One of the events coming back in Guild Wars 2 is the Twisted Marionette encounter from early in the Living World days. You know, when the devs thought it would be super clever to spend tremendous resources on unique events and then literally delete them from the game after X weeks. That sort of nonsense has been a bad idea forever, so my interest was piqued when I heard ArenaNet is bringing back some of the Season 1 content.
Then I came across a helpful guide to the encounter on Reddit:
New drinking game: take a shot every time it mentions an ability will one-shot you. And prepare to be downed yourself.
I slid off Guild Wars 2 towards the beginning of Season 1, so I have no attachment to this “fan-favorite” event. And, granted, I led raids in WoW for many years which had the same sort of one-shot, “wipe the raid because one person didn’t dance correctly” mechanics. Perhaps that was the idea of the time, to craft an encounter similar to those of its peers, even though I don’t think anyone ever actually thought it would be a good idea in GW2. Sure, put on some zerg protection for X number of bosses to shake things up. But this sort of thing? Yikes.
So, anyway, Twisted Marionette is back for whomever still enjoys that sort of thing.
It was interesting feeling my physical revulsion bubble up just from reading that guide though; a sort of literal gut check of where I am in 2021 regarding group content. I do still log in very occasionally to GW2, sometimes seeking out the world events and killing dragons. The zerg is much maligned as mindless, and I suppose it is, but that has always felt more core to the GW2 experience than anything else. A big pile of people and particle effects, working separately together, without competition or ego, achieving great things. I never felt bad seeing another player beside me, or was concerned about their DPS performance or general competency. The more the merrier!
I have been out of the raiding game so long that it’s difficult to imagine ever enjoying the opposite experience. Highly regimented, strictly choreographed, tightly tuned… school group projects. Wherein your personal aptitude is diluted in a pool of randos who very much care less about the final grade than you do. Sometimes it’s even worse when you know everyone else, because now you have worry about letting them down, or worry about pretending you aren’t annoyed when they let you down.
Is there a sense of pride and accomplishment when you finally defeat the difficult encounter as a group? Sure. Although it’s more relief than anything, as I get to avoid the awkward, weekly debriefing in which I try to delicately tell our best DPS that her healing boyfriend needs to step up or he’s getting benched. And even though we succeeded, there are those who wanted both gone due to drama.
I used to do this sort of thing for fun? Christ almighty. No thanks, I’m good.
[Fake Edit:] For the complete opposite take, look no further than Bhagpuss.
The next two lanes also killed theirs but after that it was fail time for everyone, and we wiped. Second time around we did even worse and then I had to go to bed. It was a great introduction all the same.
He’s not being facetious. Dude is clearly an (inter)national treasure and we should all aspire to be this excited to still fail through no fault of our own, instead of considering that being literally the worst possible outcome.
File this under “Potentially Interesting Information.” MMO-Champion has a graph up showing the percentage of players (e.g. accounts, not characters) who have defeated various bosses in this raiding tier. This is how the data is described in the post:
The data used today is a sample made up of 2.1 million accounts, with at least one character active after April 1. The sample is slightly biased, as players who are not in a guild are much less likely to appear in our sample.
Someone in the comments made a dumb post that 2.1 million accounts isn’t representative of anything out of 7 million. Chaud popped into the comments to clarify:
You ignored the rest of the sentence and ignored the fact that ~half of the 7 million “subscribers” are in Asia, which we don’t track. We track a total of ~3.3 million US and EU accounts, which is likely the vast majority of them.
And further clarified how these figures are determined:
We only can see what you can see on armory. Achievements, ratings, season games played/won/lost. The other 1/3rd in our DB haven’t logged in since April 1.
It’s not news that about half of WoW’s total subscription numbers are NA/EU accounts, with the rest coming from South East Asia. This sort of information has been known for quite some time, even if we stopped getting regional figures around 2010:
What is significantly more interesting is that out of 3.3 million US/EU accounts, only 2.1 million have logged in once since April.
The reason this is merely interesting and not particularly ground-breaking news is due to all the unknowns. Around 1.2 million NA/EU accounts have not been logging in since April… but did they unsubscribe months beforehand, and therefore are already accounted for in the earlier subscriber drop? How many still have active subscriptions going, even if the person isn’t playing? What’s the margin on Chaud’s claim of “the vast majority” of accounts being counted? 95%? 80%? The difference between those two percentages is nearly another million subscriptions.
In any case… kinda interesting, yeah? WoW has always seemed like this unstoppable juggernaut, and still technically is in comparison to its peers. But the reality is that there are only 2.1 million players you could conceivably play with, and even less if you are playing on your own continent. Based on that graph above, the high point for WoW West was ~5 million. Now less than half are still online.
I’m still not convinced that FF14 will overtake WoW just yet overall, but that wall is looking more assailable every day. And who knows, there may already be more NA/EU players.
I came across a thread on Reddit which was a pining for the “old days” of MMOs when you either grouped up or didn’t get to actually play the game. Which, now that I think about it, is a scenario not all that different from empty FPS servers. Anyway, the top-rated comment concluded with this:
The truth of the matter is, those of us that grew up on the hardcore MMOs, we’ve already done it. Most of us just don’t want to do it again. I don’t want to play a MMO that takes over a year to hit the level cap. I don’t want to play a MMO where I have to stand around for hours before I get to play. I don’t want to play a MMO where I can permanently lose everything I’ve done in the last few hours. I’ve already done that; I don’t want to do it again. The novelty of the MMO is gone. There are better ways to enjoy my time.
There is a nuance to this argument that I don’t see all that often, and I’d be interested in what other veteran MMO players have to say about it. It’s one thing to say that once some auto-grouping functions are released, like LFD or LFR, that there is no removing them. But put those aside for a moment and ask yourself: how many times do I feel like I could start over in a “pure” MMO (whatever you define that as)?
Maybe the question is nonsensical, considering we technically “start over” each time we play a new game. On the other hand, I’m not entirely convinced another MMO could bribe me enough to get back into raiding as a full-time job again. Even if your game of choice was EVE, how willing would you be to starting over in a completely new game with similar time-investment requirements? Still willing to spend 1-2 years of real-time building up a skill set? Or do these sort of investment mechanics have diminishing returns regardless of “dumbing down” or other streamlining that might go on?
Coming in 5.4: Flexible Raid sizes.
While it’s impossible to fit every player into a neat, tidy archetype, we recognize that we could be providing a better experience to one broad category of raider: social groups comprised predominantly of friends and family, and smaller guilds that do their best to include as many members in their Raid outings possible. […]
To fill this void, we’re in the process of developing a new Flexible Raid system, which includes a new difficulty that sits between Raid Finder and Normal difficulty, while still allowing friends, family, or pick-up groups to play together. This difficulty will be available for premade groups of 10–25 players, including any number in between. That means whether you have 11, 14, or 23 friends available for a Raid, they’ll all be able to participate.
The Flexible Raid system is designed so that the challenge level will scale depending on how many players you have in the Raid. So if you switch between 14 players one week and 22 the next, the difficulty will adjust automatically.
Technically, this isn’t confirmed as the “unannounced new feature,” but I have a hard time believing that there could be something else to top this game-changer.
…or does this change much at all?
I mean, yes, I have little doubt that this will improve the quality of life for a lot of friends & family guilds out there. Back in Wrath, my guild constantly had the inevitably poisonous problem of having 11-12 people show up on raid nights, and having to pick who sits out. Something like this feature would have made the issue moot, as we could grab everyone who showed up and did something fun as a guild. Even better, the difficulty is supposed to be pegged between LFR and Normal, which would perhaps mean taking that charming guildie who improves the general social atmosphere – albeit at a DPS loss – is no longer such a vexing decision.
On the other hand, this would do nothing to guilds like mine that were unable to field even a full 10m by the end. Maybe this could have incentivised our (failed) raiding partnership with a sister guild, but I don’t find that particularly likely.
You know what though? My mind is actually racing about this feature. Part of the reason why our raiding partnership failed was because the people we were bringing weren’t quite matching up to the skill level the content required. With this feature, if your guild found 10m Normal raids too difficult, you could down-shift to Flexible and still bring 10 people.
On top of that, this could be a massive coup for the Trade chat pugs of the world. I am sure there will still be stubborn raid leaders out there spamming “LF6M 25m” for hours, but as long as they had the basic roles covered, they could have everyone zone in with just the 19 they had. And on top of that, there is the news that Flexible mode has its own, separate lockout. That is huge. Go raid with your hardcore guild on Thursday, and then kick back with your friends/family on Friday, all while still getting (off-spec, perhaps) gear.
In another life, I might have been more concerned with how popular the feature would be, given the ilevel rewards would be lower than Normal mode. But looking at how LFR turned out, it is pretty clear that that sort of nonsense rarely matters except in the minds of a few. In fact, I’d almost be more worried that Flexible mode will further erode the entire raiding model, doing to 10m what LFR did to 25m.
In any event, it looks like we’re seeing the fruits of those minds diverted from the Titan project already. Now if only they could focus their efforts on, say, actual server merges instead of this 50% off highway robbery bullshit, I might actually reach for the resubscribe button again.
Well, probably not this expansion, but they are damn closer than they were yesterday.
I first heard about Blizzard’s decision to not release any new 5-man dungeons this expansion from The Grumpy Elf, and confirmed from this post on MMO-Champion. The interview itself is written in Foreigner, so I will just have to take the translation at face value.
On many levels, Blizzard’s decision makes sense. The revamped ZA and ZG heroics in Cataclysm were (true to title) a disaster, reducing entire tiers of content down to all trolls, all the time. New 5-mans were handled a bit better back in Wrath when integrated into the normal rotation, but even then you could experience wild swings in difficulty depending on whether you got Gundrak or Halls of Reflection (shudder).
Had Blizzard released new 5-mans in Mists, it could have shaken out in only two ways. One: the dungeon(s) still dropped 463 gear, at which point it would be largely irrelevant to everyone. Or, two: it released 476 or higher gear, and now nobody wants to run the obsoleted dungeons again (assuming they wanted to in the first place). And besides, in a world with LFR, there is little reason to double-down on raid catch-up mechanisms, right?
On the other hand… does this not strike anyone as profoundly lazy?
Let it sink in. There will be no new dungeons in 5.3, nor 5.4, nor a potential 5.5. There will be hundreds more garbage daily quests in which the writers don’t even bother papering over the naked time-sinking, of course. Will anyone still be doing Shieldwall dailies in 5.3? Or even in this patch, for that matter? Is all that “content” being obsoleted worse than a 5-man? There are a lot of in-game cinematics and lore going on in Krasarang Wilds, after all. It strikes me as odd that your dailies change from patch to patch, but the daily dungeons never will.
Then, I start thinking about the existence of 5-man dungeons to begin with. Why have them at all? Scenarios offer 50 Valor now (compared to 80 from LFG). And, most importantly, offer DPS players an instant queue. If LFR has replaced heroic dungeons as a raid catch-up mechanism, have Scenarios not usurped dungeons by the same token? The only thing holding Scenarios back is the asinine reward mechanism in the form of a random-stat blue item from the box (when it isn’t empty). Seriously, I got a 2H agility axe yesterday. Neither druids nor monks can use axes, so it amounts to wand with strength on it.
Simply migrate all heroic dungeon gear to the random Scenario box, bump the Valor a bit, and now you never have to fashion another 5-man again.
Indeed, from the same interview I referenced before, this paraphrasing emerged:
More scenarios are coming in future patches. We may see very challenging three player scenarios with pretty good rewards.
Speaking of Strength wands, my thoughts then drifted to tank gear. Why should it exist? Blizzard came oh so very close to obsoleting all tanking gear this expansion, probably by accident. Indeed, up until the 5.2 changes, Dodge and Parry were the two worst stats for a Protection paladin. The two worst! For a tank! Since it seems “active mitigation” is here to stay, why not simply go all the way? Critical Strike rating is the only thing that marks something as being “for DPS only,” and it is a simple enough thing to add a passive to tanks where critical hits procs a Dodge buff or something. While there might be an increased competition for gear between tanks and DPS… oh wait, individual loot. Problem solved. And if necessary, Blizzard could keep the gem/enchanting situation the same, so that a tank in full DPS gear could gem for Stamina or whatever to differentiate himself/herself.
I am not trying to craft a reductio ad absurdum here. I am just asking what the actual point of 5-man content is supposed to be under this new “build some once and done” paradigm. Are they necessary for anything anymore? “Practice for raiding?” I don’t know if anyone would agree that they have such an effect, if they ever did. Group content is handled by Scenarios or daily island hellholes stuffed with overlapping elite mobs. Dungeons are almost quaint these days, vestigial relics propped up only by their rewards. If Scenarios offed 80 Valor, would anyone run dungeons? What if the box at the end dropped spec-appropriate gear from the dungeons?
This is how close we are: mere inches. The slightest of nudges, and we could be upon unknown soil. And, perhaps, not even notice a difference.
I still occasionally browse Blue posts. I spied the following in the latest ones:
- Several classic Raid bosses now have a chance to drop new Battle Pets. The new pets can be obtained from bosses in Molten Core, Blackwing Lair, Ahn’Qiraj, and Naxxramas. […]
- Raid groups are no longer necessary to enter pre-Mists of Pandara raid dungeons.
Of course, the game loses nothing had these old raids been removed.
In other news, I have no idea how to feel about this entire section:
- Underground fighting rings have sprung up in Stormwind and Orgrimmar that will give brawlers who have their mitts on an invitation a chance to earn bragging rights by testing their solo PvE mettle against some of the toughest creatures found in World of Warcraft.
- Players will prove their skill, and increase their rank with the Brawler’s Guild, as they win matches against some of the most difficult solo encounters in World of Warcraft.
- Entry into the brawler’s guild is by invitation only. Invitations can be found on the black market auction house or by invitation from somebody within the guild.
- As their Brawler’s Guild rank increases, players will unlock additional rewards and activities within the Brawler’s Guild.
- Brawlers on a realm will gather together into the blood spattered ring to watch as their peers face down their own opponents. They can watch the battles in progress to learn from hardened Brawler’s Guild veterans as they wait for their own turn to fight.
- If this is your first night at Brawler’s Guild, you have to fight.
Obviously, more details are needed. Will gear be normalized? How will this be balanced across all the classes? Can one dude just send out a bunch of invites or is it capped somehow? I will find it amusing if the bolded section actually makes it Live though. Reading it reminded me of those heady days of the internet when people were auctioning GMail invites on eBay for $200+. I can see it now: “WTS Brawler Guild invite 50k pst.”
With the 1-month honeymoon coming to its end, and a series of “amateur-hour” missteps combined with other bad news, the general feeling seems to be coalescing around SWTOR’s present or future inevitable “failure.” While everyone is entitled to their own insipid pessimism, the sorts of reasoning being provided are a little weak.
1) Absurdly High Standards
There are two main flavors of absurdity under this umbrella. The first is simply ridiculous, the sort that sees WoW going from 12 million to 10 million as a failure, a sign of collapse, of crushing moral defeat. Or, going from 32 to 26.667 times the size of EVE, the MMO yardstick whose robustness is the de facto definition of success. I agree that WoW deserves the subscription loss, that it is directly linked to Cataclysm, and further that WoW may never recover those subs and/or continue a sub decline for the foreseeable future.
However, let’s be honest here: if that is the sort of yardstick we are using, the entire MMO market is an abysmal failure.
The second, lesser form of absurdity is identifiable in this quote from Nils:
[…] I would now say that EA could be happy if they had 500k subscribers one year after launch.
In other words, SW:TOR failed. And it failed for EXACTLY the reasons we, the blogosphere, had predicted for at least 2 years prior to launch. We should be proud – and sad.
For comparison, EVE is the second largest Western MMO on the market at, by last count, 375,000 subs. Between 25% and 62.5% larger than 2nd place is a failure? Really?
You know what, though? I think it is important to have a discussion about what “success” really means – just like with “casual” and other loaded terms, having some kind of idea where people actually stand would reduce the effects of talking past one another.
2) Vague Definitions of Success
“Success” is largely arbitrary, and depends on the goals one sets for oneself. If you set out to run an 8-minute mile and can only get to down to a 9-minute mile, you have “failed.” That you improved from a 15-minute mile to 9-minutes is irrelevant in an objective sense.
Success in a market sense, is a little less arbitrary – you are either making money or you are not. According to the information we have available (circa last May), SWTOR needs a minimum of 375k subscriptions to break even, and ~500k to be reasonably profitable. So in the Nils quote, SWTOR would be a success at 500k.
But what of the analyst who sent EA stocks tumbling 3% based on “disappointing sales” and churn rates? Since we don’t have access to his data or methodology, it is difficult to appraise his conclusions. However, the very next day EA stocks went back up 2% after three separate brokers said SWTOR is “performing in line with expectations.” One of them went on to say:
Evan Wilson of Pacific Crest wrote Friday that he has raised his sales estimate for “Star Wars” to 2.2 million units from 1.5 million units for the quarter, and said he remains “comfortable” with his 800,000 subscriber target when the company’s fiscal year ends in late March.
“Admittedly, we set our expectations as if Star Wars was to be a good, not great, MMO,” he wrote. “Fortunately, we think the company did too.”
Hardly a ringing endorsement, but there it is. There is a line between the soft bigotry of low expectations and aggressive schadenfreude – the challenge is finding it. “Good, not great, MMO” might be a bit too low for even my standards, especially given write-ups like these in the LA Times (turns out SWTOR officially cost $200m). We will know more about the numbers in February when EA’s financial statements become available, but I am inclined to say that if SWTOR can achieve/maintain 500k-800k subscriptions for the year it will undeniably be a success.
3) Endgame Concerns
About a week ago, Tobold was discussing Richard Bartle’s feelings towards the SWTOR endgame (which are rather interesting, by the way). Down in the comment section, Tobold said something I wanted to highlight:
In short, I know why I prefer leveling in SWTOR to leveling in WoW. I don’t know why I would prefer raiding in SWTOR to raiding in WoW. Do you?
It is an interesting question because by all accounts, we have no idea what the average WoW player is doing. Looking at Cataclysm, only approximately 17.28% of the Western audience killed 1 raid boss in T11 content, and ~12.69% killed 1 raid boss in T12. Even if my methodology¹ is flawed, it is likely we are looking at a game in which over two-thirds of players do not participant in raiding, i.e. the “accepted” endgame. So… what are they doing? Heroics? Battlegrounds? Goldshire RP? Everyone seems to agree that the WoW leveling game has been irreparably destroyed, and yet there seems to be no other explanation as for what the vast, vast majority of the playerbase seems to be doing.
In this respect, SWTOR’s raiding endgame seems as likely as not to be irrelevant. Perhaps the social mechanisms of organized raiding trickle down to the masses, perhaps raiding increases player engagement, perhaps you need hardcore gamers to bind a community together long enough for a population’s sheer gravity to take over. These are open questions. Until we get some usage statistics from Blizzard though, I feel comfortable enough suggesting that the depth of SWTOR’s endgame is not particularly important to its overall success/failure; it clearly is not in WoW.
Retention is a function of social ties, which inevitably take place primarily in the endgame, but they are not about the endgame per se. As long as Bioware steps up its guild infrastructure plans and its Show & Tell aspects, as I said before I see no particular problem with retention at whatever sub level they achieve.
Flowers, Sunshine Aside…
The real challenges SWTOR faces are more systemic in nature.
Nearly everyone has expressed concerns when it comes to the full voice acting, for example, but I am much more concerned about the related problem of localization. According to that LA Times article I linked earlier, SWTOR is only localized in two languages (German and French). In contrast, WoW has been localized into eight: German, French, Spanish, Brazilian Portuguese, Russian, Korean, and both Traditional and Simplified Chinese. While SWTOR catches somewhat of a break when it comes to the aliens speaking gibberish that can be Cut & Paste, just imagine the ridiculousness that is recording all other voice work in three separate languages (plus male/female differences!), let alone additional languages in the future.
This is relevant because, quite honestly, WoW could shut down all US/EU servers and still probably maintain 5+ million Asian subscriptions into perpetuity (Aion inexplicably has 4 million after all). Meanwhile, SWTOR does not have access to the Asian MMO market and thus has much shorter reach. Assuming, of course, that Star Wars is even a hot commodity over there to begin with.
The other systemic issue is the gravity of the game itself. While I believe SWTOR will probably be fine in maintaining at least ~500k subs (and be successful as a result), needing at least 375k subs to be worth the $200 million endeavor is somewhat worrisome. All MMOs probably have some kind of break-even point, well-publicized or not, but generally speaking a game company grows in relation to the success of the game. The question arises as to how long EA would tolerate sub-375k performance before more drastic measures were enacted. Given EA’s rather public rivalry with Activisn-Blizzard when it comes to Call of Duty vs Battlefield 3, I am inclined to believe they will go to heroic lengths to keep SWTOR in the fight should it fall, but it may well go the other way too.
In any case, things are shaping up to be an interesting year.
¹ I actually think my methodology is better than the sort of Armory audits appearing on MMO-Champ as of late. The problem with Armory audits is the “white noise” of alts. Since I extrapolate based on guilds, it is much more likely that a raider’s alts are filtered out rather than included, and thus not diluting the figures. Of course, MMOData.net hasn’t been updated since WoW started hemorrhaging subscriptions, and so finding the current US/EU/KR/TW baseline is impossible, thus possibly skewing the percentages of T12 and beyond.
As I did back in June – has it really only been five months? – for posterity’s sake here is a screenshot of WoWProgress’s Firelands numbers as they stood on Tuesday, November 29th, at around 2am:
Since there is no 100% boss (but Shannox gets close), a little reverse-engineering results in a total of 45,839 guilds having killed at least 1 boss this tier. I would do a further breakdown as I did last time, but what’s the point? About 71% of every guild that started Firelands in some fashion finished it. Unlike last time around, Blizzard rolled out the content nerf before the patch hit, which obviously influences the completion rates in this bizarre way.
Speaking of last time, there were 62,405 guilds that downed at least one 1 boss in T11 content. Compared with today, that is a drop in activity of 26.55%, or 16,566 guilds that fell off the grid.
As always, the numbers get a little fuzzy if you want to look at the number of players instead of guilds. If we assume a generous 18 raiders per guild, 825,102 players have killed 1 boss in Firelands, down from 1,123,290 killing 1 boss in T11. Back in June I had what I assumed was a reasonably accurate count of all non-Chinese subs (i.e. all guilds WoWProgress tracks) at 6.5 million, but obviously that has changed in the midterm. Back then, it meant only 17.28% of players raided. Today that would be just 12.69%, but only if the overall population had not decreased as well.
To understand exactly how generous I am being vis-a-vis the 18 people per guild estimate, WoWProgress says that only 4934 guilds killed Shannox on 25m, compared with 39,861 10m kills. In other words, there are over eight (8) times as many 10m kills of Shannox than 25m of the same. That 8x figure is fairly consistent across all bosses until you hit Ragnaros, interestingly enough. In fact:
|Boss||10m guilds||25m guilds||Difference|
If those 25m numbers don’t seem jarring to you, perhaps this will illustrate it better:
|Boss||10m guilds||25m guilds||Difference|
|The Siege of Ulduar||???||31,993||n/a|
|Beasts of Northrend||86,187||58,801||1.46x|
I was not actually aware of the Magmaw discrepancy until just now, but… wow. Assuming that Blizzard making it difficult to differentiate between 10m and 25m kills achievement-wise doesn’t impact the accuracy of WoWProgress, this seems an armor-piercing argument that the merging of lock-outs (and possibly of gear) is not just killing 25m raiding, but driving it before us, while we hear the lamentation of its women.
While I understand the LFR system may address the casual PuG content gap, these numbers cannot bode well for the future of 25m raiding. Less than 5k guilds running normal 25m content means all that content is being made/balanced/tuned for the entertainment of less than
90,000 150,000 people. There will likely be three two times that number of players engaging in Pet Battles at any given time of day, let alone overall.
Hmm, perhaps the decision to include that as a major feature is not so incongruous after all.
I think it is a bit early for a more formal “postmortem” on Cataclysm’s first tier of content, but for posterity here is a screenshot of raiding progression as it stood at nearly 4am Tuesday morning, before the numbers could be “sullied” by the 4.2 nerfs.
Since there is no 100% boss, some reverse engineering of WoWProgress’s numbers shows that there was a total of 62,405 guilds that killed at least 1 boss this tier. A further breakdown estimate goes something like this:
1/12 – 62,405 – 100%
9/12 – 44,107 – 70.68%
12/12 – 23,122 – 37.05%
13/13 – 812 – 1.3%*
Depending on how many raiders you associate with a raiding guild (15-30), this means roughly between 589,245 to 1,178,490 players who started this tier did not finish it on Normal. WoWProgress pulls its data from NA, EU, TW, and KR servers, which comprise roughly ~6.5 million subscriptions per MMOData. This means that at the upper end (30) the raiding pool this tier is about ~28.8% of all accounts. Or, 71.2% of all subscribers did not raid, and of those who did raid, 62.95% did not kill all 12 normal mode bosses.** In this context, seven bosses in Firelands may almost make sense.
The other thing I want to mention briefly is that I expect Blizzard’s Q2 investor call to either look absolutely amazing, or completely terrible depending on timing. As you may or may not have heard, Blizzard sent out emails to existing accounts which essentially contains a free copy of the original WoW game, 30 days of game time included. Secondly, Blizzard is poised to release Cataclysm in China July 12th. Finally, and perhaps more earth-shatteringly from a subscription standpoint, Blizzard increased the Recruit-A-Friend XP bonus from 1-60 to 1-80. If you are an alt person as I am (or was, considering I have a full 10 character slots on Auch), this is about as close as Blizzard seems willing to get to letting you buy a Cataclysm character. Back when RAF originally came out, I had two instances of WoW running and essentially spent $5-10 to get a level 60 rogue, priest, and hunter (with the gifted levels) in about two weeks of leisurely play. And for that month, for all intents and purposes I was two subscriptions to Blizzard. Of course, Blizzard recouped $25 or whatever it was when I decided to transfer the RAF priest to my primary account before shutting the RAF account down.
So, basically, depending on when the Q2 sub numbers are compiled Blizzard will likely be seeing huge growth (due to 4.2 being released, dual-boxing RAF accounts, free copies of games going out, new expansion in China) or further drops depending on when the numbers are locked in for the report.
*Apparently Heroic Ascendant Council is more difficult than Sinestra based on number of guilds having killed it: 812 vs 926 (Sinestra). It might be that people were racing for Sinestra kills before the patch, but it is interesting nonetheless.
**By contrast, only 42.32% of raiders who downed Marrowgar did not also kill the Lich King. It is entirely possible we will see more 12/12 after an equivalent amount of time has passed, of course.