Combat Philosophy and Addon Disarmament in Midnight
Originally Posted by Blizzard (Blue Tracker / Official Forums)
As we move into the beta phase of Midnight testing and invite a much larger wave of players in to experience the expansion and provide feedback, I wanted to take time to recap the planned changes to addon capabilities, and the accompanying broader changes to combat and encounters. This will be a long post, but stick with me, there’s a lot to cover.

Over the course of the past year we have been talking about addon changes, but that communication has been spread across multiple videos, posts, interviews, and ongoing conversations with addon authors. This fragmentation has contributed to confusion and concern across the community. The main goal of this article is to dispel as much of this confusion as possible and, hopefully, provide reassurance around these planned changes.

To be clear, it is entirely natural for players who have spent countless hours experiencing Azeroth through the lens of their favorite addons to feel nervous about big changes to that ecosystem. While some players who use few or no addons may be shrugging their shoulders, for many others, this may be the single largest change an expansion has ever made to World of Warcraft. We take none of this lightly.



Addon Disarmament: Why?

So, if we know this is a risky change, why are we making it?

For over twenty years now, the customizability of the World of Warcraft User Interface (UI) has been a pillar of the game, allowing players to use addons to tailor the look and feel of the game to suit their preferences. Numerous improvements to the base UI over the years have been inspired and informed by these community efforts. But the power we give to addon authors has always come with the risk of tools that can distort moment-to-moment gameplay, which has led the development team to restrict addons’ capabilities several times over the years.

In past incidents, we typically were able to address issues by limiting addons’ access to some specific functionality (e.g. addons automatically selecting abilities and targets in the game’s early days, or using player positions and clever math to build “radar” overlays a decade later). This time around, however, the cause for concern is subtler and more pervasive. Over the past few expansions, the community has increasingly shifted from a focus on addons that display information in a particular way, to addons that process that information to drive combat decisions and recommendations. As an RPG with cast times and cooldowns governing most actions, a huge portion of “skill” in WoW has always rested in moment-to-moment decision-making. By its nature, a computer with access to complete information about the current combat state in WoW (allies’ and enemies’ buffs and debuffs, active casts, cooldown state, health, and more) will be able to make the correct decision far faster than any human, and can do so with unerring accuracy.

Such addons move beyond the realm of personal preference, offering an objective advantage in moment-to-moment combat. As a result, players often will be told to download specific addons to improve their class performance, or to defeat a specific encounter. Guilds—or even pickup groups—commonly require the use of specific addons for mid-combat coordination. While we have never designed FOR addons, in the sense of making a specific encounter or class mechanic with the intent that players would write addons to solve a given puzzle, we have inevitably had to design AROUND them for the past several expansions. We have to accept that even in non-cutting-edge content, a majority of players will turn to any available tools to make things easier.

For example, when we design a boss in a Normal or Heroic difficulty raid, we have a tuning target in mind. While we risk causing frustration if we overshoot the mark, when we release an encounter that puts up very little resistance, we often get feedback that the boss was unsatisfying. In a similar vein, when we’re designing a class mechanic, we’re trying to express class fantasy while also offering engaging moment-to-moment gameplay. But with addons instantly solving a raid coordination challenge or collapsing a nuanced combat decision into a simple binary, we would get feedback, supported by data, that our design felt flat. And so we would add an extra layer of complexity to a class mechanic, or tighten an encounter’s tuning to give players less time to react, in order to deliver the level of challenge and engagement that players are expecting. But that shift has left people who prefer not to use these addons at a clear disadvantage, making WoW less approachable in the process.

And so we are looking to level the playing field. The guiding philosophy for our approach is straightforward: Addons should no longer offer a competitive advantage in WoW combat. They should remain as robust tools for aesthetic customization and personalized presentation of information, but they should not be able to make a player more likely to succeed in combat against an encounter or another player. I’ve seen discussion around the word “competitive,” with some understandably noting that they aren’t playing in the MDI or trying to get onto the raid Hall of Fame or arena leaderboards, and wondering why a design shift about “competitive advantage” should apply to them. But the consequences of addons’ impact creep into all facets of the game, and this uneven playing field is experienced by all players, whether someone is trying to defeat Dimensius on Normal difficulty with their friends-and-family guild, trying to get a foothold in Mythic+, or trying to be the best of the best.



Addon Disarmament: What’s Changing?

In pursuing these philosophical goals, we have tried to take a surgical approach that limits addons’ ability to process information, with the least possible impact on their ability to display it. Our engineering team has been regularly sharing updates to the API (short for Application Programming Interface—essentially the functions that addon authors can use to access and manipulate WoW UI data) with addon authors, but a simplified explanation of what we’re changing is as follows: Information about the current combat state is designated as a “secret value” that can be displayed by addons, but not “known” by them. In essence, combat events are in a black box; addons can change the size or shape of the box, and they can paint it a different color, but what they can’t do is look inside the box. So in Midnight, addons can still change the location of your buffs or debuffs, and the size and shape of the associated frames; they can change the size and shape and texture of enemy nameplates and cast bars; and many similar UI elements. But they can’t “know” with certainty whether you or your target have a specific debuff currently active, or what the cooldown of a given ability is.

We debuted our alpha test with the strictest version of this ruleset, wanting to avoid a frustrating cat-and-mouse situation with addon authors pointing out loopholes in our logic and us needing to keep tightening things down to preserve a level playing field. Whereas we have historically disabled all addons in early weeks of expansion alpha testing, this time we invited numerous addon developers to the first wave of our test. We wanted to give them a head start on updating their addons and to hear early feedback on pain points. That input has been invaluable so far and led us to loosen restrictions in numerous areas that were causing needless collateral damage.

Even with this more focused approach, we knew that limiting addons’ ability to parse combat events in real time would have a significant impact on a wide range of popular and benign addons, such as damage meters that offer immediate insight into performance, boss ability timers that have been part of raiding since the very earliest days of WoW, and tools that make the game accessible to players with a range of disabilities. So alongside the “secret values” project, our team has also been working on building up native solutions in many of these areas, as well as creating new API hooks to allow addon authors to access protected information in ways that don’t risk competitive integrity.

We have been rolling out base UI features over the course of the year, and that will continue during Midnight beta:

  • The Legacy of Arathor content update (11.1.7) introduced the Assisted Highlight and One-Button Rotation tools to help players learn new specializations and improve overall accessibility.
  • We implemented an early working version of a Cooldown Manager in the11.1.5 content update, knowing that it needed a lot of iteration but wanting to ensure that we were getting all the needed feedback in a live environment; Midnight will feature a much-refined version.
  • Midnight includes a new Boss Warnings system which allows players to see which boss mechanics are upcoming, while leaving the choice of how to handle them in players’ hands.
  • We are in the process of adding a range of native accessibility improvements, such as a built-in Combat Audio Alerts system that allows players to use Text to Speech and other audio cues for everything from player health to common combat events.
  • Over the course of beta, we will be releasing improvements to our raid frames for healers, a built-in Damage Meters tool with server-side validation, and more.

While we work on limiting the ability of addons to give a high-end performance advantage, we want to ensure that the baseline WoW experience is as approachable and accessible as ever.

We know that if we are limiting addons’ functionality, we need to give all players the information they need to succeed, and we need to tune our game accordingly. Along with much clearer visual and audio telegraphs, that may also mean having an extra second or two to react to a mechanic, or fewer things occurring simultaneously to keep cognitive load manageable. Our end goal is for any given piece of content in Midnight (a Mythic 10 dungeon, a Normal difficulty raid boss, a Tier 8 Delve, etc.) to be roughly as challenging as it was in prior expansions, but for that challenge to be more fairly distributed across the playerbase.



Why Are Some Cosmetic Addons Breaking?

I’d like to take a moment to address a technical nuance here: Many players have expressed confusion at seeing reports of some popular cosmetic addons no longer functioning as expected in Midnight. If we are only focusing on combat calculations, why are we seemingly breaking an addon that only changes the appearance of player and target frames? That is never our intent, but there are a few reasons why that might be the case currently in Midnight test builds.

The myriad authors who have created addons for WoW over the years have each chosen from among countless different approaches to structuring their code. As a result, two addons that provide nearly identical player-facing functionality might be quite dissimilar under the hood, and thus be affected very differently by the changes coming in Midnight. Some addons can and will work just fine in Midnight, but they have yet to be updated by their author; the work that they need to do may be very straightforward or may take a more significant amount of time. Every expansion in WoW’s history has required tweaks to all but the simplest of addons (thus the “out of date addons” popup with each new major patch). Other addons, however, rely on implementations that don’t merely re-skin pieces of the WoW UI, but rather rebuild them from scratch using raw data about the current combat state. Unfortunately, that particular approach (while by no means inherently wrong) has limitations under our new “secret values” system. While there are some areas where we cannot bypass these limitations without opening the door to computational logic, we are trying to do everything possible to minimize collateral damage. For example, recognizing that many players enjoy abstract and custom ways of representing their current count of Runes on a Death Knight, or Holy Power on a Paladin, we recently made all class secondary resources fully non-secret.

We are committed to continuing to work with addon developers and with the community at large to provide support for robust customization within this new framework.



Addon Disarmament: Why Now?

Another common question I’ve heard is: Why do this now? Why not wait until all our built-in functionality is fully polished and has had multiple rounds of feedback?

When I first started talking about our concerns with the impact of addons on the modern game nearly a year ago, we were still evaluating the feasibility of a solution, as well as the right timeframe. But we also wanted to gauge community sentiment around the general issue. WoW’s history is littered with examples of the dev team trying to solve perceived “problems” that most players weren’t particularly concerned about, and we wanted to reassure ourselves that we weren’t headed down that same path here. We were happy to see a lot of positive reactions to the discussion. I’m not going to pretend that there was unanimous support, but the average take was something along the lines of, “It would be great if addons weren’t required, but I’m not sure I trust Blizzard to pull it off.” And that’s very fair—this is a huge and challenging project, and I don’t expect blind faith in the absence of results.

Convinced that we were on the right track with the aims of the project, we shifted to building a roadmap of what it would take to pull off this transformation. The team found that progress on the UI engineering front was moving faster than expected, both in terms of the “secret values” system, and in terms of implementing some of the replacements we knew we’d need. That made readiness for the launch of Midnight a real possibility.

These changes pretty much have to be made on an expansion boundary, allowing us to build a full slate of content and systems that are meant for a post-addon-disarmament world. Trying to ask players to relearn content mid-expansion without the tools they were using the day before would be a sure recipe for unhappiness. And no matter how much we improve our native UI, we can’t build mechanics that are trivially solvable by addons and expect that players won’t use those tools so long as they still function.

In the end, we were faced with the decision of either signing up for a couple more years of designing our content around powerful addons in ways that make it impossible for us to serve our whole community, or moving forward now and finding solutions within this new paradigm. And so addon disarmament is coming with Midnight, and the team is fully committed to giving the community all the support required, tweaking the logic around what is restricted, and making new access points available to addon developers, in order to make this transition successful.



Addon Disarmament: What’s Next?

As we kick off beta, we’re excited to see a ton of new players get access to Midnight content, but we’re especially eager to see structured testing of the endgame. The changes to addons don’t come in a vacuum; they are complemented by a new approach to building raid encounters, dungeon pulls, combat mechanics, and more. So we are looking forward to seeing players have that holistic experience, and we are looking for feedback not just on our UI or evolving addon capabilities, but on aspects of endgame combat that might feel unclear or unfair without some of the tools you are accustomed to using.

We’re going to be watching closely and listening to feedback throughout the beta. To us, the “Beta” designation means that we have the entirety of the game’s content ready for testing, but it is far from an endpoint to Midnight development. We will be agile and adaptive in close partnership with our community as we roll out regular updates in the weeks and months ahead, improving our base UI experience, adjusting tuning or presentation of mechanics, and adding new functionality for addon developers.

Thank you for taking the time to read through this. I understand that this amount of change can be scary, and that it’s natural to worry that the long-term benefits aren’t worth the short-term disruption. We’re going to do everything possible to ensure that your experience with Midnight is a great one, that customization and self-expression remain hallmarks of WoW’s UI, and that the game is more approachable than ever.

Ion Hazzikostas
Game Director



Read through our previous article How Midnight’s Upcoming Game Changes Will Impact Combat Addons for additional insights.
This article was originally published in forum thread: Combat Philosophy and Addon Disarmament in Midnight started by Lumy View original post
Comments 99 Comments
  1. Tidemoo's Avatar
    All of that text and they could have just said it's preparation for the console release and obviously we can't have addons other than cosmetic UI transforms. Easy.
  1. doledippers's Avatar
    Quote Originally Posted by Tidemoo View Post
    All of that text and they could have just said it's preparation for the console release and obviously we can't have addons other than cosmetic UI transforms. Easy.
    at this point i dont think theres anything anybody could say that would make console conspiracy theorists change their mind
  1. Cheezits's Avatar
    Quote Originally Posted by Tidemoo View Post
    All of that text and they could have just said it's preparation for the console release and obviously we can't have addons other than cosmetic UI transforms. Easy.
    Regardless of the "true reason", it has always been ridiculous that in order to play the game you need to mod it.
  1. iindigo's Avatar
    Quote Originally Posted by Cheezits View Post
    Regardless of the "true reason", it has always been ridiculous that in order to play the game you need to mod it.
    And it's important to recognize that this outcome (that anybody "needs" to use combat mods) is largely self-inflicted by the community.

    Over the years, the playerbase at large has become increasingly obsessed with performance. In the early days that was the domain of bleeding edge guilds and maybe those riding their coattails, but for everybody else "good enough" was the primary mode of operation. Even for a lot of people who had mods like damage meters installed, they mainly functioned as confirmation that the player was consistently meeting the minimum required threshold than it was about trying to achieve some theoretical optimum.

    While it has always been creeping forward, from my perception, this all really started taking off with the larger playerbase some time around MoP, as factors like Twitch streamers and YouTubers entered the fray and started to popularize that mindset, which then snowballed exponentially as the instrumentation for tracking and theorycrafting became more sophisticated and accessible. Before long, all of that had become the prevailing norm across the difficulty spectrum, and the popularity of combat mods is a direct reflection of that.

    If this way of playing had remained the domain of the highest end competitive content, combat mods likely wouldn't have proliferated to anywhere near the same extent (top end players are more than good enough to not need them) and none of this would be happening today, but that's not how things played out.
  1. Dezolacer's Avatar
    "So, if we know this is a risky change, why are we making it?"

    It's not. This should've happened a long time ago. Nobody ever needed this roadblock on their way to begin with. All the raid helpers, dps meters and all of that should have been built in the game interface with you just having to toggle it when entering a raid zone. This is beyond stupid that some people will go out of their way to argue against it so vigorously.
  1. Osmeric's Avatar
    Quote Originally Posted by Tidemoo View Post
    All of that text and they could have just said it's preparation for the console release and obviously we can't have addons other than cosmetic UI transforms. Easy.
    They could have said that if it were true, but it's not.
  1. Spearhawk1969's Avatar
    again I have to object, it is not the combat addons that is the point, it is how its affecting addons like Elvui, thats simply there for UI changes, nothing to do with combat, thats bother me, I don't use, never have used combat addons to enhance my gameplay. Those who say that combat addons are needed or that the persons complaining needs combat addons are wrong, it is the ability to have my buttons where I want them, get rid of all bloat Blizzard puts around character and targets etc, sleek and good, thats what I want, the rest that needs combat addons...let them speak for themselves.
  1. Kyux's Avatar
    I am really stoked for this change and think it is long overdue. I also think Ion's post is well-written. It seems rare that they publicly acknowledge criticisms or negative feedback, but he did. He seemed to confront the scepticism head on which is refreshing.

    And I'm persuaded. Addons should not be reuqired to play the game, and encoutners should not be designed around them. The people that get upset with this change blow my mind. Either they don't read and don't realise their UI addons are not at risk, or they would rather a game where addons play for them.
  1. Daronokk's Avatar
    Quote Originally Posted by Cheezits View Post
    Regardless of the "true reason", it has always been ridiculous that in order to play the game you need to mod it.
    It has never been needed to mod to play the game. This argument is ridiculous.

    Raiders like a challenge and be proud about themselves when they beat a boss and yet they do everything in their power to make the encounter easier by having mods communicate where to walk and what button to use. It's pathetic.

    I've always raided without any addons and it was fine. It's not meant to brag but the game is perfectly playable without addons, even raiding.
  1. Itisamuh's Avatar
    As someone who stopped using addons at least 15 or more years ago, I fully support this change and hope they persevere despite the backlash.
  1. Rageonit's Avatar
    Quote Originally Posted by Spearhawk1969 View Post
    again I have to object, it is not the combat addons that is the point, it is how its affecting addons like Elvui
    ElvUI IS, amongst other things, a combat addon. It has plenty of combat options base UI doesn't have.
  1. wildstar77's Avatar
    Quote Originally Posted by Kyux View Post
    I am really stoked for this change and think it is long overdue. I also think Ion's post is well-written. It seems rare that they publicly acknowledge criticisms or negative feedback, but he did. He seemed to confront the scepticism head on which is refreshing.

    And I'm persuaded. Addons should not be reuqired to play the game, and encoutners should not be designed around them. The people that get upset with this change blow my mind. Either they don't read and don't realise their UI addons are not at risk, or they would rather a game where addons play for them.

    I fully agree with you! I think this was incredibly well written and gives us great insight into the decision making that went into this change. I think this is long overdue and I think this is a great step in the right direction.
  1. Spearhawk1969's Avatar
    Quote Originally Posted by Rageonit View Post
    ElvUI IS, amongst other things, a combat addon. It has plenty of combat options base UI doesn't have.
    then I support Elvui without the combat addons...

    No, ElvUI is not a combat addon; it is a comprehensive UI addon that changes the game's interface to be more customizable and streamlined. While it doesn't play the game for you, it does have features that support combat, such as a plugin for floating combat text and the ability to customize unit frames and nameplates that are used in combat.
    ElvUI's core function: It is designed to overhaul the visual appearance of the user interface, making it more organized and visually appealing to the player's preference.
    Combat-related features: It includes the ability to customize unit frames and nameplates, which are crucial for tracking combat information, and a plugin called "Floating Combat Text" for displaying damage and healing numbers.
    What it doesn't do: ElvUI does not automate gameplay or provide in-combat guidance like "rotating abilities" or "playing the game for you," which is the role of more specialized addons like rotation helpers.
  1. Rageonit's Avatar
    Quote Originally Posted by Spearhawk1969 View Post
    then I support Elvui without the combat addons...

    No, ElvUI is not a combat addon; it is a comprehensive UI addon that changes the game's interface to be more customizable and streamlined. While it doesn't play the game for you, it does have features that support combat, such as a plugin for floating combat text and the ability to customize unit frames and nameplates that are used in combat.
    ...and some of that functionality is, under current API, forbidden. Also, in the very post we're discussing, Ion comments on why some addons don't want to work in the current environment, even though they don't do anything "illlegal" - it depends on how are they written. This is to say that the huge part of ElvUI could still work in "Midnight", but the addon developers are not willing to: 1) resign of some of the functionality; 2) rewrite the addon under the new paradigm. Maybe it's too much work; maybe they don't want to accept the change; maybe it's a bit of both.

    It's unfortunate, but I don't see how Blizzard is to be blamed. Should it be Blizzard submitting to addon developers will, or the other way around?
  1. cerebro's Avatar
    Quote Originally Posted by Tidemoo View Post
    All of that text and they could have just said it's preparation for the console release and obviously we can't have addons other than cosmetic UI transforms. Easy.
    You misspelled mobile.
  1. exochaft's Avatar
    Quote Originally Posted by iindigo View Post
    And it's important to recognize that this outcome (that anybody "needs" to use combat mods) is largely self-inflicted by the community.

    Over the years, the playerbase at large has become increasingly obsessed with performance. In the early days that was the domain of bleeding edge guilds and maybe those riding their coattails, but for everybody else "good enough" was the primary mode of operation. Even for a lot of people who had mods like damage meters installed, they mainly functioned as confirmation that the player was consistently meeting the minimum required threshold than it was about trying to achieve some theoretical optimum.

    While it has always been creeping forward, from my perception, this all really started taking off with the larger playerbase some time around MoP, as factors like Twitch streamers and YouTubers entered the fray and started to popularize that mindset, which then snowballed exponentially as the instrumentation for tracking and theorycrafting became more sophisticated and accessible. Before long, all of that had become the prevailing norm across the difficulty spectrum, and the popularity of combat mods is a direct reflection of that.

    If this way of playing had remained the domain of the highest end competitive content, combat mods likely wouldn't have proliferated to anywhere near the same extent (top end players are more than good enough to not need them) and none of this would be happening today, but that's not how things played out.
    While I won't say the community doesn't affect the issue, this is still mostly a Blizz-inflicted issue. They've admitted to it in the past, when they could've nipped the addon issue in the bud early on but decided around WotLK to design raids with combat addons in mind. So while the players made the addons to min-max their top-end raiding experience, Blizz supported and designed their content around this decision by the players.

    Unfortunately, by Blizz designing around the combat addons the content got to the point where you needed the addons to feasibly do the content. Now what do I mean by feasibly? In order to achieve the same results for the same difficulty of content over time, addons because more necessary to avoid an increase in time and effort. Notice I didn't say it was impossible to do the content without addons; aside from a couple scenarios where it may have been near-impossible, all the content could be done without addons... if you didn't mind putting in a TON of extra time and effort for everyone to learn the fights.

    While some might say that the top-end was the only content affected by such a design philosophy, even Blizz knows that isn't true. Top-end content of the current day WoW is waaaaaaay harder than the top-end content of the past, but also the mid/low-range content is way harder now than it used to be. Some people like to attribute this change being due to people getting better at the game and having more knowledge, but it's also largely due to combat add-ons requiring the content to get harder to maintain some semblence of difficult. However, that also means if you didn't use combat addons, you technically weren't playing the game 'right' because the content was designed around the assumption they were being used.

    After reading through the blue post, I do think it does reflection some of the truth behind the changes being made now. I'm not saying the post is lying (I don't think it is), but I don't think it's the full truth either. I think retention and getting new players into the game is one of the larger, if not the largest, motivations to make such a change. The more effort you have to put in on the user end to have a satisfying and an 'as intended' experience, the less likely you're going to get fresh blood into your game. You'll be able to keep a niche audience no matter what, but that's not what Blizz wants in the long term. Again, I think this is mostly Blizz's fault and not the players, so they're reaping what they've sown over years and years of design decisions and policy changes.
  1. iindigo's Avatar
    Quote Originally Posted by exochaft View Post
    I think retention and getting new players into the game is one of the larger, if not the largest, motivations to make such a change. The more effort you have to put in on the user end to have a satisfying and an 'as intended' experience, the less likely you're going to get fresh blood into your game. You'll be able to keep a niche audience no matter what, but that's not what Blizz wants in the long term. Again, I think this is mostly Blizz's fault and not the players, so they're reaping what they've sown over years and years of design decisions and policy changes.
    The retention angle probably holds some water. Not only is running an MMO obscenely expensive to begin with, but WoW remains Blizzard's chief cash cow and as such they've ramped their investment into it quite significantly. That's not very sustainable if they're only working to keep a die-hard core around… no matter what they do, "old guard" players will drift off one by one (as they have been already for years) and eventually they'll have to dramatically pare back operations to keep the lights on. If they can't bring on and keep new players the amount of time they can keep the game in the air drops like a rock.
  1. ryan1mcq's Avatar
    If i were a shot caller at blizzard i would have done my best to recruit the authors and teams behind WeakAuras, ElvUI, Plater, DBM/BigWigs and Details. Have them move with their families to California and set them up with homes and and hard to refuse salaries. These guys would be the new wow ui team going forward and have them create a brand new UI. With all those guys working together you can bet your bottom dollar you would have gotten the best UI of any MMO ever made, period.
  1. Spearhawk1969's Avatar
    Quote Originally Posted by Rageonit View Post
    ...and some of that functionality is, under current API, forbidden. Also, in the very post we're discussing, Ion comments on why some addons don't want to work in the current environment, even though they don't do anything "illlegal" - it depends on how are they written. This is to say that the huge part of ElvUI could still work in "Midnight", but the addon developers are not willing to: 1) resign of some of the functionality; 2) rewrite the addon under the new paradigm. Maybe it's too much work; maybe they don't want to accept the change; maybe it's a bit of both.

    It's unfortunate, but I don't see how Blizzard is to be blamed. Should it be Blizzard submitting to addon developers will, or the other way around?
    maybe Elvui should start charging to the UI improvements, to pay for all the extra labour they will add because of this?

    - - - Updated - - -

    Quote Originally Posted by ryan1mcq View Post
    If i were a shot caller at blizzard i would have done my best to recruit the authors and teams behind WeakAuras, ElvUI, Plater, DBM/BigWigs and Details. Have them move with their families to California and set them up with homes and and hard to refuse salaries. These guys would be the new wow ui team going forward and have them create a brand new UI. With all those guys working together you can bet your bottom dollar you would have gotten the best UI of any MMO ever made, period.
    please you KNOW Blizzard will steal their stuff and say "look at all the improvements we made", the idea etc are stolen left and right so why should they be bothered with recruiting someone for cash when they can rip off the already made work.
  1. chorx's Avatar
    Quote Originally Posted by Cheezits View Post
    Regardless of the "true reason", it has always been ridiculous that in order to play the game you need to mod it.
    Returning to the game is so hard after a year off, and figuring out what still works/doesn't work and messing with your addon stack is super off-putting. Looking up all the seasons addon profiles, importing crap, making it all work. It is a self inflicted issue, but I'd imagine this is a real issue a lot of people have.

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