
Nacalal Far Sight as well.
It's WAY better with Flare when "track hidden" is up.
#6 is a graphical glitch only, you don't actually hit twice. If you watch the video closely, you can actually see the "cancelled" auto attack dealing damage, even though no text is popping up. You absolutely can NOT use this for any ingame advantage
You're right although you could say it gives you an advantage simply because you're canceling the animation and pressing buttons faster because of it. This would increase your dps but it wouldn't allow you to store auto attacks to stack them later.
@@aaronreichert5992 animation doesnt do anything in wow
The last one with the gold, You Can Do that in legion
If you drag your gold onto another player it will open trade with that amount of gold trading. He didn't try this in the video lol
You could always do it along all the expansions. Original trade window didn't have the box to fill with money digits, this being the only way to give money to someone or mailbox.
The Iceblock trick started a fun minigrame back then. We were raiding with about 7-8 mages and when we were about to kill Garr in MC, mages would get closed, get punted in the air and whoever Iceblocked the highest would win.
Fun times!
lol, that's awesome. Or who ever could iceblock closest to the ground with out actually touching.
what is so weird about the casting speed increasing trinket ? ofcourse it doesn't affect global CD or channeling, as they are not CASTING, but will affect herb gathering/mining since they have a cast time.
I also found his comment surprisingly weird that he expected channeling spells, to be faster? lul!
guess he didn't understand fully grasp what "casting" is and how different it is to "channeling" like how haste doesn't actually reduce the channel times but increases the amount of the channel.
You apparently misunderstand the perspective of the uploader. He makes it quite clear he's taking the trinket to be a Haste buff, effectively a personal Bloodlust. Considering that Haste specifically does affect GCD, cast time, and channel/DoT ticks, and has for several expansions, it's understandable that he's finding confusion with Blizzard's early attempt. I do remember a time when Haste affected channeled spells by reducing the time between ticks, effectively shortening the channel & increasing ticks. Now, it just provides more ticks per channel.
I find it interesting that you take issue with the "GCD" portion of his take there, as the cooldown directly affects how frequently you can cast, which would directly correlate to one's cast speed (since the cast time being shorter than the GCD is an entirely unhelpful adjustment, leaving the caster with literally nothing to do). It only follows that when your cast time is reduced the time between casts would also be reduced, thus allowing you to increase your casting speed. It honestly seems like you took distance out of the equation and just focused on time, which, given the word "speed" seems wholly irrational to me.
I don't think you understand it does not say haste, but instead casting speed, so believe it or not, it will increase only casting speed, it won't increase your melee haste like a normal haste trinket would or anything like that, it says casting speed increase and that's what it gives.
Thad the perspective of the uploader is wrong. Haste didn't exist on vanilla - it was only introduced in WotLK. The trinket reduces *CASTING SPEED* only, and it even says it clearly. Thus, it doesn't reduce channeling or GCD.
Some mentioned already, the Ice Block thing is definitely bug on the private server, and regarding haste trinket, it actually does exactly what it says, you cast faster, channeling is not casting. You may find it strange but it works just as the tooltip on the trinket says
For the aoe on the mini map thing there is a use for it. It lets you cast aoe behind objects like trees that don’t give you los
The autoattack cancelling I believe is just a bug with the combat text of the time. You can see his health bar correctly updating each swing (even the cancelled swings).
I'm kinda surprised about the gold thing, I could've sworn there was a point where it worked the way you tried to use it.
The AOE on the minimap was a throwback to WC3 I imagine. Using commands on the minimap was a common thing there. Lots of things from WoW came from that.
some of these things were just elysium bugs like the elixir thing. kronos doesnt have that
In vanilla as a warrior if you cast berserker rage and then canceled it with a macro you would drop combat. It was really nice because you could charge in they would do whatever to gain distance you would pop that macro and charge again without ever having to switch stance and lose rage.
TexasGTO it was a bug and hotfixed in a later vanilla patch
Wow! That's so funny about the gold quirk because, in the game I'm developing (Stormlord), I have a similar quirk and I didn't copy off WoW... why would I want to duplicate someone's quirk. It happened because I made gold a kind of global "stat" for your character in my game but I ALSO made it an item so that it can be looted or traded. As I consequence, you can drag a stack of gold into your inventory but it won't actually take up a slot. You will just hear a gold dropping sound and your total gold will go up. When trading, it used to show the gold stack in the trade window but I have since fixed it to show a number outside of the trade slots. There is still a quirk in my game where a stack of gold can somehow end up in your inventory. If you pick it up and drop it again in your inventory, it's applied to your gold amount and it vanishes from your backpack.
#6 is just a visual bug since the attack never connects visually but the server interprets the attack normally, just see the hp bar of the player you are hitting, the hp will drop but you won't see the white text since you cancelled the animation
Several inaccuracies.
Polymorph: Poly used to break randomly in or outside of combat. Even in BC. Probably the game was rolling resist checks for the target every few seconds. Resheeping sheeped targets was pretty common practice trying to combat this mechanism.
Autoattack canceling: I think this is just a bug. Some abilities used to reset or delay the swing timer (see BC arms slam spec) but this never resulted in double autoattacks afterwards. I see this has been discussed below.
WotF affected by global cd: I'm not sure it worked like that, also might be a bug in the private server. I remember being able to instantly break out of fears.
part of playing vanilla/tbc is timing ur globals, and wotf definetely always been on global pre wotlk
That's why if you're a druid & encounter some world pvp, make sure to lure your enemy toward water & then jump back out. Travel form....GONE and if they re-mount and give chase I'll just stay parallel with the water.
On number 1, if you move your gold that way for a trade, the amount shows up for the person you're trading with but not for you, but I assume that if you were to complete the trade, it would still remove the gold from your bags, right? Otherwise, you could just trick people into thinking you're about to pay when really, you're not and that doesn't seem like something that should stay in the game. So I'm assuming it's just a weird glitchy thing where you are in fact putting up the money but it just doesn't visually show up for you.
Thank you for listing all light's hope bug Kappa
All of the bugs listed are *client side*. Lights Hope's code (github.com/LightsHope/server) is all server side. The client you use to connect to LH is unmodified from the blizzard original.
Stacking is server side.... so is auto attack
Another annoying thing about Vanilla was swimming upward, you couldn't hold down the spacebar to swim up. You had to keep hitting the spacebar and move up a little bit each time.
I think forsaken actually being classified as "undead" instead of "humanoid" was more busted. Immune to fear and poly and shadow resist
actually it did. Read the first paragraph here wowwiki.wikia.com/wiki/Patch_1.1.0
Racial traits are now available for all races. Each race receives at least 4 traits (several passive and at least one active trait per race). Undead racial traits have changed to be more consistent with the new traits and Undead players are now considered Humanoid targets rather than Undead targets.
Retail released on patch 1.1.0. If they acted this way in beta i do not know.
Yeah they changed it before the game went live, was way too busted to be immune to so much cc.
or get owned by turn undead paladin spell
that and holy spells in general
The reason why haste doesn't affect channel abilities is because haste on a channel doesn't reduce the ability duration because that would make it output less dps.
Instead what it does is have more ticks, so say during mind flay for example if it ticks 4 times without haste
it'd potentially tick 6 times with the haste buff, and etc.
its not even haste
Casting on the mini map is good for casting around objects that you can move to change line of site
Awesome video! Thank you for actually showing something different and interesting instead of the same things everyone else shows in these types of videos. Keep up the good work, you earned a new sub :)
Not cancelling auto attacks was very relevant to doing good dps. I remember the best hunter rotation was to squeeze Aimed Shot in between every attack with a slow gun/xbow.
Shift clicking your gold is in retail. If you hold an item, in this case gold, and click on someone, it automatically opens a trade and puts that item in the trade box.
The way CC works in vanilla is that there is a "heartbeat" check every second after 5 seconds and you start getting an increasingly likely chance that they will break up until 15 seconds. CC should never actually last a full 15 seconds though, and DR resets after 18 seconds. Many private servers have nuances of this that are misconfigured.
You're also not auto attack canceling, its just a UI bug where the damage from the first hit doesn't show up until the 2nd hit because you canceled the animation. 4:20 you can see his health drop from the 1st hit, even though it doesn't show the damage in your scrolling combat text.
Stripez Patch notes. Try reading them sometime.
The first major fear nerf came in 3.1.0
"The damage threshold for Fear, Psychic Scream, Hex, Intimidating Shout, and Turn Evil to break early has been significantly reduced. "
You can still cheapshot the target without breaking sap. As long as you stand sideways so your autoattack doesn’t break sap, and you dont have any poisons that does dmg on your weapons. I always used that trick all the way up to Wod.
They fixed minimap casting because people were abusing it, for example, hunters were able to script it to drop flare with 1 press of a button, when usually it requires pressing flare and then positioning it and click again with the mouse, but with smart scripting you were able to ping minimap after activating flare and it will drop flare right at your feet.
The mounts and gold quirks wasn't new to me
But the rest.... Wow.... Haste improving other actions, that's dope
Aoe on minimap, kinda useful if you are in a BG and someone pops on the map where the stealths are
The rest... WTF?
And there are still people whining that Vanilla was THE best
Dude. We all now Vanilla was more immersive, much more RPG-like, had some cool weather and light&darkness effects
I miss the talent tree
I miss some stats
I miss to know the speed I'm running
I miss getting dodge from agility
HP regen from spirit
I miss the 2H enhancement shaman
I miss the no map dungeon, this dungeon feeling where we need to explore the dungeon and raid
I miss ammo
I miss hunters using both melee and ranged weapons, rogues and warriors too
I miss the key to heroic mode in TBC, that annoying grinding but the sense of satisfaction of achieving the key to enter the heroic mode
I miss 40 man raids. It was a mess, but funny as hell
I miss some old school world bosses
I miss finding random rare dragons on the maps
I miss spell penetration stats
I miss elements resists
I miss weapons with more effect than stats
I miss the difficulty on lvling, the fear of being killed by 4 random normal mobs
I miss the need to interact more with players
But seriously, wow got a lot better on many aspects
I miss pets getting grumpy and be needed to be fed
I miss pets having a different xp bar
I miss been able to see pet stats
Pet talent trees
Class quest to get skills and spells
I miss a lot of stuff
But the improvements the game had
Wow...
Dungeon finder and LFR
LFG cross realm
Pets mounts and heirlooms in all characters
New heirlooms
HEIRLOOMS
Flying
Flex raids
More world bosses
PvP balance (sort of balance)
Melee hunter (disappointed it wasn't Beast Master, but ok)
Mounts with more seats
Mounts with vendors
Pet battles
Scenarios
More cutscenes and important quests with dialogues
Timewalking
Challenge mode
Removing mana from hunters
Using mounts on water
Aquatic mounts
Jewelcraft
Archaeology
Engineering mounts
20man raids
Wintergrasp
Tol Barad
Isle of Conquest
And a lot of new BG's
Different raid mechanics
Transmog
Reforge
Remove view of helmet, cloak, shoulders
New models
New quests in starting zones
Garrison
More legendaries (except the cloak and ring, didn't liked those)
New classes
New races
On the overall, WoW got a lot better
Vanillas list has much more important things to me, the stuff that they "added" is just a shit ton of extra content. The problem with the modern game is the design, not the amount of content. In fact, Ill be honest, legion actually had a shit ton of content with roughly 13 dungeons and 4 raids, plus all the new systems. But the overall design decisions of the newer game have crushed it.
Also why are you putting "LFR" and "LFG" into the positive additions category? Many things you added in that list are actually exactly what has destroyed the game.
Out of the 30ish "improvements" you mentioned, only around 5 are actual improvements, and they may very well see their way into classic when it is released. Then, when you take in mind all of the things you listed that are gone, you can easily see why many people prefer vanilla. No, WoW did not get a lot better over the years. There were some improvements, yes, but it got watered down to the point where I cannot bear playing it for more than 3-4 hours a day. Meanwhile, I still waste entire weekends, morning to midnight, playing vanilla.
Also, there are people who argue that vanilla cannot survive long because it will run out of content eventually. Vanilla was the longest-standing version of the game, yet most players didn't even get to raid Naxxramas. Many of its dungeons were thought out as raids and there are many hidden/incomplete zones. There is enough content on vanilla to last players for at least 3 years, from launch to end-game. That is longer than any two expansions combined. And no, people won't get bored eventually - proof of this is the multi-thousand population of vanilla servers to this day.
Troll gathering skill with 'berserking'
you can run up to a node(or black lotus :P) and pick it before someone else who started before you. [usually a cowardly pally who is bubbled]
for the big speed; eat a demonic rune for more haste
Pretty sure saving auto attack for your next strike is a bug on your client. In vanilla I created my own dps rotation for 1 handed enhanced shamans. I was extremely consistent yet boring at the same time. I used it all the way until BWL until it no longer kept up with other melee dps so I went full elemental, then full resto for AQ40. It was completely based on my auto attack speed. It was as such:
1. Buff weapon with whatever mob/boss was weak to.
2. Target an enemey (without right clicking to not start the auto attack) and apply flame shock (highest rank possible)
3. Immediately Auto attack
4. Throw down Searing Totem
5. Auto Attack
6. Mana Spring
7. Auto Attack
8. Strength Totem
9. Auto Attack
10. Windfury totem
11. Rinse and repeat while throwing totems between auto attacks
This also allowed my mana to remain at average 80% during the entire fight (by the time my mana was at 80%, the cooldown for a mana potion would have already cleared so I would take it and go back to 100%), so I would also help support healing in between rotations. I would always get shit about my usefulness because there was no real way to evaluate whether I was useful or not. But the fact remained that when it came to the difficult encounters, the raid would always ask me to use this rotation. It helped with back up heals, mana restoration, melee dps buffs, all while putting out my own consistent dps, all in one spec.
Roids Counts as worldbuff: it stacks with everything, rolls are in the same categorie as potions (Giants, mongose)
It was later changed
The autoattack cancel only applies to the combat text, you actually do hit him as you can se on his healthbar
The minimap spell casting thing was changed due to people using it to automate something in marcos. Not entirely sure what the reasoning was but it was some kind of exploit. Not related to that exploit, people had been using a macro command that would simulate a click in the center of the minimap as a "cast ground target spell on self" functionality. Because taking this feature out broke that macro, Blizzard added [@player] as a macro command so players could target their ground target spells on themselves again.
In real vanilla WoW, warlock fear always had a chance to break on any damage, including dot ticks. It seemed to operate on some kind of "pulse" system, where, say, every 2 seconds it would check to see "should I break or not?" and then the result seemed to be related to the total amount of damage taken since the spell was cast. Blizzard frequently tweaked the balance on this chance to break.
Polymorph I know less about, but I know it also would pulse for a chance to break in some situations. I think related to the level difference between the caster and the target. I know that sometimes in PvE it would break early on level 61-62 mobs in dungeons, and that if you were very low level and used it on a very high level mob, sometimes it would break very quickly.
The way Sap originally worked was that it only broke on damage or if the rogue restealthed. Normally, in real Vanilla WoW, if you cheap shot someone it would also instantly do a white damage hit on the same frame. That white damage hit is what would break the Sap. Unless there's some range where yellow hits land but white hits don't or something, or maybe a /cast cheap shot /stopattack macro maybe? I can't remember if /stopattack existed in vanilla or not. I know that by the time TBC launched, the game had built-in mouseover macro functionality. At that point you could create a mouseover macro that would do cheap shot or expose armor or whatever, and cast those on a sapped target without breaking it because it wouldn't initiate auto attack when you cast them with mouseover. Again, I can't remember if mouseover existed in 1.12. The results in your video seem like they might be related to the server emulators not correctly initiating auto attack when casting cheap shot or expose armor, or not sending out the first white attack on the same frame as special attacks the way real vanilla WoW did.
As an aside, anything that was coded as a "spell" as opposed to a "melee ability" would not initiate auto attack in WoW up until like MoP or WoD or something. I remember up until at least WotLK having to put /startattack macros into all my spells on my enhancement shaman and ret paladin, because most of them that were shared with the other specs didn't initiate auto attack so my dumb shaman would stand there not white attacking for the first ~6 seconds of combat until I hit Stormstrike.
"Auto attack cancelling." I can't speak for how the server emulators work, but on Blizzard vanilla WoW, what you're seeing is not an actual change in the rate at which auto attacks would be performed (with an exception I'll get to in a moment). What you're seeing is the animation of the damage number being delayed. The idea was that they wanted the animation of your character to line up with the number being displayed. So when you cast berserker rage, damage number pop ups from auto attacks were delayed, but the attack still occurred on the server. It just didn't show you the number until it also played a "weapon attack" animation. If you actually looked at the combat log with time stamps on (again, not sure if that was a thing that existed in vanilla. it might have required doing /combatlog and reading the log file afterward vs. the in-game combat log), you'd see that your auto attack was still occurring at the same regular intervals even when you cast Berserker Rage. The delay is an illusion caused by the damage number pop ups being tied to the animation system.
The exception, of course, is that many spells did actually cancel your auto attack. However, they never did this in a way that was advantageous to the player. It would always *reset* your auto attack timer to 0. Again, this is a "spell" versus "melee ability" distinction. So if a ret paladin cast Flash of Light, it would reset his auto attack timer. So let's say you had a 3.8 speed weapon with no haste. You right click a mob. Timer starts at zero. When it reaches 3.8, you swing your weapon. The timer resets to zero. At 1.0 seconds, you cast Flash of Light to heal yourself. It's a 1.5 second cast. At the end of the cast, you might otherwise expect to have 1.3 seconds left on your swing timer (3.8 - 1.0 - 1.5 = 1.3). Nope! It starts over at 0. Many instant cast spells did not reset your swing timer, but some still did, especially ones that were coded as cast time spells and changed to instant by a talent or proc/buff. I believe this type of thing also significantly impacted hunter rotations/DPS, but I never played hunter so I'm not sure.
For the buff stacking thing, if your character sheet says they stack, then they should have been stacking on real vanilla WoW, and them not stacking is a bug with the server emulator. In real vanilla WoW, outside of only being able to have one food buff and one flask active, there were very few limitations on consumable stacking. There were limitations/caveats but honestly I can't remember them and none of them really made any sense anyway. But I don't remember the character sheet ever showing inaccurate information for buff stacking on real vanilla WoW. Maybe I was just ignorant of the issue, but it really does seem more likely to me to be an error in the emulation.
I remember the shift-clicking gold thing. I don't remember if it also didn't display it in the trade window in real vanilla WoW. Again, seems like a private server bug? But who knows.
up to wotlk i liked as a rogue do sap>premeditation>garrote>rupture and vanish to toy around with ppl as rogue as i remembered it garrote ticks after 3 seconds or so sap would break only after tick ofc with /stopattack
Spell Haste was messed all the way up Cata. Even in Wotlk, Dots still did not benefit from haste, with a few exceptions coming with one of last patches back then.
0:30 Imagine in arena you're fighting a rogue/rogue in 2s. You just cast ice block and the rogues go on your warrior partner who's LOS/far away and you couldn't see them. As soon as you're coming and want to put a slow on them they both vanish and only the warrior knows their approximate whereabouts. He spam clicks the minimap making a golden "POINT OF INTEREST" circle, you AoE the minimap in that spot and screw one rogue out of vanish, forcing the other out to help out rather than waitings on CDs.
Not exactly an exploit, but knowing the crybaby rogues that didn't think they were OP already, it was likely them or some other class inconvenienced by this who complained and got it changed.
Chris Stark but then again what are the chances of rogues surviving warriors in vanilla? The good old rock-paper-scissor principle. Warrior beats rogue, rogue beats everyone else, everyone else beats warrior
That logic only applies to 1v1s. Two rogues if played right can stun lock a warrior to death (the idea would be to kill the mage first - but he ice blocks in my scenario)
That'd be the idea and yea I know not the best comp, just an example for the situation :)
According to World of Roguecraft, Warrior also beats everyone else when he hits 60, except rogues, because he can't see rogues.
There was no arena in Vanilla
#1 of casting in the minimap would actually be good for a class who can see enemies on their minimap (i.e. hunter), So like with tossing a trap/flare, toss it exactly where you saw their dot. as sometimes if a rogue is at the very edge of your stealth detection or in a dense area with lots of plants/bushes, you may not visually notice them but you tend to immediately notice the red enemy dot on your map.
Other than with hunters, I can't think of any instance where casting a spell on the minimap could be useful.
You don't actually cancel auto attacks though. If you check the enemy HP, the damage still goes through, then visibly shows up with your next swing. It's basically just a UI thing that doesnt affect gameplay whatsoever.
yep, that poly was crazy. i remember when id stupidly flag myself in the barrens 10 people would just poly me back to back
I don’t think that auto attack “cancelling” actually grants you more hits. I’m pretty sure, if I’m not mistaken, that when you use an ability during auto attack, the white number just fails to come up until you hit again; I don’t think it’s extra damage.
I always used my totems with the minimap because sometimes in pvp you do not have flat areas and it might fuck you up
The auto attack cancel #6 is not true because you only dont see the damage tooltip but the actual damage is done. If you really wanna cancel your auto attack swing you have to use a channeled ability like slam but that wont give you an extra attack on next swing (nothing will do unless talents or items)
Didnt know about the mini map but as a rogue yes you could ea and cheap shot as long as you didnt damage them it wouldnt break sap
Polymorph combat duration is wrong, simply a server bug. Haste is working as intended. Buff stacking was real in vanilla but most private servers don't get it correct (multiple buffs of the same exact stat typically did not stack in real vanilla). Fear causing a GCD is a private server issue as well, literally just go watch any vanilla pvp video to see that it doesn't happen (it blacks out your bars until fear ends, at which point they immediately un-black, you can instantly trinket + cast, and WOTF is available to use as soon as you get feared)
The reason haste didn't work with channeling is because haste doesn't reduce casting time with channeled spells, but instead reduces the time between ticks of damage so that with enough haste, you can get an extra tick of damage during the spell
the auto attack cancelling just doesnt show your damage till you hit the second time, if u look at ur targets hp u still hit them and took their hp it just didnt show the damage, ur not hitting the target twice at once by cancelling
I like Vanila and I'm really looking forward to Classic but as you mentioned early in the video, there is alot of weird things in Vanila.
The minimap casting was more of a remnant from Warcraft 3. It was and still is frequently used to micro your units, allowing you to place various orders anywhere on the map, without moving away from your current location. Quite a useful feature, but indeed not really relevant for WoW.
Interesting video, I never knew you could cast using the minimap or that thing with the gold.
The gold thing is probably a remnant of the beta or alpha version. You probably had to do that to trade gold at the time.
Not sure if that was from the beginning, but fear just had a chance to break whenever the feared enemy received damage.
I always knew #10! I would use it on my Far Sight on my Shaman to see weird spots like Hyjal
I played so so so much vanilla and I never knew about number 1. Very cool.
Hmm, only thing I can think of for AOE on minimap would be hunter volley? With detect humanoids, etc, you could just nuke the place on the minimap they're mostly clustered without having to judge from your screen or rotate your camera? Maybe??
Great video mate!
did u pass away ?
I knew about the auto attack cancelling back then and exploited the crap out of it, I was a 2 hander Enhance Shaman. Cancel with a shock and hope one of the two stacked hits would proc Windfury.
Hi! How did you get access to a vanilla server where you can just mess around like that? :) Looks like a ton of fun!
As for the whole dismount thing.. being dismounted in water was really nothing compared to where else you could be dismounted which was basically any ruins in the game out in the world. even if they were out in the open. The ruins around that goblin in the middle of tanaris for example (the one that gave the Gahz'ridian quest) would cause you to dismount if you tried to run or jump over them. I suppose this is because they were technically classified as indoors for the purpose of denying druids their root in that area. So if you are running around on your mount and run over a slab flat on the ground that looks like a rock you could be dismounted. It was very very annoying. This is not a feature typically found on private servers though. There are a few little things private servers get wrong 99% of the time.
Fear on vanilla breaks on the amount of damage received PER HIT i think... so, if you get something like a dot who does little damage per hit... the chances of breaking the fear are little.
#10, Not many people know about this one no, it was mostly used in the game so that people could click a spell on the minimap to "Mark" something in the actuall world or for pvp purposes but not used that much no so props for finding this one.
#9, "Vanilla Quirks" Lets just rename the video to "Vanilla/TBC Quirks"? WRATH Patch 3.1.0 (2009-04-14): All Ground Mounts may now swim without dismounting the rider.
#8, Fear isn't breaking to dots because it isn't explained correctly in the tooltip. It is ment to be "Direct damage" but it only says "damage".
#7, Casting speed, not haste. Thats why it doesn't affect CHANNELING Spells like Blizzard.
#6, Auto attack canceling? You are just making so that the number isn't shown the damage is still done.
#5, Is just a bug in the coding that other buffs doesn't get removed if you get a stronger effect applied, this is due to the fact that they do the same thing and they share the same buff lable, but since they don't share the same name it doesn't get removed or blocked. This was fixed in TBC. Scrolls and potions stack due to Potion being labeled "Consumeable" scrolls are "Player Buff" therefor they stack, meanwhile Juju might etc is labeled a "Consumeable" and will knock out any other consumeable that shares a similar effect.
#4, So... you just cancle your global which you can do with ANY OTHER SPELL in world of warcraft?
#3, "Vanilla Quirks" Lets just rename the video to "Vanilla/TBC Quirks"?
#2, Miss categorization, bad coding.
#1, You can do that in any of the expansions but hey no one is perfect...
The polymorph is, as I am pretty sure, a bug.
The fear thing is not because the DoT doesn't break fear, to break the fear a single hit must do enough damage, later they changed to how much hp you lose instead of how strong you got hit.
The rogue is also a bug. But it is a fact the diminishing returns came later and before that you could be CC locked.
The haste is also a bug.
The auto attack is a bug. Although you could auto attack reset with some skills and have an instant Auto attack.
The elixir and scrolls are also bugs, they used to stack in a certain way. A Battle and a Guardian elixir and a scroll could be used together, but later the scroll started to count as a elixir.
Iceblock is also a bug.
Water dismount is really a thing. and it lasted for a LOOOOOOOOOONG time.
The undead racial is also bugged, I don't think it used to be on Globals.
The gold clicking is in the game, but the trading part is a bug.
i don't know if i remember that correctly but i think you could store your gold into your bank account, and thats what u used that method for. the reason u wanted to do that is because if u died u lost a % of your gold. I might be wrong here but i knew there was a reason why ud wanted to keep your amoung of gold in your actual bag low
Dismount in water made chasing enemies that much more exciting :D
if someone went too deep into the water, you knew you could catch them MUAHAHAHA xD
It was also nice for druids, their different forms had "more value" if that makes sense :P
Black Qiraji mount...damn son, haven't seen that in so many years i almost forgot how it looks.
the gold thing, you used to be able to drop gold but they made it useless in a very early patch thats why you have it like that
i remember doing the sap cheapshot combo and even expode armor for a coldblood ambush later.
Which addon you use for showing the casting time?
I remember playing in vanilla I only made it to 39 then rerolled for BC but I remember it taking a solid day to get through Dun Morough and it wasn’t insanely challenging content just really long walks for small amounts of xp honestly it was fun. You would have to pull with ranger weapons mobs in camps so you didn’t Aggro more than one if you did fuckin run far away reset and retry. It was like leveling but with mythic 15 mobs
just had to attack the mob you were trying to kill every few seconds or something. The rest would reset while the one you were attacking would continue to follow you.
Global CD = 1 sec, not 1.5. Reason things like blizzard and flamestrike arent affected by Mind Quickening Gem is because they are channeled spells, not casts.
Being unable to talk to NPCs while in Druid shapeshift forms.
Fear breaks on the first tic if the dot is applied with a first tic, I believe DoT procs did not break fear. May be mistaken, just started playing vanilla again haven't encountered yet.
Love the tmog on the orc. Just like Madseasons!
"cant fly while mounted" you can get around this by having auto-dismount enabled for spellcasting
The gold drag was to throw away/destroy gold. its a thing you would do before you deleted a character.
The water dismounting is not really classic/vanilly only, the swimming animations for mounts were part of a patch in the middle of wotlk
You dont cancel an auto attack. Look at the HP Bar, you still Hit the enemy, but the numbers are just not displayed on your screen. Nothing gets stacked here
Thank you for the vid! Some of these are so trippy lol
10: Hunters mark shows opponents gone into stealth on the mini map, so could be useful in PVP.
The AoE on Minimap was because of Hunters and Shamans abusing their Far Sight and Eagle Eye to lookg into unfinshed areas.
I have a question about that gold thing, if for you it shows 0 gold and them it says 5 and both click accept will it still trade the gold away, and will it actually take it from you? or is that an old gold dupe method lol
I still thought polymorph and other CCs could break at random. I was not aware that this was changed after vanilla...
You could actually drop gold in the past, thats why you can select gold like that.
the auto attack cancel still does damage, the floating battle text just doesn't appear. You can monitor this in combatlog/healthbar.
you actually not cancel autoattack, just damage number doesn't appear. Watch on enemy HP bar
Can’t fly while mounted? I for real didn’t know that was fixed. After learning the game that way I never even thought to try a flight path while mounted
7:25 - Nice video and good luck on your cryptocurrency lol
Buffstacking on many private servers are buggy... normaly u would overwrite strength scrolls with Elixier of giants (25 Strength) and the blasted Land Buffs Roids are "Worldbuffs, like Onyxia Buff or Zul Gurub Buff, there are stacking
#10 is because you could use spells without sight, like from another side of a wall.
I need more. Very good video!!
4:08 autoattack still go through, you just don't see the combat text at that time, you see it at the next auto attack as 2 attacks. just a visual delay, HP still goes down if you look at the unitframes. Was that hard to see/check?
The quirk "fear didn't break when damage occurred" actually isn't true. I played Vanilla, TBC, and Wotlk, and it was always the same: DoTs hardly ever broke fears because they were so low damage, whereas any high single-hit damage such as a Shadow Bolt would break the fear due to their higher damage. The only thing that really changed after Vanilla was duration of Fear/DR.
Any damage had a "chance" to break fear including dot dmg.
Yes, but it hardly ever did so. The more damage done, the more likely that the fear would break, hence why single-hit spells like SB or Searing Pain would break fears far more often that DoTs would.
Jump Logout was a fun one to make you float
you still swing when you "cancel the attack" it just doesnt show the number until the 2nd swing or set of dmg
You can do abilities through sap in Legion and all and all most of the things you mentioned are bugs in the private server that weren't in Vanilla. Also the gold thing still exists and has it uses
also bug at 4:10 is strictly visual, your second attack did damage when you zerker raged
.... in the very beginning of vanilla you could stack as many buffs as you wanted... they patched it later to be defensive and offensive buff.... only thing I think you couldn't stack was flasks but I'm not 100 percent sure >>
Generally for pvp what would you suggest between spriest rogue or mage?
All of the above
Whatever suits your style of play. I would suggest watching some tutorials and guides for these classes or simply try them out yourself. But in all honesty, whatever class you pick, if you devote time and effort into mastering them, you'll become monster in pvp
@Executus Gaming, at 2:40 you talk about point building with sap. The target DID NOT NEED A SHIELD. You simply needed to be standing at the correct angle to disable your auto-attacks. Special abilities can be used in a 180 degree angle, auto attacks have closer to a 120 degree angle. Garrote would not break sap until the first tic of dmg.
NOTE: This is still true today on live servers.
He is saying the garrote damage would not break the sap if the target had a shield.
Best mages are trolls. They can make you water and food slightly faster with berserking even before bwl patch.