My Issues With Warcraft

#0 - July 6, 2009, 10:43 p.m.
Blizzard Post
For those who dislike reading, the bolded section below will serve as a sufficient summary.

Below are a few specific concerns which I believe show a trend:

1) Since BC, item art is being constantly recycled, with many items sharing models. Unique and good-looking sets like most of Tiers 2 and 3 are a rarity.

2) Late in the BC cycle and soon-to-come in 3.2, 5-man Heroics are made relevant far after people stopped doing them on a regular basis [in the first case, by adding items; in the second case, by changing the emblems that drop].

3) In WotLK, unique 10-mans are cut out and instead are the same instance as 25-mans. In 3.2, one instance will be a 5, 10, and 25-man.

4) Classes seem to be losing uniqueness as their roles become more and more homogenized. Blizzard's stance on this is made clear with the introduction of "Damage Dealing," "Healing," and "Tanking" forums. The removal of specific healing power/spell power, spell crit/melee crit, etc, reinforces this.

5) "Hardcore" progression for top guilds now comes not in the form of besting the top content, but rather defeating a "hard mode" of relatively-accessible bosses.

For some of these (most prominently 2, 3, and 5), some people claim that the direction that the game is taking is an extremely casual-friendly approach. This may be true, but I feel it misses the point, as WoW has always been a very casual-friendly game, relative to the MMORPG market.

My problem with the game's direction is that, given the above evidence, it seems that Blizzard is realizing that it can get away with being lazy due to a lack of competition. After all, why make unique gear models? No one's going to EQ2 over it. Why work hard to balance classes when you can make them more similar? No one's going to stick to Aion Online for over a free trial month because of it. Why fix bugs as they come up? No one's running away to Age of Conan because he or she can't get the Defense of the Ancients achievement.

The emblem change in 3.2 seems most egregious to it. There are many complaints that the change is a huge appeasement to scrubs, but I think "scrubs" who will benefit most from it are being cheated. In the past, when Blizzard wanted to make gear more accessible to people, they added things like the Tier 0.5 questline (which used the same instances but at least added quests and bosses). Blizzard is blatantly recycling the content it already has to artificially increase the lifespan of WotLK content, and I think that's ridiculous.

I will never be one of those people who say that x will destroy the game (where x is badge changes, the changes to 2v2 arena, the Warsong time change, 25-man raids, paladins to Horde and shammies to Alliance, death knights, or innumerable other things) because x has never killed the game and it's highly likely that it won't. Blizzard has created a truly excellent game that people love. The problem is that, from where I stand, it seems that Blizzard is resting on its laurels instead of continuing to challenge itself to make a truly great product.

I really wish a game could compete with World of Warcraft, just to make Blizzard try a little harder. What does everyone else think, though? Am I way off-base and failing to appreciate the difficulty of maintaining an MMORPG, or is Blizzard exhibiting laziness?
#27 - July 6, 2009, 11:43 p.m.
Blizzard Post
Q u o t e:
For those who dislike reading, the bolded section below will serve as a sufficient summary.

Below are a few specific concerns which I believe show a trend:

1) Since BC, item art is being constantly recycled, with many items sharing models. Unique and good-looking sets like most of Tiers 2 and 3 are a rarity.

2) Late in the BC cycle and soon-to-come in 3.2, 5-man Heroics are made relevant far after people stopped doing them on a regular basis [in the first case, by adding items; in the second case, by changing the emblems that drop].

3) In WotLK, unique 10-mans are cut out and instead are the same instance as 25-mans. In 3.2, one instance will be a 5, 10, and 25-man.

4) Classes seem to be losing uniqueness as their roles become more and more homogenized. Blizzard's stance on this is made clear with the introduction of "Damage Dealing," "Healing," and "Tanking" forums. The removal of specific healing power/spell power, spell crit/melee crit, etc, reinforces this.

5) "Hardcore" progression for top guilds now comes not in the form of besting the top content, but rather defeating a "hard mode" of relatively-accessible bosses.

For some of these (most prominently 2, 3, and 5), some people claim that the direction that the game is taking is an extremely casual-friendly approach. This may be true, but I feel it misses the point, as WoW has always been a very casual-friendly game, relative to the MMORPG market.

My problem with the game's direction is that, given the above evidence, it seems that Blizzard is realizing that it can get away with being lazy due to a lack of competition. After all, why make unique gear models? No one's going to EQ2 over it. Why work hard to balance classes when you can make them more similar? No one's going to stick to Aion Online for over a free trial month because of it. Why fix bugs as they come up? No one's running away to Age of Conan because he or she can't get the Defense of the Ancients achievement.

The emblem change in 3.2 seems most egregious to it. There are many complaints that the change is a huge appeasement to scrubs, but I think "scrubs" who will benefit most from it are being cheated. In the past, when Blizzard wanted to make gear more accessible to people, they added things like the Tier 0.5 questline (which used the same instances but at least added quests and bosses). Blizzard is blatantly recycling the content it already has to artificially increase the lifespan of WotLK content, and I think that's ridiculous.


Wrath of the Lich King is actually a relatively young expansion. We're not artificially trying to prolong the life of the game; rather we're trying to accommodate a large group of players who simply find themselves without anything to do. It is unfortunate that you don't see all the time, thought and work invested in these changes. We assure you it is considerable. The changes made were made because they were the best possible solution to an issue which was adversely affecting many players. It's good to keep in mind that while you may be fine with no content patch for 6 months to a year, many other players would find that situation very frustrating. So there is something of a balancing act to our decision process - we must find solutions to pressing problems in a very time sensitive way.

Q u o t e:

I will never be one of those people who say that x will destroy the game (where x is badge changes, the changes to 2v2 arena, the Warsong time change, 25-man raids, paladins to Horde and shammies to Alliance, death knights, or innumerable other things) because x has never killed the game and it's highly likely that it won't. Blizzard has created a truly excellent game that people love. The problem is that, from where I stand, it seems that Blizzard is resting on its laurels instead of continuing to challenge itself to make a truly great product.


We're far from resting on our laurels. We're working hard and the World of Warcraft Team is extremely busy. You may not see it just yet, but it will become apparent in the coming months with the release of our next major content patch.

Q u o t e:

I really wish a game could compete with World of Warcraft, just to make Blizzard try a little harder. What does everyone else think, though? Am I way off-base and failing to appreciate the difficulty of maintaining an MMORPG, or is Blizzard exhibiting laziness?


As time rolls on, I'm sure other games will come to challenge us and we look forward to that. We're always happy to see innovation in our competition.
#52 - July 7, 2009, 12:09 a.m.
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No offense, but if "working hard" is just airbrushing new colors onto old mounts, let us know.


None taken, and if that is all our art team was doing then I'd be inclined to agree. Fortunately, they're hard at work on all kinds of art tasks. Making the future of World of Warcraft an awesome looking place to be.
#119 - July 7, 2009, 2:04 a.m.
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Q u o t e:

Odd how this happened after merging with Activision.


Odd how there was an election for a position of high office after the merger. Odder still is that there have been innovations in the field of sustainable fusion after the two companies joined... Coincidence, I THINK NOT!
/Tinfoil hat.
#138 - July 7, 2009, 3:22 a.m.
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Crygil, you are what is wrong with the World of Warcraft.


All my fault, I'm so sorry I let everyone down. I'll do better, I promise.
#156 - July 7, 2009, 3:56 a.m.
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Well of course that's your problem atm. The devs keep making the content easier and easier to fulfill the cries of the casuals.

By making content easier you're adversely affecting your length of playability for content. Anyone can see that. Make content a wee bit harder and maybe it'll take people longer to complete their goals.

I think one of the huges things here is, Your gear is very bland and uniform. Because of this, who will aspire to obtain it? People had a goal back in the day, to obtain amazing looking gear. The gear was really good stat-wise, but it also had ascetics that made it even more worth the hoop jumping.

Making content easier AND taking away part of the incentive to obtain new gear is the problem here.


There is a better way than just making things harder. We are exploring the possibilities of a new raid dynamic in the upcoming Crusaders’ Coliseum. This new dynamic will allow hardcore players to have a challenging raid without the need for any gimmicks, while still allowing for players of various skill levels to experience the content.

We are also very aware of the concerns that have been expressed regarding the tier items from Crusaders’ Coliseum.
#185 - July 7, 2009, 5:24 a.m.
Blizzard Post
Q u o t e:
I'm sitting here bored off my ass. I had to take a break from the game when Ulduar hit, (thanks for dropping the patch right during my finals week) by the time I came back to the game, my guild was farming the place and working nightly on Hard Modes, and since I'm not geared up from missing the Easy Modes, I don't get to run with a guild I helped start.

Jamming instances with Hard Modes (as opposed to hard bosses) has actually widened the gap at the top for competent players (cleared all raids up to Ulduar, save KJ, Twilight Vanq, yadda yadda.), since now it's impossible to get in a raid if Hard Modes are on the menu (which every raid night is now). If this keeps up for the rest of the expansion, I quite possibly will never get to raid anything with my guild ever again.

Not crying, just saying this hard mode stuff is my issue, there needs to be less emphasis on this hard mode stuff. I'm all for having difficult fights and Hard Modes, but it's made it impossible for me to get to clear Ulduar unless I pug it...

no thanks.

Please make an effort in the future to not release 14 boss monstrosities if you're going to make it impossible for people to catch up if they miss the first few weeks of the instance.



You should probably do the following:

Go read a few of our stickies.
Read the post I made prior to this one.
Gather information on our upcoming content.

Once you've done that, you will probably find yourself pleasantly surprised.
#187 - July 7, 2009, 5:25 a.m.
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We'll just send wave after wave of our own at you until you reach your killbot limit, Crygil!


Zap, is that you!?