#71 - May 20, 2009, 9:15 p.m.
Q u o t e:
I have never really liked this theory that it takes time for the community to learn how to counter certain abilities. I mean no disrespect to the devs when I say this, but the game is not rocket science. People aren't playing the game and suddenly realize they can combine their abilities in new ways to "counter" certain abilities or classes. They do not discover that long neglected abilities are suddenly the perfect solution for a new problem.
I disagree with that too. There are clearly some things that players can never “learn to counter” because there is just no mathematical way to do so. But from our POV, one of the features of WoW that players often dramatically underestimate (and I cannot emphasize this enough) is that playstyles change over time. Someone discovers a new Arena spec, and suddenly everyone is switching to it. Someone comes up with a new strategy, perhaps involving an unusual use of a trinket proc, and that is all everyone is talking about. Even if we did nothing, class dominance in Arena (and even PvE) would rise and fall to some extent. Despite some players’ attempts to distill WoW down into simple equations, it is an enormously complicated game. It is impossible to predict what players will come up with given enough time.
Actually, I’ll just quote Rokkit because she said it well: "I don't think it's a "theory" at all. I think it's blatantly obvious that the community as a whole learns very slowly, and does indeed need time to digest and adjust to changes.
In some cases though, the imbalance is so great that no amount of learning will overcome it. DKs and Holy Paladins in S5 for example, or priests in S6 were not simply going to fade away as players learned to play better. Other classes were not going to magically catch up to warrior/DK damage if their PvE damage potential wasn't nerfed. To get the game where the devs want it, they had to make changes.
That doesn't mean that whatever exists today is exactly what will exist tomorrow except when the devs make changes. Players *do* adjust and trends emerge on their own. What starts out with a few knowledgeable players takes awhile to filter down to the masses.
The devs are then left with the dilemma:
Do we balance the game to account for the emerging trend, even though we don't know for certain if that is the final resting point, or do we wait and see, and potentially get caught napping when the trend really does turn into the norm?"
Q u o t e:
The 'Too Fast' complaints seem to come from the feeling of "Why did X get to be overpowered for a year, while Y only got a few days". Assuming X was even fixed to begin with.
The 'Too Slow' complaints come from "Why does Z still suck? Still? It's been forever and a day, you going to fix this any time soon? How about now? Maybe now? I'm paying 15 dollars a month here to be farmed/benched, can I get a little satisfaction? Now? No? Maybe now! /angry"
They are both symptoms of not fixing stuff. Not just changing it, but fixing it.
Nobody is arguing that it makes sense or is our goal to make changes that accomplish nothing. Our goal with every change is to fix something. You can certainly argue that you had the foresight to realize that a specific change would not have accomplished our goal and I fully acknowledge that you might have made different decisions in our shoes. That’s the nature of this business.
Q u o t e:
WoW was a much better game when the communication was limited and players werent salivating for the next patch because of so many what they considered to be "promises" from blue to fix this or nerf that. The community also had far more respect for the Devs back then.
I’m not sure that’s true. I’ve been reading these forums for much longer than I’ve been making blue posts, and I don’t recall the level of satisfaction you describe as ever being there. Patches would come out and players would caterwaul (and were often totally justified) when a change they had hoped to see didn’t materialize. Honestly, the only change I’ve seen is that perhaps by now we have made enough mistakes that we've learned from some of them. I am probably more accessible here on the forums than in the good old days, in part because I remember how frustrating it was as a forum reader to never get answers or direction to some of our concerns.
I agree with Sturmvogel’s response to this issue above too.
Q u o t e:
The old slow way, didn't prevent the above issue, not even a little. It just made the turnover time THAT much longer, which made those players with the Broken somethings, THAT much more bitter and vulgar and desperate.
Yes, this is why we make changes faster now. The downside is that some players get whiplash (or accuse us of selling out to QQ, which amuses me a little since we are so often accused of the opposite too.)
Q u o t e:
POSTING FROM IRAQ RIGHT NOW!
Offtopic, I know, but my hat is off to you, sir.