#0 - July 29, 2009, 12:29 a.m.
Lesson #1: balancing the game around population and representation, as a way of development, is dead. Achievements have tied players more tightly to their characters, regardless of class, and getting us to reroll is only going to get harder as achievement points pile up. It will take some amazing incentive for me to reroll to another class; about the only reroll I am even considering at this point is the new hero class. I barely play my non-main toons outside of using their professions for the benefit of my main.
Lesson #2: if a change garners calls of "the sky is falling!" then the absolute last thing you should do is admit that the sky is, indeed, falling. Stop. Figure out why they are purporting the sky is falling. If you can track the same data they are, chances are you've figured it out. Once you have, you can admit the sky is falling, but soften the blow with "but we're currently working on this and this to balance out the change somewhat."
Lesson #3: arena is going to destroy this game if it continues to get top consideration. Your metrics cannot show arena in any better place than the publicly available data (public data would have to have a sampling error of over 10% for this to be true, and I seriously doubt that is the case). Even internationally arena is poorly-participated in compared to battlegrounds and raiding. It should be obvious, by now, that arenas should be treated analogously to heroics: the pee-wee leagues of real PvP.
Lesson #4: never say one thing and the very next patch do the opposite. Players may have short memories for this sort of thing (obviously not true, thanks to Blue Tracker), but the time span of the release of the Paladin Q&A and this slap-in-the-face nerf could not possibly have been closer in development time. You had to have been working on these changes, at least in theory, by the time the Q&A got done.
Lesson #5: when you're dealing with a significant portion of your population, the best thing is to not rile them up. People are always asking why Ret gets so much attention. The answer is obvious: because Ret is such a high percentage of the population. When you attempt to "correct" this -- and I find this laughable in the face of rampant server faction imbalances and population dereliction on low pop server -- you should expect proportional backlash.
Lesson #6: it has been plainly clear to the players of Paladins for some time that the CLASS itself needs to be reworked from the ground up. Our core mechanics are still very much buffing/support. This is painfully obvious if you spec 0/0/0 and look at your options. This needs to be changed, and all Paladins changes need to stem from this driving need, once the Ret changes are reverted.
I'm not a Blizzard developer. But if I was, these would be the lessons I take away from this experience.
