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7-15-2009 @ 10:39AM
I think some people are missing the point about the article. The B-Team might be the better team, and I personally believe that Ghostcrawler is far far better than Tigole Bitties ever will be, but they have less experience and will make what should have been learned lessons.There is a point at which you accept that the game changes and different things come and go. But when their plans outlined for the next three patches changes between patches, it suggests that they are working off the cuff. I do not believe that a game of this scope can effectively be managed when planning isn't happening for the long term.I think releasing any raid content, like they are planning with 3.2, without any trash mobs is a mistake. It will damage raid design dramatically. Trash is the only real pacing mechanism, which what gives an instance its epic feel. Some people will be very happy to treat the next boss like they do their daily quests, but it will hurt the game for many others. WoW has already suffered for their design choices which remove the epic feeling, its hard to see an encounter as something special when you're one shotting with pugs your first time through.The example of leatherworking quivers was right on target, and while relatively meaningless it is hardly the only example. Look at the changes to Block just within the span of the 3.2 beta. At this stage of the game the designers should have a more firm grasp of what their changes meant before they left the conference table. The time spent implementing an idea who's results were pretty obvious to anyone who's used a blocking tank before is absurd. The idea that they are changing mechanics as a stop gap until they change the mechanics... well... its just a poor philosphy. Could you imagine if car manufacturers said they don't like the way gasoline is working in their cars, so until they can get better green energy they are just going to cut Flinstone holes in the floors. Everyone would know what a dumb idea this is, but they wait until the first few come off the lot and prove the point. Point is, if you have a better implementation that will take time, then let it take that time. Any stop in between will only be a distraction from getting the job done right.Trying to appeal to everyone really has turned the game into a fingerpainted hodgepodge. Yes, some people will like it for a while... until their favorite aspect is mushed in with something else. Classes used to be unique, but in the interest of chasing their tail of the mythical "Balance" beast there's going to be how many classes with Mortal Strike effects? When every single melee class has an interrupt except Paladins, they do kinda lock themselves in a corner and will have to pass that along too. I anticipate the resilience change will mark this point better than anything else very soon. Some could argue that its a change long in coming. Others will argue that its going to inflate the value of healers. But what it will definitely do is reinforce some of the worst balance elements currently in the game. Something this sweeping is being rebalanced across all classes at once, and lets face it, the time is not being spent to review where other design decisions from days past will be impacted. Resilience was designed around crit-based abilities. When WotLK came out they ignored the bursting issues around the new abilities so they were forced to make a change to resilience. But those resilience changes will not impact all classes equally, some classes do less moment to moment damage and rely on crit damage instead. Without making those adjustments, are they not just creating new problems for them to chase in the next patch instead of working on something new?
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