

But in terms of sheer logistics, Naxxramas was a raid that broke guilds in half. In absolute terms, I wouldn’t call it the most difficult raid in WoW history, because the mechanics of Mythic raiding are far more complex now than they were back then. Naxxramas presented the biggest challenge yet for raiding guilds. It would take Nihilum about another two weeks after 1.12, into September 2006, to finally defeat Kel’thuzad. Even though the raid had launched several months prior to Drums of War, guilds still hadn’t cleared the zone yet.
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The sometimes days-long matches of Alterac pitted you against the same team for hours at a time in many cases, so eventually you’d just stop getting any honor at all.ĭuring 1.12, progression raiders were still hard at work on patch 1.11’s major feature and the final raid zone of Classic WoW: Naxxramas. If you killed the same player over and over again, those Honorable Kills yielded diminishing returns, all the way down to zero honor. It’s notable that Alterac Valley was actually the worst Battleground to grind for honor. BGs were far more effective, if less spontaneous and chaotically fun, than the Tarren Mill/Southshore wars. The Honor system in 1.12 was still the original quantity-over-quality grind, so players who wanted to reach high ranks were queuing for Battlegrounds nonstop during this era.

Linked Battlegrounds were actually the major feature of Patch 1.12, which Blizzard entitled “Drums of War.” Queues were much faster if you had a slow queue and a little slower if you had an instant queue, but overall it was a much-needed change. It created “linked” Battlegrounds that allowed cross-realm matchmaking for the first time. PVP realms had the opposite problem: Horde players had to wait forever to get into a Warsong Gulch match. Alliance-heavy PVE realms had very long queues for Alliance and instant queues for Horde. Needless to say, this created some unbearably long queues. They wanted you to have that nemesis who always beat you and motivated you to improve your skills. They wanted you to see groups of the same players whenever you were engaged in PVP. Blizzard’s philosophy back then was that they wanted rivalries to develop between the factions on each realm. Everyone on your team was from your realm and your faction, and everyone on the opposite team was from your realm and the opposite faction. When Battlegrounds first launched, they were tied to your realm. To understand what playing on Classic realms will be like, let’s look at how players were spending their time back then, in the summer of 2006. Patch 1.12 was the final major patch of Classic. In the announcement, they called the patch “the most complete version of the classic experience.” It’s hard to argue that. Most players consider patch 1.12 to be the definitive state of Classic, so Blizzard’s choice makes a lot of sense. In a recent Dev Watercooler feature, Blizzard announced that World of Warcraft Classic realms will run with a specific patch.
