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* Related to the above, Allied Races have been given a lot of Anti-frustration features as well as had some built in:
** The first four Allied Races (Nightborne, Highmountain Tauren, Lightforged Draenei, Void Elves) were tied to factions introduced in ''Legion''. You only needed to unlock this ''once''.
** Later on, the reptutation requirements were removed ''entirely'' and simply came instead whenever a player had a level 40-50 character on ''any'' server in ''any'' faction. This was much appreciated, since unlocking the Allied Races required a hefty time investment and in the case of Nightborne, included a raid that was no longer casually done by ''Battle for Azeroth''.
** Mechagnomes in particular deserve mention - as this required players to also complete a dungeon which was only available on Mythic. Fortunately, players could accomplish this on the lowest tier of difficulty, could receive credit for it on a Horde character, ''and'' Mechagon was later on made into a Heroic dungeon that players could queue for specifically.




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* For those who either joined later or didn't have the time, Pathfinder automatically unlocked on Draenor, Broken Isles, and Battle for Azeroth zones.
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** Multiple bosses since ''Classic'' have had a "Deep Breath" attack. In just about every incarnation, in part due to a mixture of poorly telegraphed zones and requiring players to look ''up'' (Something a lot of players have trouble doing in ''any'' game). Fyrakk does have a Deep Breath attack, but the danger zone is telegraphed on the ''ground'', so players don't have to adjust their camera.

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** Multiple bosses since ''Classic'' have had a "Deep Breath" attack. In just about every incarnation, in part due to a mixture of poorly telegraphed zones and requiring players to look ''up'' (Something a lot of players have trouble doing in ''any'' game).game) it's been ThatOneAttack. Fyrakk does have a Deep Breath attack, but the danger zone is telegraphed on the ''ground'', so players don't have to adjust their camera.

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** On occasion, the Traveler's Log will require a specific quest or quest chain to be completed to receive credit. If your character has already done it, logging onto that character will give you credit as well as the points for the Tender. You can also complete them on another character to also get credit for it as well.
** Multiple bosses since ''Classic'' have had a "Deep Breath" attack. In just about every incarnation, in part due to a mixture of poorly telegraphed zones and requiring players to look ''up'' (Something a lot of players have trouble doing in ''any'' game). Fyrakk does have a Deep Breath attack, but the danger zone is telegraphed on the ''ground'', so players don't have to adjust their camera.
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** In the original game, going to a dungeon involved finding five people on your server. Then, every one of you would have to make your way to the dungeon, for the first forty levels by foot. This dungeon could be located on a different continent. If someone dropped out after you'd arrived, all that time was wasted. Many of the dungeons were also surrounded by labyrinthine tunnels, often full of elite units. Eventually, meeting stones were introduced, which were stones located near to dungeons that allowed two players to summon the rest. On top of that, looking for group chats were separated by zone. While this makes sense so players looking for help with a level 20ish quest wouldn't be shouted over by people asking for help for endgame content, it was unfortunate for players who needed to look for dungeon groups. Because most players clustered in cities, most people would hang out there - and if it was on the other side of the world or behind a long flight path, this meant players had to run ''all'' the way back, since most players wouldn't "Happen" to be nearby. This was especially bad for instances in areas that were extremely out of the way for their faction (Scarlet Monastery, Shadowfang Keep, or any Razorfen dungeons for Alliance players; Gnomeregan for Horde players.)

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** In the original game, going to a dungeon involved finding five people on your server. Then, every one of you would have to make your way to the dungeon, for the first forty levels by foot. This dungeon could be located on a different continent. If someone dropped out after you'd arrived, all that time was wasted. Many of the dungeons were also surrounded by labyrinthine tunnels, often full of elite units. Eventually, meeting stones were introduced, which were stones located near to dungeons that allowed two players to summon the rest. On top of that, looking for group chats were separated by zone. While this makes sense so players looking for help with a level 20ish quest wouldn't be shouted over by people asking for help for endgame content, it was unfortunate for players who needed to look for dungeon groups. Because most players clustered in cities, most people would hang out there - and if it was on the other side of the world or behind a long flight path, this meant players had to run ''all'' the way back, since most players wouldn't "Happen" to be nearby. This was especially bad for instances in areas that were extremely out of the way for their faction (Scarlet Monastery, Shadowfang Keep, or any Razorfen dungeons for Alliance players; Gnomeregan for Horde players.) players).
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* Changing talents used to require paying a class trainer to reset all of a player's talents and the cost to do so kept increasing ad infinitum with every use. ''Mists of Pandaria'' did away with talent trees and instead introduced tiers where every 15 levels players would choose one of three talents independent of what they chose in other tiers. Not only can said talents be changed at any time in a rest area, but ''Legion'' introduced tomes that can be bought cheaply which allow players to change their talents so long as they're out of combat, and players can change their talents for free at the start of a dungeon, in case they use different ones for open world content and group content.

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* Changing talents used to require paying a class trainer to reset all of a player's talents and the cost to do so kept increasing ad infinitum with every use. ''Mists of Pandaria'' did away with talent trees and instead introduced tiers where every 15 levels players would choose one of three talents independent of what they chose in other tiers. Not only can said talents be changed at any time in a rest area, but ''Legion'' introduced tomes that can be bought cheaply which allow players to change their talents so long as they're out of combat, and players can change their talents for free at the start of a dungeon, in case they use different ones for open world content and group content. ''Dragonflight'' went a step further, allowing talents to be changed at any time so long as you're out of combat and no skills are on cooldown.

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* ''Dragonflight'':
** Unlocking dragonriding unlocks it for the entire account, so alts can immediately start flying on arriving. The same applies to collecting glyphs used to unlock new dragonriding talents, so each alt will have the same number as the main character.
** Reaching Renown 10 and 20 with a reputation unlocks a 100% boost for any alts below that renown level. This mean a fresh alt will receive 200% bonus reputation up to Renown 10, significantly speeding up grinds for profession patterns, toys, and items.
** Reputation tokens are bind on pickup until a character reaches maximum Renown with the faction. At that point they become bind on account and can be sent to alts to speed up their reputation gain.
** Catalyst charges must be earned each week, but all characters will receive a charge for the quest.
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* One of the reasons that quest items cannot be sold to vendors is that they often look identical to VendorTrash items. No one wants to try to complete a quest, only to learn that they accidentally sold their "[[TwentyBearAsses Pristine Bear Tooth]]" when they were trying to hand in an ordinary animal tooth.

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* One of the reasons that quest items cannot be sold to vendors is that they often look identical to VendorTrash ShopFodder items. No one wants to try to complete a quest, only to learn that they accidentally sold their "[[TwentyBearAsses Pristine Bear Tooth]]" when they were trying to hand in an ordinary animal tooth.
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* Some quest objectives require you to damage an enemy to near death without killing it, which can be difficult if you outlevel the enemy. The Foam Sword allows you to reduce a trivially easy enemy's health without killing it, making it easier to do these kinds of quests.
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** The fact that you could level up to 60 (max a the time) by yourself. Even ''VideoGame/EverQuest'' and ''VideoGame/DarkAgeOfCamelot'' often made it ''significantly'' easier when you had a group.

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** The fact that you could level up to 60 (max a at the time) by yourself. Even ''VideoGame/EverQuest'' and ''VideoGame/DarkAgeOfCamelot'' often made it ''significantly'' easier when you had a group.
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* Several past expansions after the shift to a more focused story had a frustrating tendency to lock quest lines behind beating the raids, which meant that unless you had a group that could clear at least normal, players would be several weeks behind waiting for the final wing of the Raid Finder to unlock. As of ''Shadowlands'' they've decided to change it so that you don't need to do this anymore and the story will advance anyway. This is especially important since the Venthyr campaign involves [[spoiler: Kael'thas, who is rescued in a boss fight]] skipping forward under the assumption the raid has been beaten, especially nice of them to do since the LFR release schedule was pushed back to bi-weekly instead of weekly, meaning if players waited for the final wing of Castle Nathria to unlock in Raid Finder, they would have been stuck waiting ''until February'' to advance their campaign while everyone else got to finish the second week of January.
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** Updating [=PvP=] Gear so newly -ade [=PvP=] Characters can purchase up-to-date [=PvP=] Gear.

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** Updating [=PvP=] Gear so newly -ade newly-made [=PvP=] Characters can purchase up-to-date [=PvP=] Gear.



* ''Battle for Azeroth'' introduced the Scrapper which breaks down items of uncommon quality or higher into their base materials. While it only gives back a fraction of the materials used to make crafted items, it eases player's needs to farm for crafting materials, especially since they can scrap old or unwanted gear as well.

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* ''Battle for Azeroth'' introduced the Scrapper Scrapper, which breaks down items of uncommon quality or higher into their base materials. While it only gives back a fraction of the materials used to make crafted items, it eases player's needs to farm for crafting materials, especially since they can scrap old or unwanted gear as well.

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** In the original game, going to a dungeon involved finding five people on your server. Then, every one of you would have to make your way to the dungeon, for the first forty levels by foot. This dungeon could be located on a different continent. If someone dropped out after you'd arrived, all that time was wasted. Many of the dungeons were also surrounded by labyrinthine tunnels, often full of elite units. Eventually, meeting stones were introduced, which were stones located near to dungeons that allowed two players to summon the rest.
*** On top of that, looking for group chats were separated by zone. While this makes sense so players looking for help with a level 20ish quest wouldn't be shouted over by people asking for help for endgame content, it was unfortunate for players who needed to look for dungeon groups. Because most players clustered in cities, most people would hang out there - and if it was on the other side of the world or behind a long flight path, this meant players had to run ''aaaallll'' the way back, since most players wouldn't "Happen" to be nearby. This was especially bad for instances in areas that were extremely out of the way for their faction (Scarlet Monastery, Shadowfang Keep, or any Razorfen dungeons for Alliance players; Gnomeregan for Horde players.)

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** In the original game, going to a dungeon involved finding five people on your server. Then, every one of you would have to make your way to the dungeon, for the first forty levels by foot. This dungeon could be located on a different continent. If someone dropped out after you'd arrived, all that time was wasted. Many of the dungeons were also surrounded by labyrinthine tunnels, often full of elite units. Eventually, meeting stones were introduced, which were stones located near to dungeons that allowed two players to summon the rest.
***
rest. On top of that, looking for group chats were separated by zone. While this makes sense so players looking for help with a level 20ish quest wouldn't be shouted over by people asking for help for endgame content, it was unfortunate for players who needed to look for dungeon groups. Because most players clustered in cities, most people would hang out there - and if it was on the other side of the world or behind a long flight path, this meant players had to run ''aaaallll'' ''all'' the way back, since most players wouldn't "Happen" to be nearby. This was especially bad for instances in areas that were extremely out of the way for their faction (Scarlet Monastery, Shadowfang Keep, or any Razorfen dungeons for Alliance players; Gnomeregan for Horde players.)



*** The "Dungeon Finder" also gave players the ability to experience dungeons they normally wouldn't - for example, Alliance players would get to visit Ragefire Chasm, Wailing Caverns, Shadowfang Keep, or Razorfen Kraul despite having no quests (Unless one [[GuideDangIt knew where to look in Thousand Needles]]), and horde players could visit Deadmines or Gnomeregan without having to use the convoluted method to teleport there that [[GuideDangIt some players didn't know was there until 2019]].

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*** ** The "Dungeon Finder" also gave players the ability to experience dungeons they normally wouldn't - for example, Alliance players would get to visit Ragefire Chasm, Wailing Caverns, Shadowfang Keep, or Razorfen Kraul despite having no quests (Unless one [[GuideDangIt knew where to look in Thousand Needles]]), and horde players could visit Deadmines or Gnomeregan without having to use the convoluted method to teleport there that [[GuideDangIt some players didn't know was there until 2019]].

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*** On top of that, looking for group chats were separated by zone. While this makes sense so players looking for help with a level 20ish quest wouldn't be shouted over by people asking for help for endgame content, it was unfortunate for players who needed to look for dungeon groups. Because most players clustered in cities, most people would hang out there - and if it was on the other side of the world or behind a long flight path, this meant players had to run ''aaaallll'' the way back, since most players wouldn't "Happen" to be nearby. This was especially bad for instances in areas that were extremely out of the way for their faction (Scarlet Monastery or any Razorfen dungeons for Alliance players; Gnomeregan for Horde players.)

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*** On top of that, looking for group chats were separated by zone. While this makes sense so players looking for help with a level 20ish quest wouldn't be shouted over by people asking for help for endgame content, it was unfortunate for players who needed to look for dungeon groups. Because most players clustered in cities, most people would hang out there - and if it was on the other side of the world or behind a long flight path, this meant players had to run ''aaaallll'' the way back, since most players wouldn't "Happen" to be nearby. This was especially bad for instances in areas that were extremely out of the way for their faction (Scarlet Monastery Monastery, Shadowfang Keep, or any Razorfen dungeons for Alliance players; Gnomeregan for Horde players.)


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*** The "Dungeon Finder" also gave players the ability to experience dungeons they normally wouldn't - for example, Alliance players would get to visit Ragefire Chasm, Wailing Caverns, Shadowfang Keep, or Razorfen Kraul despite having no quests (Unless one [[GuideDangIt knew where to look in Thousand Needles]]), and horde players could visit Deadmines or Gnomeregan without having to use the convoluted method to teleport there that [[GuideDangIt some players didn't know was there until 2019]].
** Certain dungeons that were known for being a MarathonLevel were broken up into "Wings" or sections. Some such as Scarlet Monastery and Maraudon were already broken up into wings, others like Blackrock Depths, Maraudon, or Blackrock Spire were ''notorious'' for being ''very'' long and mazelike. Maraudon was mentioned twice because while there were three entrances, one had to be unlocked as a shortcut and the other two were mutually exclusive.
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*** On top of that, looking for group chats were separated by zone. While this makes sense so players looking for help with a level 20ish quest wouldn't be shouted over by people asking for help for endgame content, it was unfortunate for players who needed to look for dungeon groups. Because most players clustered in cities, most people would hang out there - and if it was on the other side of the world or behind a long flight path, this meant players had to run ''aaaallll'' the way back, since most players wouldn't "Happen" to be nearby. This was especially bad for instances in areas that were extremely out of the way for their faction (Scarlet Monastery or any Razorfen dungeons for Alliance players; Gnomeregan for Horde players.)
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* Archaeology has received several anti-frustration measures over time. Individual artifacts now give you between five and nine fragments instead of three to five, allowing you to complete projects quicker. Each dig site lets you dig up six artifacts at a time instead of three, meaning that you spend more time actually at the dig sites instead of flying between them. Completed Mists of Pandaria projects can be traded in for fragments for another race of your choosing. Most importantly, the chance of getting a dig site for a faction once you have already completed all of their projects is significantly reduced. However, since the chance of ''receiving'' a rare project is still low you can easily be stuck collecting Night Elf fragments from all over Kalimdor because it never gives you to last project that you need...
* In the Looking for Raid feature, starting with Patch 5.2, there's a "Determination" buff that gives you a stack that increases your damage dealt, healing and maximum health by five percent every time you die against a boss after fighting for at least two minutes, a feature intentionally designed to encourage players to persist. This can help in raids in which some players are undergeared, although many will quit in frustration before getting more than a few stacks.
* Increasing the amount of money dropped as expansions went on. This made things like getting the maximum level of riding for your mount much ''much'' easier.

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* Archaeology has received several anti-frustration measures over time. Individual artifacts now give you between five and to nine fragments instead of three to five, allowing you to complete projects quicker. Each dig site lets you dig up six artifacts at a time instead of three, meaning that you spend more time actually at the dig sites instead of flying between them. Completed Mists ''Mists of Pandaria Pandaria'' projects can be traded in for fragments for another race of your choosing. Most importantly, the chance of getting a dig site for a faction once you have already completed all of their projects is significantly reduced. However, since the chance of ''receiving'' a rare project is still low you can easily be stuck collecting Night Elf fragments from all over Kalimdor because it never gives you to last project that you need...
reduced.
* In the Looking for Raid feature, starting with Patch 5.2, there's a "Determination" buff that gives you a stack that increases your damage dealt, healing damage, healing, and maximum health by five percent every time you die against a boss after fighting it for at least two minutes, a feature intentionally designed to encourage players to persist.persist against a tough opponent. This can help in raids in which some players are undergeared, although many will quit in frustration before getting more than a few stacks.
* Increasing Expansions gradually increased the amount of money dropped as expansions went on.dropped. This made things like getting the maximum level of riding for your mount much ''much'' easier.

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** For that matter, player-caused deaths did not cause durability loss.
** The concept of soulbound gear and resources was another one itself. Most other [=MMORPGs=] at the time allowed virtually any item to be traded and thus sold to players, and sometimes they didn't even have a minimum requirement to equip the item. Thus, players would save their suits of gear and give it to a lower level player and cause them to receive a massive competitive advantage. Most items could only be used by one player, even the high quality items you ''could'' transfer. (Which, at endgame, were often inferior to what you could get from a dungeon)

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** For that matter, player-caused Player-caused deaths did not cause durability loss.
loss to your equipment.
** The concept of soulbound gear and resources was another one itself. resources. Most other [=MMORPGs=] at the time allowed virtually any item to be traded and thus sold to players, and sometimes they didn't even have a minimum requirement to equip the item. Thus, players would save their suits of gear and give it to a lower level player and cause lower-level player, causing them to receive a massive competitive advantage. Most Soulbound gear meant that most items could only be used by one player, the player who found them, even the high quality items you ''could'' transfer. (Which, at endgame, were often inferior to what you could get from a dungeon) transfer.



* One of the reasons that quest items cannot be sold to vendors is that they often look identical to VendorTrash items, and no one wants to try to complete a quest only to learn that they accidentally sold their "[[TwentyBearAsses Pristine Bear Tooth]]" and are trying to hand in an ordinary animal tooth.
* Dungeons. In the original game going to a dungeon involved finding five people on your server willing to go. Then every one of you would have to make your way to the dungeon, for the first forty levels by foot. This dungeon could be located on a different continent. If someone dropped out after you'd arrived, a lot of time was wasted. ''If'' you had a warlock only three people had to come themselves, and the others could be summoned. Many of the dungeons were also surrounded by labyrinthine tunnels, often full of elite units. Eventually meeting stones were introduced, located near to dungeons, and allowed two players to summon the rest. The newer dungeons also tended to be located in less inconvenient places, and the final boss was located near an alternate route to the exit so players didn't have to go all the way back through the often very large dungeons to leave. All of this pales beside the changes worked during the ''Wrath of the Lich King'' expansion. It introduced the "dungeon finder" system. A player puts their name on it as their character type, and the game automatically searches through everyone in the system on all servers in the same geographical area, enabling players to sign up and then carry on with other tasks until a group is found. Once that's done, it gives party members the temporary ability to ''teleport'' between the dungeon and wherever they were.
* Originally healing characters were completely worthless when not in a group, having no damage to speak of and taking signficiantly longer to destroy anything solo. Part of this was because their gear only boosted healing power, not damage, and even if they tried to get a set of damage boosting gear it would never be as powerful. This was fixed by merging +healing into +spell power stat, allowing healing gear to double as damage gear. Healers were still not able to dish out nearly the damage of DPS, but at least they weren't completely worthless!
** This was particularly brutal since there were a number of solo class missions in early [=WoW=] which were required to get special skills or abilities. These solo missions were usually designed to be somewhat challenging to make one 'earn' the ability, however, they didn't always consider specialization when being designed. What was a 'slightly challenging' fight for a more solo-friendly spec could be brutal for a healer of equal gear. These solo missions were phased out after 'burning crusade'.
** The Dual spec ability further addressed this issue. With the ability to switch between specialties healers could now have a separate damage spec that was used for solo content. Some may choose to still not have a solo spec, for instance having a tank and healing spec, but at least they have more flexibility to run solo-capable specs if they choose.
** Dual Spec has been done away, now it's possible to change specs any time with the action bar layouts saving. Likewise talents can be changed at will in rest areas.
* Several of these were implemented to cut down on the FakeDifficulty present in "Vanilla" and Burning Crusade, [[NostalgiaFilter Not that people who played during those times are willing to admit it]]:
** Allowing people to purchase gear that can get them ready for the current raid everybody wants to run. Because we learned [[CantCatchUp the hard way the playerbase has a tendency to declare themselves "Done" with content regardless of whether or not their friends still needed something]], a lot of people would be stuck asking around to do the raids they needed when the people who were more than geared to do it wouldn't lift a finger to help because they were sick of it or didn't need the gear and having to get lucky and hope a group forms. Vanilla and Burning Crusade had a problem with this, when players would be accused of being TheLoad on Serpenshire Cavern or Black Temple because they weren't geared enough but nobody wanted to run Karazhan to help them get the gear they needed, resulting in them having to sit around cities asking for help or bribing guild-members to run.
** Reducing the requirements for Heroics. In Burning Crusade, the heroics required you to run the dungeon enough so that you are revered with the appropriate faction and can purchase the heroic key. Sure enough, players declared themselves "done" with the Normals and decided that the people who still didn't have their heroic keys didn't need their help, resulting in them getting [[CantCatchUp stuck]], being unable to get gear that guilds would accept before letting them even step in Karazhan but requiring on random groups to be forming in trade chats or having to be rich enough to bribe people to run normals with them. Cataclysm brought back requirements for heroics, but even then, it was ''far'' more doable than in Burning Crusade, thanks to the addition of the Dungeon Finder. (That, and you can get qualified for heroics by simply running normals a few times)
** Updating [=PvP=] Gear so newly made [=PvP=] Characters can purchase up-to-date [=PvP=] Gear.
** Removing attunements. Surprise surprise...attunements were toned down or flat out removed so people wouldn't have to stand around cities for months asking for help or bribing people to go through as...surprise surprise, players declared themselves "Done" with them.
** Reducing the number of people that are run by raids in general. Anyone who says they liked 40 man raids better has clearly never tried to corral 40 people through Molten Core and had 40 people living in different time zones syncing their weekly schedules up so they can all run at once.

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* One of the reasons that quest items cannot be sold to vendors is that they often look identical to VendorTrash items, and no items. No one wants to try to complete a quest quest, only to learn that they accidentally sold their "[[TwentyBearAsses Pristine Bear Tooth]]" and are when they were trying to hand in an ordinary animal tooth.
* Dungeons. Dungeons received a number of upgrades through expansions and patching.
**
In the original game game, going to a dungeon involved finding five people on your server willing to go. Then server. Then, every one of you would have to make your way to the dungeon, for the first forty levels by foot. This dungeon could be located on a different continent. If someone dropped out after you'd arrived, a lot of all that time was wasted. ''If'' you had a warlock only three people had to come themselves, and the others could be summoned.wasted. Many of the dungeons were also surrounded by labyrinthine tunnels, often full of elite units. Eventually Eventually, meeting stones were introduced, which were stones located near to dungeons, and dungeons that allowed two players to summon the rest. The newer dungeons also rest.
** Dungeons released after the initial version
tended to be located in less inconvenient places, and the final boss was located near an alternate route to the exit so [[DoorToBefore players didn't have to go all the way back through the often very large dungeons to leave. All of this pales beside the changes worked during the leave]].
** The
''Wrath of the Lich King'' expansion. It expansion introduced the "dungeon finder" system. A player puts their name on it as their character type, and the game automatically searches through everyone in the system on all servers in the same geographical area, enabling players to sign up and then carry on with other tasks until a group is found. Once that's done, it gives party members the temporary ability to ''teleport'' teleport between the dungeon and wherever they were.
* Originally Originally, healing characters were completely worthless when not in a group, having no damage to speak of and taking signficiantly significantly longer to destroy anything solo. Part of this was because their gear only boosted healing power, not damage, and damage; even if they tried to get a set of damage boosting gear gear, it would never be as powerful. This was fixed by merging +healing into +spell power stat, +spellpower, allowing healing gear to double as damage gear. Healers were still not able to dish out nearly the damage of DPS, match damaged-focused characters, but at least they weren't completely worthless!
healers could now look after themselves.
** This was particularly brutal since there There were a number of solo class missions in early [=WoW=] which were required to get special skills or abilities. These solo missions were usually designed to be somewhat challenging to make one 'earn' the ability, ability;, however, they didn't always consider specialization when being designed. What was a 'slightly challenging' fight for a more solo-friendly spec could be brutal for a healer of equal gear. These solo missions were phased out after 'burning crusade'.
''Burning Crusade''.
** The Dual spec Spec ability further addressed this issue. issue with healers. With the ability to switch between specialties specialties, healers could now have a separate damage spec that was used for solo content. Some may choose chose to still not have a solo spec, for instance having a tank and healing spec, but at least they have more flexibility to run solo-capable specs if they choose.
**
the option was there. Then, Dual Spec has been was done away, now it's possible away with in favor of being able to change specs any time time, with the action bar layouts saving. Likewise Likewise, talents can be changed at will in rest areas.
* Several of these were implemented to cut down on the FakeDifficulty present in "Vanilla" and Burning Crusade, [[NostalgiaFilter Not that people who played during those times are willing to admit it]]:
''Burning Crusade''.
** Allowing people to purchase gear that can get them ready for the current raid everybody wants to run. Because we learned [[CantCatchUp the hard way the playerbase has a tendency to declare themselves "Done" with content regardless of whether or not their friends still needed something]], "done" when they finish everything]], a lot of people would be stuck asking around to do the raids they needed when the people who were more than geared to do it wouldn't lift a finger finger. This was changed to help because they were sick of it or didn't need the allow people to purchase gear and having to that can get lucky and hope a group forms. Vanilla and Burning Crusade had a problem with this, when players would be accused of being TheLoad on Serpenshire Cavern or Black Temple because they weren't geared enough but nobody wanted to run Karazhan to help them get ready for the gear they needed, resulting in them having to sit around cities asking for help or bribing guild-members current raid that everybody wants to run.
** Reducing the requirements for Heroics. In Burning Crusade, ''Burning Crusade'', the heroics Heroics required you to run the dungeon enough so that you are revered with the appropriate faction and can purchase the heroic key. Heroic Key. Sure enough, the above problem of players who declared themselves "done" with the Normals and decided that the people who still didn't have their heroic keys didn't need their help, resulting resulted in them lower-level players getting [[CantCatchUp stuck]], being unable stuck]] in a Catch22Dilemma. They needed higher-level players to help them get the high-level gear, but the higher-level players wanted them to have high-level gear that guilds would accept before letting them even step in Karazhan but requiring on random groups to be forming in trade chats or having to be rich enough to bribe people to run normals with them. Cataclysm they would help. ''Cataclysm'' brought back requirements for heroics, but even then, it was ''far'' more doable than in Burning Crusade, ''Burning Crusade'', thanks to the addition of the Dungeon Finder. (That, and you can get qualified for heroics by simply running normals a few times)
Finder.
** Updating [=PvP=] Gear so newly made -ade [=PvP=] Characters can purchase up-to-date [=PvP=] Gear.
** Removing attunements. Surprise surprise...attunements These were toned down or flat out flat-out removed so people wouldn't have to stand around cities for months asking for help or bribing people to go through as...surprise surprise, as, once again, players declared themselves "Done" "done" with them.
** Reducing the number of people that are run by raids in general. Anyone who says they liked 40 man forty-player raids better has clearly never tried to corral 40 forty people through Molten Core and had 40 people living in different time zones syncing their weekly Core, or tried to sync forty real-life schedules up so they everyone can all run at once. once.



* In patch 3.3, Blizzard finally caved to all the players who used addons that marked the map with the locations of quest givers and objectives by implementing a system for this into the core game. Never again was "[[MemeticMutation Where's Mankrik's wife?]]" heard in the Barrens...
* In patch 3.3.3, quest items in your bags/bank are highlighted with an orange-yellow border so you can find them among dozens of other items, some of which have the exact same icon.
* In the ''Cataclysm'' expansion, most new dungeons were given a ''teleporter'' that allowed you to skip to various points in the dungeon if you wipe and have to run back in, and this feature was also present in some raid dungeons. For example, in Grim Batol, once you defeat the second boss, the drakes near the entrance will fly you to the end of his hall, and after defeating the third boss, the drakes will take you to where you fought him.
** In some Mists of Pandaria dungeons, if you wipe and re-enter the dungeon you will appear at the location of the last boss you defeated, obviating the need to have teleporters. On the other hand, that can be frustrating in and of itself, as there might not be an ''exit'' near where you come in, thus meaning you will have to teleport out if your gear is broken, no one is nearby to repair it, and the exit is far away.
* Many bosses in various dungeons have a mechanic to reset them. Normally, hostile {{NPC}}s in dungeons will pursue fleeing players until the players are dead or have left the dungeon. If a group gets wiped out to the last man by a tough boss, regrouping can be a slow, annoying process. Fortunately, some bosses will not pursue fleeing players to the ends of the earth. Instead, they'll despawn when pulled out of their throne room and reappear in their starting point a few minutes later, so any surviving players may have a few minutes to resurrect their fallen teammates in peace, saving a lot of time and aggravation. Note that some bosses don't do this, and some bosses trap players in with them when the encounter starts, meaning that there's ''no'' middle ground between victory or death, so this may be a bug.
* The total lack of any anti-frustration features is why the archaeology secondary profession is so loathed. There is no ability to focus on digsites you want, save for an item that increases your chances of getting Mantid digsites after the Mantid archaeology branch was introduced. You only get 4 digsites a continent and what site you get after clearing one is determined purely by RNG, no relation to how many rares or commons you have completed of a race even if you have all of them it won't stop them from appearing just as frequently. The digsites you get on a continent are selected from a handful of preexisting sites so on a continent that is "balanced" toward a particular race this can be aggravating. There are only 4 continents and each continent has at least one race exclusive to them (Outland has Draenei and Orcs, Northrend has Vykrul and Nerubian digsites which exist off Northrend but are exceedingly rare, Kalimdor has Nightelves which again are exceedingly rare outside this continent and Tol'vir and Eastern Kingdoms has Dwarves) so you don't have an option to leave if you want a particular race. Also Troll digsites are common enough in Kalimdor, Eastern Kingdoms and Northrend that they just get in the way.
** Archaeology has received several anti-frustration measures over time. Individual artifacts now give you between five and nine fragments instead of three to five, allowing you to complete projects quicker. Each dig site lets you dig up six artifacts at a time instead of three, meaning that you spend more time actually at the dig sites instead of flying between them. Completed Mists of Pandaria projects can be traded in for fragments for another race of your choosing. Most importantly, the chance of getting a dig site for a faction once you have already completed all of their projects is significantly reduced. However, since the chance of ''receiving'' a rare project is still low you can easily be stuck collecting Night Elf fragments from all over Kalimdor because it never gives you to last project that you need...

to:

* In patch 3.3, Blizzard finally caved to all the players who used addons that marked the map with the locations of quest givers questgivers and objectives by implementing a system for this into the core game. Never again was "[[MemeticMutation Where's Mankrik's wife?]]" heard in the Barrens...
Barrens.
* In patch 3.3.3, quest items in your bags/bank are highlighted with an orange-yellow border so you can find them among dozens of other items, some of which have the exact same icon.
* In the ''Cataclysm'' expansion, most new dungeons were given a ''teleporter'' teleporte' that allowed you to skip to various points in the dungeon if you wipe die and have to run back in, and this feature was also present in some raid dungeons. For example, in Grim Batol, once you defeat the second boss, the drakes near the entrance will fly you to the end of his hall, and after defeating the third boss, the drakes will take you to where you fought him.
** In some Mists ''Mists of Pandaria Pandaria'' dungeons, if you wipe die and re-enter the dungeon dungeon, you will appear at the location of the last boss you defeated, obviating the need to have teleporters. On the other hand, that can be frustrating in and of itself, as there might not be an ''exit'' near where you come in, thus meaning you will have to teleport out if your gear is broken, no one is nearby to repair it, and the exit is far away.
teleporters.
* Many bosses in various dungeons have a mechanic to reset them. Normally, hostile {{NPC}}s in dungeons will pursue fleeing players until the players are dead or have left the dungeon. If a group gets wiped out to the last man by a tough boss, regrouping can be a slow, annoying process. Fortunately, some bosses will not pursue fleeing players to the ends of the earth. Instead, they'll despawn when pulled out of their throne room and reappear in their starting point a few minutes later, so any surviving players may have a few minutes to resurrect their fallen teammates in peace, saving a lot of time and aggravation. Note that some bosses don't do this, and some bosses trap players in with them when the encounter starts, meaning that there's ''no'' middle ground between victory or death, so this may be a bug.
aggravation.
* The total lack of any anti-frustration features is why the archaeology secondary profession is so loathed. There is no ability to focus on digsites you want, save for an item that increases your chances of getting Mantid digsites after the Mantid archaeology branch was introduced. You only get 4 digsites a continent and what site you get after clearing one is determined purely by RNG, no relation to how many rares or commons you have completed of a race even if you have all of them it won't stop them from appearing just as frequently. The digsites you get on a continent are selected from a handful of preexisting sites so on a continent that is "balanced" toward a particular race this can be aggravating. There are only 4 continents and each continent has at least one race exclusive to them (Outland has Draenei and Orcs, Northrend has Vykrul and Nerubian digsites which exist off Northrend but are exceedingly rare, Kalimdor has Nightelves which again are exceedingly rare outside this continent and Tol'vir and Eastern Kingdoms has Dwarves) so you don't have an option to leave if you want a particular race. Also Troll digsites are common enough in Kalimdor, Eastern Kingdoms and Northrend that they just get in the way.
**
Archaeology has received several anti-frustration measures over time. Individual artifacts now give you between five and nine fragments instead of three to five, allowing you to complete projects quicker. Each dig site lets you dig up six artifacts at a time instead of three, meaning that you spend more time actually at the dig sites instead of flying between them. Completed Mists of Pandaria projects can be traded in for fragments for another race of your choosing. Most importantly, the chance of getting a dig site for a faction once you have already completed all of their projects is significantly reduced. However, since the chance of ''receiving'' a rare project is still low you can easily be stuck collecting Night Elf fragments from all over Kalimdor because it never gives you to last project that you need...
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* In the base game, one of the things that helped it become popular was that, [[FairForItsDay for its time]], the game had a ''lot'' of anti-frustration features compared to a lot of [=MMORPGs=] at the time. For example:
** The fact that you could level up to 60 (max a the time) by yourself. Even ''VideoGame/EverQuest'' and ''VideoGame/DarkAgeOfCamelot'' often made it ''significantly'' easier when you had a group.
** Dying in ''World of Warcraft'' was significantly less traumatic than in other games. Most other games, upon death, your body would explode into a pile of loot (with only a few items that would remain your inventory) and you would be given either an XP Debt or a flat out ''penalty'' to xp. Once you gained experience, your experience would ''stay''. This, along with the fact that items would stay in your inventory was a ''big'' thing at the time.
** Quests were marked by [=NPCs=] having quest markers on them. Before, you had to speak to an NPC to see if they had a quest.
** Gatherable resources like Ores and Herbs could be tracked by players and would appear on the mini-map.
** For that matter, player-caused deaths did not cause durability loss.
** The concept of soulbound gear and resources was another one itself. Most other [=MMORPGs=] at the time allowed virtually any item to be traded and thus sold to players, and sometimes they didn't even have a minimum requirement to equip the item. Thus, players would save their suits of gear and give it to a lower level player and cause them to receive a massive competitive advantage. Most items could only be used by one player, even the high quality items you ''could'' transfer. (Which, at endgame, were often inferior to what you could get from a dungeon)
* In the ''Burning Crusade'' expansion, Blizzard introduced a "dynamic respawn" system which scales respawn rates to the rate that mobs/items are killed or collected. This backfired somewhat as it often caused mobs to instantly respawn on top of players, especially in the first weeks of the expansion, preventing them from resting or looting and making crowded areas an exercise in AttackAttackRetreatRetreat. Still, it beats the old days when crowding made certain quests a matter of racing other players for infrequent spawns.
* One of the reasons that quest items cannot be sold to vendors is that they often look identical to VendorTrash items, and no one wants to try to complete a quest only to learn that they accidentally sold their "[[TwentyBearAsses Pristine Bear Tooth]]" and are trying to hand in an ordinary animal tooth.
* Dungeons. In the original game going to a dungeon involved finding five people on your server willing to go. Then every one of you would have to make your way to the dungeon, for the first forty levels by foot. This dungeon could be located on a different continent. If someone dropped out after you'd arrived, a lot of time was wasted. ''If'' you had a warlock only three people had to come themselves, and the others could be summoned. Many of the dungeons were also surrounded by labyrinthine tunnels, often full of elite units. Eventually meeting stones were introduced, located near to dungeons, and allowed two players to summon the rest. The newer dungeons also tended to be located in less inconvenient places, and the final boss was located near an alternate route to the exit so players didn't have to go all the way back through the often very large dungeons to leave. All of this pales beside the changes worked during the ''Wrath of the Lich King'' expansion. It introduced the "dungeon finder" system. A player puts their name on it as their character type, and the game automatically searches through everyone in the system on all servers in the same geographical area, enabling players to sign up and then carry on with other tasks until a group is found. Once that's done, it gives party members the temporary ability to ''teleport'' between the dungeon and wherever they were.
* Originally healing characters were completely worthless when not in a group, having no damage to speak of and taking signficiantly longer to destroy anything solo. Part of this was because their gear only boosted healing power, not damage, and even if they tried to get a set of damage boosting gear it would never be as powerful. This was fixed by merging +healing into +spell power stat, allowing healing gear to double as damage gear. Healers were still not able to dish out nearly the damage of DPS, but at least they weren't completely worthless!
** This was particularly brutal since there were a number of solo class missions in early [=WoW=] which were required to get special skills or abilities. These solo missions were usually designed to be somewhat challenging to make one 'earn' the ability, however, they didn't always consider specialization when being designed. What was a 'slightly challenging' fight for a more solo-friendly spec could be brutal for a healer of equal gear. These solo missions were phased out after 'burning crusade'.
** The Dual spec ability further addressed this issue. With the ability to switch between specialties healers could now have a separate damage spec that was used for solo content. Some may choose to still not have a solo spec, for instance having a tank and healing spec, but at least they have more flexibility to run solo-capable specs if they choose.
** Dual Spec has been done away, now it's possible to change specs any time with the action bar layouts saving. Likewise talents can be changed at will in rest areas.
* Several of these were implemented to cut down on the FakeDifficulty present in "Vanilla" and Burning Crusade, [[NostalgiaFilter Not that people who played during those times are willing to admit it]]:
** Allowing people to purchase gear that can get them ready for the current raid everybody wants to run. Because we learned [[CantCatchUp the hard way the playerbase has a tendency to declare themselves "Done" with content regardless of whether or not their friends still needed something]], a lot of people would be stuck asking around to do the raids they needed when the people who were more than geared to do it wouldn't lift a finger to help because they were sick of it or didn't need the gear and having to get lucky and hope a group forms. Vanilla and Burning Crusade had a problem with this, when players would be accused of being TheLoad on Serpenshire Cavern or Black Temple because they weren't geared enough but nobody wanted to run Karazhan to help them get the gear they needed, resulting in them having to sit around cities asking for help or bribing guild-members to run.
** Reducing the requirements for Heroics. In Burning Crusade, the heroics required you to run the dungeon enough so that you are revered with the appropriate faction and can purchase the heroic key. Sure enough, players declared themselves "done" with the Normals and decided that the people who still didn't have their heroic keys didn't need their help, resulting in them getting [[CantCatchUp stuck]], being unable to get gear that guilds would accept before letting them even step in Karazhan but requiring on random groups to be forming in trade chats or having to be rich enough to bribe people to run normals with them. Cataclysm brought back requirements for heroics, but even then, it was ''far'' more doable than in Burning Crusade, thanks to the addition of the Dungeon Finder. (That, and you can get qualified for heroics by simply running normals a few times)
** Updating [=PvP=] Gear so newly made [=PvP=] Characters can purchase up-to-date [=PvP=] Gear.
** Removing attunements. Surprise surprise...attunements were toned down or flat out removed so people wouldn't have to stand around cities for months asking for help or bribing people to go through as...surprise surprise, players declared themselves "Done" with them.
** Reducing the number of people that are run by raids in general. Anyone who says they liked 40 man raids better has clearly never tried to corral 40 people through Molten Core and had 40 people living in different time zones syncing their weekly schedules up so they can all run at once.
* In patch 3.2, the [[RandomlyDrops drop rates]] of quest items were made dynamic so that players would be guaranteed to eventually find the items they're looking for.
* In patch 3.3, Blizzard finally caved to all the players who used addons that marked the map with the locations of quest givers and objectives by implementing a system for this into the core game. Never again was "[[MemeticMutation Where's Mankrik's wife?]]" heard in the Barrens...
* In patch 3.3.3, quest items in your bags/bank are highlighted with an orange-yellow border so you can find them among dozens of other items, some of which have the exact same icon.
* In the ''Cataclysm'' expansion, most new dungeons were given a ''teleporter'' that allowed you to skip to various points in the dungeon if you wipe and have to run back in, and this feature was also present in some raid dungeons. For example, in Grim Batol, once you defeat the second boss, the drakes near the entrance will fly you to the end of his hall, and after defeating the third boss, the drakes will take you to where you fought him.
** In some Mists of Pandaria dungeons, if you wipe and re-enter the dungeon you will appear at the location of the last boss you defeated, obviating the need to have teleporters. On the other hand, that can be frustrating in and of itself, as there might not be an ''exit'' near where you come in, thus meaning you will have to teleport out if your gear is broken, no one is nearby to repair it, and the exit is far away.
* Many bosses in various dungeons have a mechanic to reset them. Normally, hostile {{NPC}}s in dungeons will pursue fleeing players until the players are dead or have left the dungeon. If a group gets wiped out to the last man by a tough boss, regrouping can be a slow, annoying process. Fortunately, some bosses will not pursue fleeing players to the ends of the earth. Instead, they'll despawn when pulled out of their throne room and reappear in their starting point a few minutes later, so any surviving players may have a few minutes to resurrect their fallen teammates in peace, saving a lot of time and aggravation. Note that some bosses don't do this, and some bosses trap players in with them when the encounter starts, meaning that there's ''no'' middle ground between victory or death, so this may be a bug.
* The total lack of any anti-frustration features is why the archaeology secondary profession is so loathed. There is no ability to focus on digsites you want, save for an item that increases your chances of getting Mantid digsites after the Mantid archaeology branch was introduced. You only get 4 digsites a continent and what site you get after clearing one is determined purely by RNG, no relation to how many rares or commons you have completed of a race even if you have all of them it won't stop them from appearing just as frequently. The digsites you get on a continent are selected from a handful of preexisting sites so on a continent that is "balanced" toward a particular race this can be aggravating. There are only 4 continents and each continent has at least one race exclusive to them (Outland has Draenei and Orcs, Northrend has Vykrul and Nerubian digsites which exist off Northrend but are exceedingly rare, Kalimdor has Nightelves which again are exceedingly rare outside this continent and Tol'vir and Eastern Kingdoms has Dwarves) so you don't have an option to leave if you want a particular race. Also Troll digsites are common enough in Kalimdor, Eastern Kingdoms and Northrend that they just get in the way.
** Archaeology has received several anti-frustration measures over time. Individual artifacts now give you between five and nine fragments instead of three to five, allowing you to complete projects quicker. Each dig site lets you dig up six artifacts at a time instead of three, meaning that you spend more time actually at the dig sites instead of flying between them. Completed Mists of Pandaria projects can be traded in for fragments for another race of your choosing. Most importantly, the chance of getting a dig site for a faction once you have already completed all of their projects is significantly reduced. However, since the chance of ''receiving'' a rare project is still low you can easily be stuck collecting Night Elf fragments from all over Kalimdor because it never gives you to last project that you need...
* In the Looking for Raid feature, starting with Patch 5.2, there's a "Determination" buff that gives you a stack that increases your damage dealt, healing and maximum health by five percent every time you die against a boss after fighting for at least two minutes, a feature intentionally designed to encourage players to persist. This can help in raids in which some players are undergeared, although many will quit in frustration before getting more than a few stacks.
* Increasing the amount of money dropped as expansions went on. This made things like getting the maximum level of riding for your mount much ''much'' easier.
* ''Mists of Pandaria'' introduced the Proving Grounds, an area where your character goes, selects a role (tank, dps, or heal) and fulfills that role with a group of 4 [=NPCs=] against an enemy encounter that does a reasonably good job of replicating a series of dungeon fights. To be able to queue for more difficult dungeons as that role you need to have completed it on the silver difficulty level. This has the twin benefits of letting people get a little practice with a new role without screwing other people over, and ensures that you'll be grouped only with people who are at least capable of being halfway competent.
* ''Mists of Pandaria'''s Siege of Orgrimmar expansion introduced 'flexible raids', which automatically scale bosses to allow raid groups containing anywhere from 10 to 25 members. This means that if 14 players from your guild want to raid then you don't have to exclude four of them due to an ArbitraryHeadcountLimit. This system will be expanded upon in the next expansion to become the default option for raids.
* Having learned from ''Warlords of Draenor'' where bodyguards didn't level up while accompanying players, in ''Legion'' bodyguards earn experience for every quest you complete, meaning you can have a fulltime bodyguard while leveling without having to spend an eternity catching them up to your other champions.
* As of 7.1, players can now buy resources for their Class Hall with Blood of Sargeras and the package they come in is even account bound so players with an excess of Bloods can send some resources to their resource starved alts.
* By definition, Heirlooms. Want to level a new character but don't want to deal with the hassle of slowly leveling them up? You can buy the appropriate heirlooms for their class (without having to even mail them as your alts can create their own copy), and get over fifty percent more experience from everything, as well as the equipment itself scaling to always be as good as a high-end blue for your level, making you a powerhouse by that level's standards. Furthermore, heirlooms can be upgraded to be usable until you reach the current expansion.
* For over a decade, if you needed to kill something but someone else hit it first, you'd get no credit and no loot. As of ''Legion'', up to five players can "tag" an enemy and receive credit for killing it, greatly easing questing in busy areas. This was also applied to resource nodes like herbs and mineral veins.
* Group Finder allows players to [[ExactlyWhatItSaysOnTheTin find a group]] for anything from old raids to quests to roleplaying without standing around in a city spamming trade chat. This is especially useful for elite world quests or achievements that require a group.
* ''Battle for Azeroth'' introduced the Scrapper which breaks down items of uncommon quality or higher into their base materials. While it only gives back a fraction of the materials used to make crafted items, it eases player's needs to farm for crafting materials, especially since they can scrap old or unwanted gear as well.
* Changing talents used to require paying a class trainer to reset all of a player's talents and the cost to do so kept increasing ad infinitum with every use. ''Mists of Pandaria'' did away with talent trees and instead introduced tiers where every 15 levels players would choose one of three talents independent of what they chose in other tiers. Not only can said talents be changed at any time in a rest area, but ''Legion'' introduced tomes that can be bought cheaply which allow players to change their talents so long as they're out of combat, and players can change their talents for free at the start of a dungeon, in case they use different ones for open world content and group content.
* In ''Legion'', gear won from world quests improved as players' gear improved but eventually capped unless they were running world quests on Argus which gave better gear. In ''Battle for Azeroth'', each new raid causes the winnable gear from world quests to improve, allowing players to get ready for the current raid simply by completing world quests.

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