"There is a pervasive myth that making content hard will induce players to rise to the occasion. We find the opposite. " -- Ghostcrawler
"The bit about hardcore players not always caring about the long term interests of the game is spot on." -- Ghostcrawler
"Do you want a game with no casuals so about 500 players?"
I wish outdoor gear was as good as it was in Legion, where casual players could fairly easily get into normal (and even heroic) raids and actually have a decent chance of success.
"There is a pervasive myth that making content hard will induce players to rise to the occasion. We find the opposite. " -- Ghostcrawler
"The bit about hardcore players not always caring about the long term interests of the game is spot on." -- Ghostcrawler
"Do you want a game with no casuals so about 500 players?"
Yeah this initial investment is a big thing a lot of people miss, kind of like wealth in real life. Basically, you put in the time *at some point* to learn the basic skills of this game that you honestly probably don't even think about/realize (not just dodging fire, but learning what it actually means to do competitive dps, always be casting, using defensives, etc). I think it was Preach who had a funny video about this a few years back with this moonkin who had this fancy UI and stuff and then was like literally not casting spells 30% of an easy fight lol. Just never occurred to him to do certain things good players take for granted.
All that being sad, though, it is definitely true that people don't seem to get how little time it takes to "gear up" and stuff now once you've crossed that initial barrier. I played several hours a night the first two weeks of the patch, but now it is probably 5 hours a week to fill out vault slots and that's it. Last season I had 3 characters above 3k score playing 5-10hrs a week (and not raiding).
Tier forging and having unlimited valor cap at season start is definitely new cocaine for many players. I don't expect for it to carry on to next expansion, but this newly found intensity is pretty great. I would personally love to see many cool thorgast abilities being brought to light. Imagine priest having your fade illusion to tank for you, or many other things that could benefit casual players with absolutely no cost.
Corruption was very enjoyable and the vendor they added later on where player could actually work towards their goals, was absolute win in my book. The only disapproval I've had with corruption is "high risk" scenario and lack of care in dealing with cc mechanics, and/or responding to it.
Mplus is more of a personal voyage rather than some end goal "complete key level 30, or else you are a bad person". Casual people can still do their keys, your key level will reflect your current confidence/competence level, which can always be improved with tools Blizzard provides. Example giving you unlimited cap at season start so you can drown yourself in +2 bracket while collecting all your bis/tier and upgrading your gear with +7 so you can move forward with more confidence.
"There is a pervasive myth that making content hard will induce players to rise to the occasion. We find the opposite. " -- Ghostcrawler
"The bit about hardcore players not always caring about the long term interests of the game is spot on." -- Ghostcrawler
"Do you want a game with no casuals so about 500 players?"
My point was that you get to decide how you play. It's not for everyone else to decide and try to characterize every player like they are some insect pinned to a board with a classification label next to it. It's how you view your own game.
On topic: As for whether or not Blizzard's developers understand and have started to treasure their 'casual' audience talk about it any time except during the last patch.
"...money's most powerful ability is to allow bad people to continue doing bad things at the expense of those who don't have it."
When people ask for casual content it's something outside of the 3 main activities. But whatever floats your boat.
Agreed. If "casual friendly systems" aren't in place for the entirety of an expansion they don't really count.
Perhaps that's what the game needs, something that's constant and there every single patch that allows for casual players to work towards something worthwhile.
What we've seen post MOP are different solutions every time, often introduced at the end of the expansions.
Just because one side (alliance) is underrepresented in competitive pve situations doesn't mean the game's population is unhealthy. Let's not pretend that either without having 1st hand proof. Also cross-faction play has been asked for since forever. It is just now that they finally change their narrow-minded design philosophies from 2 decades ago.
The question is, why now? Why make a change people have wanted "forever" now, if not because people are having major issues forming groups, due to dwindling player count? Im not saying the game is dying, im saying there is plenty of evidence that a LOT of players and raid groups have ended because maintaining a roster has become near impossible.
Raids have become so hard that people are just bowing out and focusing on more casual content like M+. That's why raid guilds have difficulties keeping people.
Unknown if Hazzyboy is aware of this or he will continue to make raids harder and harder and making even more people not want to engage with raiding. Maybe his ultimate goal is to make raiding available only to the 10%.