And doing that will make you have the biggest number and win meters, and the community has collectively decided this is unhealthy, we’re not going to count or reward that behavior, just because you’re multi-dotting all these adds that will die on their own…we’re not going to count this damage at all. You can maximize your number by just damaging a bunch of extraneous adds in a fight that don’t really serve the interest of the group. Like everyone at this point thinks nothing of the fact that log sites completely ignore padding. Maybe on farm you sell it to the person with the best burst window, but when you’re learning an encounter for the first time, it’s more “what are the moments in the fight that are most challenging for us? Do we need to burst down this wave of adds before this next thing happens and who should we PI? Should we PI a healer because we need a throughput burst to make it through this thing? DPS isn’t an issue, we’re just trying to survive but we don’t want to add a healer?” It’s those sorts of decisions that are interesting group dynamics that we would hate to take away.Īnd game 2, so to speak, is also one where the rules in other places are shaped by the community. And so something in that environment like Power Infusion is a really interesting decision in a range of raid settings. We have created a cooperative game that presents these challenges to be overcome. But that’s also not the game that we have made. A question is, how sensitive should we be to that? How much should we be designing around that?īecause yes, certainly, if we were making a game, and the point of the game was maximize your score, maximize this number, it would be problematic to introduce elements into the game that are very random or skew outcomes one way or another. But many people are playing it, and it is almost the primary motivation for them. Then there’s game 2, which players have largely created for themselves, which is win DPS meters, beat my performance from last week, get a purple parse, get a gold parse, whatever else. There is game 1, which is the game that we built, which is beat the raid boss, clear the dungeon in the time limit. There are two games being played in a raid group. Internally, it’s interesting, the team has coined this problem. It is a cooperative MMO, where in the design space of “I can make my comrades, my allies stronger!” it seems like a viable support type role that should exist in an RPG setting. I understand it’s controversial, but at the same time, some of this gets back to the earlier discussion of party and raid buffs, and our philosophy there with adding new ones. Are there any changes being planned to address some of the issues the community has with the ability, such how it impacts class balance? In terms of community feedback, one of the hot topics recently has been the return of the controversial ability, Power Infusion, on the priest talent tree. But the general design space of “I can make choices that make my buddies stronger in a cooperative game" feels like a natural one we want to explore. But I think we want to test out individual ideas, see which are most compelling, and also take a look at the sum total of it and make sure it’s not too much in terms of that complexity space that ‘s going to lead to micromanagement. Making a raid group as a raid leader was a matrix of 15 different buffs - your Rogues need Battle Shout from a warrior, but the Warrior needs Windfury from the Shaman, and all that interconnection. I think for the space of party and raid buffs, at the end of the day, it’s an MMO, we have tons of cooperative gameplay in all of our modes, whether it’s dungeon, raid, group PvP - and the ability to make choices that are augmenting the capabilities of the people around you is an interesting RPG space to explore.Īt the same time, we also want to be mindful that we want to dip our toes in the water without going too far to the extreme of 15 years ago in Burning Crusade. And not everything that is in these first iterations of talent trees is necessarily going to make it to live, but we want to get the stuff out there to begin that conversation and feedback around what the individual trees end up being. So I think this is definitely a space that we’re interested in exploring.
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