Oh the irony

#0 - April 5, 2010, 3:06 p.m.
Blizzard Post
"Again, for some players doing anything more than a few times is going to feel grindy, but it's impossible for us to develop content faster than players can consume it"

You could just go back to the original world of warcraft model. You know, where pve was interesting and difficult. Maybe then your player base wouldn't breeze through your content on a sunday afternoon while reading the newspaper.
#25 - April 5, 2010, 5:33 p.m.
Blizzard Post
So... couple of thoughts here.

I think two difficulty modes work better when the following are true:

-- You don't need to do the normal version 100 times before doing the heroic version.
-- You aren't running both normal and heroic every week (or even 10 vs. 25 every week).

It feels more like a difficulty selection when the players who want an extra challenge can go hit that challenge right away. When you have to run the normal version a lot first, you just risk burning out faster, and you also learn the encounter specifics so well that by the time you hit heroics, the basics aren't a challenge any longer.
#78 - April 5, 2010, 7 p.m.
Blizzard Post
Q u o t e:
The "instance switching" mechanic is clumsy as all hell(not to mention not intuitive with the time between being able to switch for no real reason), not to mention not nearly as funny as, well, pushing a big red button in a robotic gnome's room clearly labeled "DO NOT PUSH". Why on earth even go to this newer model with ICC?


It worked great for Mimiron, but the big red button mechanic would feel odd in every room. Meanwhile, encounters like Flame Leviathan were pretty confusing to switch from normal to hard mode and fights like XT or Hodir you could accidentally do hard when you wanted to do normal and vice versa.

Again, we're not ready to announce any changes. I'm just sharing some of our thought process.