0 will allow players to start their specialization at the age of WOTLK Gold 10, but will provide you with a selection of talent every 15 levels of experience and up to the new level limit of 90. Furthermore, certain abilities identified by the WoW WOTLK classic team believed were necessary for certain classes will be eliminated from the standard pool of talents--instead players will acquire these important abilities by default.
Every 15 levels of experience you'll be able to choose from three talents, each of which has the same role (for instance, a fighter could select a new skill from a selection of three distinct abilities that increase the chance of survival in combat, though with different methods) to ensure that players don't have to deal to the present game's talents tree potential cost. This may, in some instances can reward players with a particular talent or two trees, but at the expense of never getting the full potential of a new tree. It's good news that players are able to switch abilities, not in the heat of battle, but rather in the process of making it similar to changing as the glyphs.
Then, the developers focused their attention on games' PVE scenarios, which "give players opportunities to play which aren't relevant in the dark dungeon" and reuse elements of the world outside in innovative ways. These scenarios will feature "short moments for a small number of players"--that means multi-stage quests that have numerous objectives to be completed in a sequential order.
An example of this could be turning the low-level Goldshire quest line that aims to hunt down the Kobold Goldtooth into a multi-stage adventure that would begin with the killing of cheap WOW WOTLK Classic Gold a specific number of koboldsbefore saving a specific amount of kids from the mine nearby (which will trigger the appearance of Goldtooth) before finally killing the giant kobold.