(More Blizzard than WoW, specifically, but I’m doing a call-back to this post from 2012)
Blizzard’s next patch for WoW is 9.1.5 and it contains… well, the words speak for themselves:
Over the past few weeks since we shared an update, the WoW team has been focused on the immediate future—both for our people and workplace, and what’s next for players too. As a part of that, the entire team came together to ask: What are the biggest things we’re hearing are getting in the way of your fun, and what are the most impactful changes we could make to WoW today to fix that?
Shadowlands Update 9.1.5 will be going on the PTR next week, and a lot of what you’ll find in it is the direct result of your collective feedback. It includes long-asked-for changes to make it easier to swap covenants and conduits, updates to make it so you don’t need to repeat covenant campaigns on alts, new character customization options for some races that were lacking them, and many more changes to help you play the way you want.https://www.wowhead.com/news/shadowlands-developer-update-9-1-5-ptr-next-week-323931
Just in case you’ve missed the context here, Blizzard is getting sued by California for rampant sexual discrimination, some egregious harassment, and general nefariousness. Oh, and more recently, allegedly shredding documents concerning all that. Some executives have been fired, some worker walk-outs have occurred, and all of this has come AFTER the mass-migration of WoW players that has been a result of poor game and story design leading into/throughout the Shadowlands expansion.
I cannot quite tell what it is exactly, but the whole thing feels nauseatingly patronizing.
Like it took throwing two decades of reputation in the garbage and an existential crisis for these designers to finally go “Huh, ain’t got shit to do today cuz the bosses are either sacked or hiding in the Cosby room… maybe I’ll give this whole ‘make fun games’ thing a try.” No, really, they basically said that:
While we hope many players will be pleased at the increased accessibility and freedom for experimentation these changes will permit, we know that you might be wondering why we didn’t make adjustments like these sooner. After all, a large portion of the community has been vocal about wanting to see changes along these lines since mid-2020, when Shadowlands was still in Beta.
When it comes to the limitations on Covenant-switching, millions of players experienced Shadowlands for the first time through the lens of their Covenant of choice, and that would have not been possible had the choice carried less weight from the outset. Nevertheless, after the conclusion of the Chains of Domination campaign, the Covenants are united against the Jailer, and revisiting player feedback in that context has led us to re-evaluate our approach.
“Covenant of choice.” Tell me how much choice a PvP Priest has in regards to Covenants again. Or Warlocks. Or basically any class/spec across the entire game? Covenants were choices in the same way stacking Crit vs Versatility is a choice: namely, choosing to be objectively correct or gimp your character in X or Y (or all) content. But now that Blizzard’s stated goal of forcing you to experience the game in a specific way has been achieved, the devs will now, in their extreme beneficence, sell you the solution to the problem they created.
This is not a new tactic for the WoW devs, of course. Each expansion launches with an obviously asinine timesink that the devs conveniently “fix” a year later after it successfully sunk millions of player dollars in subscriptions. In any other year, these Shadowlands changes would be par for the course. The fact that these changes are cloaked in this “we’re reexamining everything in the company” is just gross. It’s like, no you aren’t, and stop pretending you are doing anyone any favors here. Shit should have been changed a year ago, when everyone told you it was a terrible idea.
It’s gotten to the point where I just dread hearing anything about WoW. You know those shows out there which just sort of revel in awkwardness, scripted or not? I can’t stand them. There’s something about them that is physically painful to watch for me. And that’s what WoW news is to me now.
I watched that Sylvanas cinematic and I just couldn’t anymore. How many years have they been building to this moment, and some committee of writers thought “I will never serve” fit in with anything that was going on? What did she think she was doing up to this point? There is zero way to write themselves out of the hole they wrote themselves into. So now we’re all just sitting around and waiting to see how painfully awkward the conclusion is going to be.
To some extent, we expect Xanatos Gambits from evil masterminds. Heroes doing things that end up playing right into the villain’s hands. The key is that the heroes’ actions are usually, at worst, dumb in retrospect. Other times, they just had no way of knowing the extent of scheming that took place; can’t blame them in those scenarios. But there is no coming back from this for Sylvanas as a character. She wasn’t looking for an opportunity to snatch the One Ring at the right moment. She’s just dumb and got bamboozled by someone called the Jailer. Sylvanas never took a moment to look around the Maw? Maybe notice all the chains, all the dominated souls bent to serve? In her mind, the Jailer was just going to be like “everyone’s free now” and then put down the McGuffin of ultimate power?
It’s all so dumb.
Everyone has predicted for a decade or longer that the true WoW-killer was going to be WoW itself. But I couldn’t even imagine it playing out this way. Shit design, shit corporate culture, shit story. That’s the trifecta right there. They are working on it though! They sat down and brainstormed and talked about their feelings and remembered that all the problems were correctly identified in beta (again) so they could continue to put in minimum effort into what once was a billion dollar franchise.
The one hope that WoW has is that corporate spreadsheet dweebs like Ion Hazzikostas have an outsized effect on game design direction. So that, you know, when they are fired or quit, the ship can be turned around. If things really are built by committee though, WoW is straight fucked and the ship is going down. Or arguably already has, and the remaining population is clinging to dressers and doors while everyone else is paddling the life boats away. But hey, at least the knobs were fixed in a patch.
Hearthstone is jumping on the Season Pass bandwagon… in perhaps the dumbest way possible.
Earn More Rewards with the Darkmoon Faire Tavern Pass!
The Darkmoon Faire Tavern Pass unlocks the potential to earn even more rewards on the Rewards Track! With the Tavern Pass you can earn Hearthstone’s first-ever Cosmetic Coin, the Annhylde Warrior Alternate Hero and card back, three Jaina Mage Hero skins, three Thrall Shaman Hero skins, and experience boosts of up to 20% on the Rewards Track. Once you purchase the Tavern Pass, you will unlock the Silas Darkmoon golden Legendary minion and a 10% experience boost immediately!
In case you missed it, Blizzard did a big overhaul on Hearthstone rewards in conjunction with this Tavern Pass. Previously, the reward system was very straight-forward: you get daily quests (up to 3) that reward primarily gold, and 10g for every three wins. The new system is that there are now both daily and weekly quests that award XP, and you receive rewards as you level up along a track (which includes gold and other things). If you pay for the Tavern Pass though, you get the normal rewards plus a few cosmetics along a parallel track, plus a general 10-20% boost in XP gain.
Throughout the process leading up to the change, the Hearthstone devs repeatedly stated that this new system would not result in less gold rewards. But it does.
And the real kick in the teeth? The Tavern Pass costs $20.
Last year, I was gushing about Supercell introducing a Season Pass in Clash Royale. A large part of why was because of the value. Clash Royale has a cash shop that is borderline absurd/predatory, which made the $5 asking price seem downright beneficent in comparison. That’s… likely not an accident. Be that as it may, the amount of extra stuff you walked away with for $5 made it worth it for me.
When I look at Hearthstone in comparison, I don’t even recognize the company anymore. Literally, what is this shit? Paying $20 was always borderline for me when it came to the mini-expansions and the Dungeon Runs, but I put down the cash and largely walked away with what I considered some value. Dalaran Heist single-handedly got me through hundreds of hours of my son’s larval stage.
With the Tavern Pass though, the dissonance is getting too real. Hearthstone is not a premium game worthy of a $20 Season Pass. Seeing expansion sets with $80 “mega” bundles being advertised everywhere is sickening. And we just learned that in addition to the new normal of three expansions per year, Blizzard is adding another mini-expansion. Which would be fine, if the game were not so goddamn expensive already.
In the early days, the prices justified themselves in comparison to Magic: the Gathering and other paper CCGs. It isn’t 2014 anymore though – Blizzard is now competing in a world in which gamers can get things like Genshin Impact for free and the Xbox Game Pass for $10/month. Those obviously are not CCGs, but the world is moving on.
Blizzard has been keeping things fresh, like when they introduced Hearthstone Battlegrounds, which has been a relatively large success in spite of the fact that it’s even more crazy RNG nonsense. But that very innovation casts the rest of their monetization strategy into sharp relief. Battlegrounds Perk is another tier of paid advantage that expands the random selection of heros at the beginning of each match. Then there is Duels, another new game mode which seems poised to cannibalize the Dungeon Run roguelikes by replacing bosses with human opponents.
Also, Duels is directly tied to your card collection because fuck you.
SynCaine used to say that Hearthstone was a garbage P2W mobile game ported to PC, which never made much sense at the time (it released on PC first), but seems to retroactively becoming true. Except Hearthstone as an app is pretty garbage by itself – the app takes 40+ seconds to load, there are frequent disconnects, and it takes up a huge amount of space. So, basically, the monetization of a P2W app without the optimization.
I really don’t understand what Blizzard is doing. And, likely, neither do they.
[Fake Edit] As I was typing up this post, Blizzard released an official announcement:
We have been listening to your feedback regarding the Rewards Track and it’s clear we missed the mark both in how we communicated and implemented the full functionality of this first version of our rewards system.
We apologize for the confusion and disappointment we have caused.
During the natural progression of the rewards cycle, our intention was, and still is, to give out extra XP over time through a variety of ways. The aim is to help players get through the Rewards Track, or catch-up if they join later in an expansion phase, ultimately ensuring players earn more rewards. […]
In addition, you’ve provided us with a wealth of feedback, and we agree that the pack rewards at the end of the track don’t feel appropriate for the effort it takes to get them. We’re going to adjust these rewards in the later stages of the track, swapping six packs for a total of 1350 gold that players can spend as they see fit. If any players reach this milestone before we implement these changes, they will be retroactively compensated.https://www.hearthpwn.com/news/7783-rewards-track-update-official-blizzard-statement
Amusingly, they appear to be following the same script as Bethesda with Fallout 76: release a reward track that mathematically requires hundreds of hours of grinding (unless you pay!), ignore the people that warn about the math prior to release, then release it on a population that instantly revolts, and then “remember” that you forgot to mention the hastily thrown-together events that give bonus XP.
This is the part of the post in which I make a token effort to give Blizzard the benefit of the doubt. “They’re changing the 6 pack reward with 1350g, which is a big improvement!” But this capitulation was foreseen on Reddit for the past week: “2 greedy steps forward, 1 greedy step back” And seeing it play out in real-time is a bit nauseating… because it’s true.
fixed patched a very obviously broken reward system. And yet here we still are with a $20 Season Pass, with a new game mode dependent on having X epics in your collection, which means you can’t dust them to craft new expansion Legendaries that single-handedly win games on the spot. And Battlegrounds Perks is another whole layer of season pass-ness that exists for no rea$on.
Disgusting is the word that keeps coming to mind. Not exploitative, not greedy, but disgusting. Charging for MMO hotbars or lootboxes with 0.6% rewards are terrible, pernicious things to game design. But Blizzard’s Hearthstone “strategy” feels like strange hands slipping into pockets, groping about, feeling for loose change. What the fuck, Blizzard. This is a CCG, just sell some packs, Jesus Christ.
Among the many mechanics Blizzard introduced to eliminate alts from WoW – after four expansions of encouraging them – one has been particularly annoying to me: locking Profession progress behind a lot of nonsense dungeon quests and random drops.
Don’t get me wrong, Blizzard has locked shit behind Exalted reputations and such before. But, Alchemy this expansion, for example, is a complete shit-show in terms of needing to run dungeons, and then proc Rank 2/3 potions/flasks by grinding through hundreds of still-pricey herbs. The other professions are a bit better, but barely. Gone are the days when you could port your alts to the latest capital city and basically start printing money.
For the most part, I have resigned myself to not have Profession alts. And things were fine. Well, at least until I checked the AH back on Auchindoun and seen the dollar signs. Or gold signs, whatever.
As I noted before, I had been more or less in the Sky Golem material business for the last month or two. Log on the alt, compare the price relationship between Ghost Iron Ore/Bars and Trillium and Living Steel and Spirits of Harmony, perform a bit of Alchemy, and then log off. Since that market tightened up, I happened to look at what else I could be using my Transmute cooldown for. That is when I remember Titansteel still being a thing.
Prices on things looked like this:
- Saronite Ore = 14g
- Saronite Bar = 34g
- Titanium Bar = 296g
- Eternal Fire/Shadow/Earth = 140g/37g/34g
- Titansteel = 3899g
What do you see when you look at that? Do you see… pleasure? Satisfaction? I do.
I bought a stack of 200 Saronite Ore, mailed it to my Miner alt to be smelted into bars, then mailed back to my Alchemy bank alt. From there, I Transmuted 8 Saronite Bars into a Titanium Bar, snagging +5 extra bars from Transmute procs. I technically already had plenty of Eternals from forever ago, but let’s just assume I bought some at market prices. I then mailed those mats back to the Miner alt to smelt into Titansteel before returning them to the bank alt for sale.
At the end of things, I spent ~3855g for five Titansteel, or roughly 771g apiece. If everything sells at current market prices, that’s 15,640g profit. If those don’t sell, I could always try my hand on selling the Mekgineer’s Chopper.
In any case, having those alts allowed me to bake in profits at every stage of the process, while also increasing the health of the Auchindoun AH by converting unused resources into useful, needed ones. It doesn’t get any more brilliant or Invisible Hand-y than that, folks.
And then we got Legion. GG, Blizzard, GG.
The Witcher 3 is weird.
…what? You need more? Haven’t you played this game for 100+ hours already?
The weirdness comes from the juxtaposition of Witcher 3 (W3) getting some things outrageously, fantastically good, all while mired in mediocrity and out-right immersion-breaking shenanigans otherwise.
For example, the environment, the gritty, dirty, pustule side of medieval fantasy life is back with a vengeance and already a highlight of my Witcher experience yet again. When you walk around hearing peasants cough with genuine phlegm, it reminds you this isn’t Disneyland, this is real (fantasy) life. People lived in the muck, practically nobody has windows, of course they’d be walking around like diseased shit-bags. The entire Witcher series has always gotten this feeling down so well that every other medieval setting I have encountered since has felt like college freshmen at the Renaissance Festival in comparison.
Then you walk into an Inn and the barkeep is selling bottled water for 42g apiece:
In the panoply of absurd gameisms out there – having access to world-ending magical powers but being unable to open locked doors, etc – it might seem disingenuous to pick on W3’s Nestle-style gouging as immersion-breaking. But it is precisely the confluence of W3’s fantasy realism and its absurd gamey bits that make little details like this so prominent.
Playing on the next step above Normal-mode difficulty means that Geralt no longer gets healed by Meditating. Whereas you might have just chain-chugged Swallow potions in prior titles to beef up your passive regeneration, W3 has opted for the Skyrim-esque “scarf fifteen pieces of raw meat in the middle of combat” HP management system. Different consumables heal X amounts in Y amounts of time, so you typically need the best to survive.
And one of the best? You guessed it: plain ole H2O.
I haven’t cared more about water in any game since Fallout: New Vegas hardcore mode. Every time I rummage through a peasant hovel, stealing everything not bolted down, I do a fist pump every time I see a bottle of water. “Silver candle stick. Old bear hide. Ruby dust. Water… score! Time to fuck up some demons!”
I’m only halfway kidding.
Truly though, W3’s combat system reminds me of Blizzard’s game design philosophy between expansions: instead of simply fixing what was broken, CD Projekt RED decided to veer completely in a different direction… again.
The combat itself is fine, for the most part. What is different (again) this time around is consumable use. Potions are no longer limited by toxicity (Witcher 1) or preparation (Witcher 2), but rather by what amounts to “per encounter charges.” Craft the Swallow potion one time and you get 3 charges of it, which are automatically replenished by strong alcohol whenever you meditate for at least 1 hour. Craft every potion once, use them all in five minutes, and they all come back after meditation. I’m not really even convinced that any alcohol is actually being consumed to replenish the stock of potions.
While toxicity still exists, it is largely window-dressing considering how a single Swallow potion’s toxicity drops to zero before the potion’s effects even have time to wear off. And while the toxicity meter limits your ability to stack potion effects I guess, the Quick Use menu is limited to two items anyway (presumably to not blow the minds of unwashed console peasants). Decoctions represent longer-term buffs that fully use up your toxicity meter, but I’m not entirely convinced this move towards the trivialization of preparation was worth it. Witcher 2 went way, way too far the other direction – forcing you to use potions before you even knew combat was coming – but why the crazy swing the other direction? Pretty sad how much better the original Witcher feels in comparison.
In fact, that’s precisely where I am mentally every time I boot up the game. It looks amazing, sounds amazing, and generally feels amazing when playing in the moment. If you slow down a bit at all however, and the high-speed blur turns into a mishmash slurry of disparate game mechanics. I’m hoarding herbs and potions out of Witcher 1 habit while throwing back Honeycombs and Wolf Livers by the pound. I’m looting every building and outhouse in sight for crafting materials so I can craft low-level items outclassed by bandit drops so I can kill skull-level monsters guarding swords five levels below me. Random loot is random, but there comes a time when the designers need to put in some goddamn sanity checks, yeah? Sitting on the recipe for Enhanced Beast Oil for 10 hours while Googling where the hell regular Beast Oil is supposed to spawn is not my idea of good game design. Especially when the answer is a shrug.
So. Like I said: weird. Good, but weird.
But hey, Gwent is pretty cool. It’d be cooler if they actually let me have enough cards to make more than one faction deck after 25 hours, but it’s still fun.
While I missed it Live, I managed to watch that Warlords Q&A over the weekend. You can watch it yourself on Youtube, and I recommend doing so. It was simultaneously the most raw, unfiltered interview I’ve ever seen, and the most baffling and ultimately a little demoralizing.
Before I get into the details though, here’s how I did on the BINGO front:
If you can’t bring yourself to watch the full hour of video, MMO-Champion has an extremely abbreviated synopsis and Wowhead has an interpretative transcript. What neither of them really gets across is the otherwise unbelievable number of times that Ion Hazzikostas comes right out and says “We screwed up” on a large number of topics. Like, I started getting a little embarrassed watching it, even though I felt Blizzard needed called on all of them.
Let’s start this in order though.
Although Ion stated that he “didn’t like speaking for the group,” by the time the Polygon interview went out stating flying was no more, that decision did represent a majority of the design team at the time. I have talked about this enough so I won’t belabor the point, other than to say how incredibly disheartening it is to hear that more than half of the design team are
insane coming from such a bizarre different worldview. I mean, I would feel a little bit better if the argument was “flying takes too many resources” or something. In the absence of any explanation though, I must accept a reality in which the design team is either incompetent or are aligned with a completely different entertainment paradigm than myself. If they do not know how or why this game is fun to me, how can I expect them to continue delivering a fun game in the future? Or me to expect one to be delivered?
I’m glad that the majority of the design team ended up finding a compromise palatable to their alien sensibilities. But it’s getting pretty clear that any entertainment derived from this MMO will be in spite of the design instead of because of it.
“I’m really not going to defend [the 6.0 reputations] and say that they’re awesome and fun and engaging. They are completely mob grinds.” No, really, Ion said exactly that. The explanation is that Blizzard wasn’t going to do reputations at all this expansion, but decided to throw some shit together at the last minute because of the Trading Post and “other hooks.”
“Clear failure on our part.” Ion mentioned that Blizzard did the whole “thing Blizzard routinely does” in lurching from one extreme to another, in this case a reaction to the “World of Dailycraft” theme of Mists of Pandaria. The idea was that instead of doing 5 different quests in an area, you can do the equivalent of five different quests worth of miscellaneous stuff in that same area. Only this time, the rewards were shit and the lack of narrative makes the entire enterprise more nakedly grindy. That’s not even commentary on my part, that is what Ion basically said.
Lack of Endgame World Content
The design team was so caught up in making sure Garrisons as a system was worth doing, a lot of the activities you would normally do outside are instead done in your own little instance.
See above. Don’t worry though, Felblight will fix it.™
Alt Burnout due to Garrisons
Blizzard will nerf gold gains (Account-wide diminishing returns) to save you from yourself. In fact, they don’t like alts serving to enhance a single main character either. Which is another one of those “do you even play your own game?!” moments to me.
Dungeons Being Pointless
“That’s another one of our regrets.” Ion believes that Mythic dungeons will “salvage” the situation a little bit, before launching back into his whole “doing dungeons for Valor doesn’t make sense” tirade. Which is itself utterly bizarre given the fact that A) new reputation factions do this all the time, and B) Tanaan Jungle will be raining ilevel 650+ gear from the sky. Like literally what the fuck? Unless you are trying to actively “discourage the use” of the LFD tool – which I would not put it past them at this point – I don’t understand why else he or anyone would discourage group content in this way. Even if the dungeons are faceroll, it is at least social facerolling.
Why Are Demo Locks Being Nerfed?
“Because we’d rather you not play demonology.” That is a direct quote – look at Lore’s eyes when Ion says it. Hilarious. Less hilarious is the elaboration, which essentially boils down to Blizzard not liking how the spec plays out mechanically, but don’t want to actually fix it within an expansion, so they’d rather not have people playing the spec in the meantime. Which is… well, one way of doing it, I guess.
“We’re not trying to design rotations that feel engaging fighting a target dummy.” Again, direct quote. On the one hand, I can understand where they are coming from. If you are able to stand still and belt out your rotation with no downtime, chances are that the raid encounter itself is boring, e.g. you are not needing to move out of the fire, click the box, collapse for a meteor effect, etc. On the other hand… what? If your rotation isn’t engaging under perfect circumstances, when is it ever going to be engaging? So for all those hundreds of hours of clunky Retribution gameplay where you are desperately waiting for auto-attack procs to play your class, it was intended? Never going to be fixed?
Flabbergasted is the only way I can describe my reaction.
Absorbs Dominating the Healing Game
It’s better than it was in Mists, but every raid should have a Disc Priest, yes. Sorry.
Just to recap, Ion admitted to Blizzard screwing up Reputations, Apexis Dailies, endgame content in general, Professions, Garrisons, Dungeons, Demo Warlocks, requiring Disc Priests for serious raids, and that unfun ability rotations are intended.
Guys, I don’t even know any more. Maybe the developers have always been this way behind the scenes, and we just never saw them like this. Maybe the huge influx of interns have diluted the talent pool. Or perhaps we are just all trapped in an incomprehensible universe, devoid of meaning but otherwise working as intended.
I just… I dunno. I’m just going to play some videogames instead of thinking about this anymore.
I used the Raid Finder for the very first time on Monday night. It was an… instructive experience.
One thing that I learned about myself is the fact that I felt compelled to seek out raid videos/strategies even for LFR difficulty. It is not (just) about insulating myself from group embarrassment, it is about mitigating that awful feeling of not knowing what I am doing. I hate that feeling. At first I believed the feeling to be unique to multiplayer games, as I certainly do not hit up GameFAQs or Wikis the moment I get to a boss fight in a single-player game. Indeed, wouldn’t that be cheating? Or, at least, cheating myself from the actual game.
But you know what? I hate that feeling even in single-player games. If I am dying to a boss repeatedly and have no idea why, or there does not seem to be any clues as to different strategies I could try, I most certainly hit up Wikis. I enjoy logic puzzles as much as (or more than) the next guy, but I must feel certain that logic is applicable to the situation. With videogames, that is not always a given: quests that you cannot turn in because you didn’t trip a programming “flag” by walking down a certain alleyway or whatever. There was a Borderlands 2 quest that I simply looked up on Youtube because I’ll be damned if I walk across every inch of a cell-shaded junkyard for an “X” mark after already spending 10 minutes looking it over. Playing “Where’s Waldo” can be entertaining, but not when you have to hold the book sideways and upside down before Waldo spawns… assuming you are even looking at the right page.
Things got off to a nice start in LFR when the dog fight consisted of just tanking all three dogs in a cleave pile the entire time. The second boss seemed to have an inordinate amount of health, but he too dropped without doing much of note. I died twice to some insidious trash on the way to the troll boss; those bombs are simply stupid in a 25m setting, as I found it difficult to even see them among all the clashing colors and spell effects. Final boss dropped pretty quickly as well, although I almost died a few times towards the end once people stopped coming into the spirit world with me.
By the way, the queue for the 1st raid finder was 15 minutes for DPS. Might have been a “Monday before the reset” thing.
I joined a guild healer for the 2nd raid finder immediately afterwards, although the average wait time of 43 seconds was a bit off. Was killed by a combination of friendly fire and damage reflection during the first boss, but he otherwise went down quickly. I managed to avoid falling to my death during Elegon (thanks Icy-Veins!), but was killed by an add the 2nd tank never picked up; that will teach me to do something other than tunnel the boss. The third boss… made little sense. I spent a lot of time killing adds, as I could not quite understand what was up with the Devastating Combo thing other than I must have been doing it wrong. Eons later, the bosses died.
It is becoming somewhat of a running joke for my guildies since coming back on how much random loot I pull in. The prior week I got ~8 drops from my first 5 random dungeons, for example. This time around I got three epics from my first two LFR forays, all three of which came from the bonus rolls. I was not around for the Cata LFR days, but suffice it to say, I would not have likely came away with that much loot in a more traditional PuG.
Overall, LFR was a pleasant experience. While I can certainly empathize with the criticism of LFR – it was pretty ridiculously easy – I can definitely see the logic behind Blizzard’s moves here. Some raid is better than no raid, low-pop realms like Auchindoun-US wouldn’t support a robust raid PuG community, and to an extent even the “nothing ever drops!” LFR sentiment encourages organized guild raiding in a roundabout manner. Whether this remains satisfying in any sort of long-term manner remains to be seen, but honestly, it is better than the alternative of… what else, exactly? Running dungeons ad infinitum?