#497 - Feb. 3, 2011, 8:08 p.m.
One thing that really stands out for me is that the people who are arguing in favor of the current paradigm bring to bear arguments such as this:
1. "Just learn to play and you'll be fine."
2. "Why should blizzard cater to bad players? Stop being bad and it's not difficult."
3. "If everyone stopped sucking then there wouldn't be a problem."
You get the idea.
Do you guys (Blizzard) actually take these as valid arguments? It strikes me as a completely unrealistic and unhelpful standpoint in the debate to assume that people are bad.
Do you have any thoughts on this?
That's a pretty heavily stacked way to ask the question, but I'll see if I can provide a satisfying answer anyway.
As is often the case, the truth is somewhere in the middle. Realistically, I recognize that a lot of the concerns that have been brought to bear address issues beyond dungeon difficulty alone, so, on that basis 'learn2play' isn't a particularly valid argument
by itself, no.
Conversely, (and I think this is what those arguments are really getting at) we're coming from an expansion where, through much of its existence, whole swathes of class abilities - crowd control, certain types of heals - went virtually unused. We've gone from there to a place where if a group doesn't use crowd control, or otherwise employs reasonably good play overall, their chance of success dramatically decreases. We want to reward good gameplay, so the tuning on dungeons is less forgiving than it was. Despite that, as average gear quality and know-how increases, it is inevitable that more and more players will have easier and faster runs over all.
On the other hand, maybe things have come too far in the other direction. While we're seeing that player assembled groups have very good success, Dungeon Finder groups are having significant issues. That's something we're planning to address.
The World of Warcraft development team and Blizzard as a whole aren't composed of a single kind of player. We're players of all sorts, we suffer from the same issues (and enjoy the same triumphs) that you guys do. We’re keeping an open mind and taking into account all perspectives as we move into 4.0.6 and beyond.
Out of all of this vocal minority stuff. There are actually some provable numbers. By numbers I mean the amount of people raiding. And when you look at it, 2 months into the expansion. The numbers have dropped drastically from where Wrath was.
Early dungeons and raids in Cataclysm are tuned to be significantly more challenging than early instances in Wrath of the Lich King were, so that comes as no surprise. I’m not sure it serves as a valid basis for an argument.