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Tag: Warhammer Online

May 7, 2010

WARBand Wigouts

Over at Multiplaying, Maeve’s written a bit of a missive on dysfunctional warbands in WAR and how she’s surprised at the amount of priority on skill and efficiency as opposed to good clean fun. It was definitely an interesting read and an encapsulation of what can happen in WAR’s warbands as they will around taking keeps, PvPing, and generally causing a ton of chaos.

I’ve never really been a big fan of people wigging out like a monkey on speed just because things don’t quite go their way. For one, thing, in PvP, it’s inevitable that even the most well-oiled teams will have a screw up or two, whether it’s to not land that perfect heal or run into a room and die messily to a bunch of angry boss npcs. Thinking that everything can and should go flawlessly every time is a total mistake, and besides, sometimes being foolish enough to scream obscenities at the opposite side as you run into their warband is a learning experience when it fails.

There’s also the idea of why you’re playing. Sure, there’s a lot of people who derive pleasure from a Hannibal-like plan coming together or from achieving victory in PvP. Obviously, winning feels good, and losing all the time is a crappy feeling no matter how you slice it. But people forget that sometimes it’s the exhilaration of taking a battlefield, dueling someone to near death, or barely making it out of an ambush alive that is fun, not necessarily the result. PvP, for those who enjoy it, is a way for people to test what they know and use against others of similar calibur. To stomp someone into the ground all of the time or to be stomped are equally demoralizing. But the occasional flub or messup is nothing to lose your marbles over. As recently as yesterday, I’ve seen people scream about their warband-mates being retards, idiots, and people who don’t listen. It’s kind of crazy, and not because of the fact that my listening is verified by having to see typed nerd rage on the screen. People sometimes lose focus about the core idea of why they play PvP style games, or any game for that matter. It’s sadder than a panda who can’t roll off of his back.

Don’t get me wrong – I definitely get annoyed and sometimes even angry when the best laid plans get ripped to shreds by the opposing side. But In the end, a game is supposed to be fun and exciting, no matter what the reason you have for playing it. If you’re getting messed up to the point that headphones, potato chip bags, and the occasional keyboard suffer the results of your frustration, it might be time to tak a step back and evaluate why you’re playing. Trust me – finding out and rediscovering why you play and enjoy a game is relaxing and enlightening – and the fists with which you beat dents into your desk will thank you for it.

April 21, 2010

Mythic’s Marvelous Mea Culpa

If there’s anything that sucks to say sometimes, no matter if you’re an individual or a company, it’s “my bad”. Whether it’s in everyday interaction as simple as bumping into someone and causing them to scald themselves with hot coffee, or as complex as a fender bender car accident, we’re all going to be put in the place to say “I’m sorry” at some point. Sometimes it helps (“oh, that’s ok, I was freezing and the coffee warmed me up”) and sometimes it doesn’t (“I’m gonna sue your ass for rear-ending my Mercedes, bitch”), but the key in any apology is how you go about doing it.

This is especially true for MMO developers, who have to handle being wrong while at the same time explaining what happened. In the waters of online forums, fansites, and blogs, posters and writers of a particular MMO are at times sharks, smelling blood in the water and attacking with ruthless ferocity. Such as it was with Mythic Entertainment, which experienced a billing snafu two weeks ago that had people charged a ton, some at least over 20 times, for their monthly subscription fee.

Mythic’s been raked over the coals (understandably so) by a number of folks for the messup.  I’ve got friends at Mythic, and it pained me to see the hardship they had to go through trying to fix the nonsense that had occurred because of payment processing craziness. It’s because of this personal interaction I’ve had with them that made me had faith. Faith that when the inevitable apology came, it would be a good one.

Today’s letter from Mythic’s Jeff Hickman about the payment issue comes through by explaining first, in detail, what exactly happened, second, what they are doing to fix it, and third, what the current status is. Normal stuff, right? But then comes the in-game compensation, which is as follows:

Over the past 15 years we have always strived to do what’s best for our players. We are truly sorry, and want to work to make things right and restore our relationship.  We hope you will accept this small token of our appreciation for your continued commitment to our games:

For starters all players will earn 100% bonus experience and renown when killing enemies and monsters for two weeks. As well, during this time we’ll be hard at work designing and implementing a special vendor. This vendor will only accept special tokens that will be sent to your mailbox, using these two tokens each of your characters will be able to receive two of the following items:

  • Bottomless Chaos Black Dye
  • Bottomless Skull White Dye
  • Imperial Griffon Mount (Order)
  • Enslaved Manticore Mount (Destruction)
  • WAR Tract – earn a free level
  • Choose from any of these pets – Order: Imperial Hunting Hound or Dwarf Keg Handler; Destruction: Warlord’s Fell Hound or the Goblin Bar-Back.
  • Change your appearance with any of these illusion items: Skaven Skin Cloak (skaven), Kossar’s Helm (bear), or the Signet of the Cursed Company (skeleton)

Please accept this gesture as a step towards rebuilding our relationship. From all of us at Mythic, we thank you for your time, your commitment, and your trust that helps us to make great games year after year.

Bonus experience, and the choice of what appears to be an amazing set of items normally only preserved for contests and special events. The in-game benefits of said compensation will be huge for some players of WAR, that’s for sure.

Say what you will about WAR‘s struggles, and the fact that this doesn’t completely wipe out the inconvenience some people went through – the latter is especially true. This is pretty much what sets Mythic apart from other MMO companies. They have a deep connection to their community, and an understanding of their customers that makes their service top notch. Ever since DAoC, when I first started interacting with them on forums and fansites, Mythic has always gone above and beyond when it comes to talking to their players. This is basically their stock in trade, making the fact that their design has struggled to take hold in the MMO playerbase all the more unfortunate.

When you do something wrong, you’re never going to totally eliminate the fact that it happened, or make people forget. It’d be unrealistic to think as such. But the effort to apologize and make amends is always huge when you’re at fault – and Mythic understands that. WAR‘s been in the public eye a lot lately – both for good and bad reasons – and one can hope that with so many eyes on it currently, that this will go a long way towards making people believe they empathize with their players.

February 17, 2010

Back to MMO Nostalgia

Syp has a notion regarding returning to an MMO, with LOTRO being the most recent foray back from other shores. Syp talks a bit about his experiences logging on, what’s changed, and how the community reacted to his need to accomplish game tasks.

I’m seeing this trend more and more among my fellow bloggers and MMO players in general – this thing about going back to a game you previously played for various reasons. Some go back because others are in the mix that they miss gaming with. Some go back because something else in another game has turned them off. And yet others go back because of a sense of nostalgia, a fond remembrance of good times and many hours spent in a favorite game.

Pessimists among us would say the mass return of players to various MMOs is a reflection of poor quality on the market’s current offerings and their staying power. But you know me – I’m always a sunny person with these things, and going back to MMOs you like is not necessarily a doom and gloom notion about the market as a whole. Really, I think that current MMOs, if they don’t satisfy someone, speak to a desire that he or she wants out of a game – one that can only sometimes be found in a game they played before. Leaving an MMO for the “new and shiny” and then coming back, also known as the “MMO Tourism” syndrome, is not terribly awful because people learn more keenly what they want and desire out of a game. General notions of “fun” and “cool” turn into more specific things such as “balanced, fast-paced PvP” or “dungeon crawls with bosses that aren’t just a tank-and-spank affair”.

Putting the tourism argument aside, there’s nothing wrong with nostalgia, either. In our general culture, “nostalgia” and its revival today is met many times with positive reaction. Sure, there are some movie remakes or TV show “reimaginings” that have flopped, but for every failure there is at least 1 or 2 successes that are successful at bringing back old feelings. Such as it is with MMOs, with Blizzard being the most visible of examples with the upcoming Cataclysm. This kind of re-visitation is not a weakening of the current market but a strengthening of the core things that make MMOs a success, and trust me – developers are watching what tweaks a player’s sense of good times.

I myself have forayed back into WAR for a bit. Mythic may have had its challenges, but the greeting of a returning player is certainly not one of them. You get pop-up entries of what’s changed, a new user experience that gives you a tutorial of game controls both new and old, and a real easy way to get back into the game with things like a limited, but endless, free trial. Along with the instant gratification PvP and casual nature of the game, it’s nice to come back to a title that doesn’t demand my attention in hours-long raids or a grind that would make Greek rock-pusher Sisyphus cry. I’d have never found out what I really wanted in an MMO had I not tried others to find out – and I suspect some of the rest of you have the same experience. Viva la Old School!

October 26, 2009

The Subtle WAR

Sun_Tzu_Art_of_War_compact_discsOver in the land of Mythic, something interesting appears to be happening. Flying under the radar, Warhammer Online seems to be under the torrent of stormy MMO waters above. If Aion, Champions, and even Fallen Earth are ships sailing above the surface, WAR is a submarine, cruising almost casually underwater.

But as we know through Discovery Channel reports and interesting classics like Crimson Tide and The Hunt of the Red October, a submarine is far from idle. Inside, the crew works feverishly to keep the submersible going, and they only surface or send signal of their presence only when absolutely necessary. Such as it is with WAR, whose team is content to slide along quietly tweaking and fixing long standing problems – and preparing for an inevitable curiosity from players that have left it.

As I’ve written before, talk is cheap unless results deliver. The fixes to performance are definitely noticeable in the latest 1.3.2 patch, as are the changes to city siege and the ability to purchase high end renown gear. More interesting and even more subtle, however, are the communications, which are now appearing in short term bursts – fast and furious. Some of these include:

These are just some of the ways that Mythic is not only talking about what they are fixing, but actually doing so – and doing it in a way that doesn’t try to desperately grab a lot of attention. This, to me, can be nothing but a good sign for the game, dispelling doomsaying rumors of shutdowns and showing how dedicated, if not stubborn, the Mythic team is regarding WAR. Not surprisingly, I’ve always had some good things to say about WAR on this blog, and if the communications and results that ping people’s radars keep at it, I won’t be one of the few for very long.

October 15, 2009

WAR’s Continuing Polish

a-3Not to be outdone by their own push to show off their new performance and stability improvements, WAR released a brand new Producer’s Letter for 1.3.2 and Beyond, speaking about the current patch and teasing a couple of new details for future patches.

The letter is worth a read – not just for the usual trumpeting of the features of the latest patch (which hit today) but also for the overall theme of beyond it, which is to be, in part, a bugfixing and polish patch. Once again, I have to like the measured, cautious direction Mythic is taking with their patches – knowing that they have fundamental issues in various key areas and addressing them is perhaps the best strategy they can take while players are still mesmerized by the new shiny of other titles. Some secondary-ticket items will potentially make it into 1.3.3, including the ability to walk and sit, some graphical improvements (bloom and the like), and UI and patching fixes. It’s nice that they’ll be able to take care of these other minor annoyances while doing the usual on the big ticket items – RvR, the T4 campaign, and more.

Speaking of big things, perhaps the largest is the tentative detail given about a new Underdog system designed to help underpopulated or constantly beaten-down factions on servers. VP point reduction for the losing side and the ability to flex to fit the current RvR situation were the only concrete details given, but in lieu of solving population balance with more extreme measures that take time (like adding a third faction), this is potentially another way for Mythic to stabilize situations on their remaining servers where one faction has been dominating another to the point of demoralization.

All of this points to continued effort and work by WAR to fix their product, and from a conjecture and speculation standpoint, the work being done here points to business as usual and the train moving forward, and not the impending doom or shutdown of the game as some have feared. Is that still a possibility? Of course it is, as it is with most any title in this situation that’s released in the past two years – but the steps forward here, while seemingly small, provide needed polish and fixing that will position WAR in a better place in the long term.

October 14, 2009

The WAR Stability Balancing Act

StabilityIf there’s one thing that has made Mythic’s Warhammer Online a bit more difficult to bear for customers over the past year or so, it’s stability and performance. In a game that is dependent on both population and massive group combat in order to increase fun factor, it’s critical that the game run as smoothly as possible. Of the reasons that folks have cited for deciding to (temporarily or permanently) leave WAR, one of the largest reasons is the fact that the game has struggled to perform well in situations where it needs to be.

Well, it’s possible that relief might be on the way. During 1.3.2 PTS testing, Mythic seemed to find something in their engine that needed a bit of tinkering, and as a result, overall performance response is theoretically better. Last night on the PTS, this was put to the test as hundreds of players logged in to stress test keep sieging and open RvR. Performance for me was significantly increased and I didn’t crash once, something I’d experienced on and off during the time when I was playing WAR more frequently.

If the patch goes live, those that are playing WAR currently should see a similar bump up in terms of the performance with a reduction in hitching, lag, and crashing. Live is going to be a test in and of itself to see if the engine fix is working properly, but things should hopefully improve.

Not surprisingly, I have positive things to say about this revelation and change. While stability changes are far from “sexy”, the fact that such a core change can be made to the engine to improve it means that things could be heading in a correct direction. There’s a bit of a balancing act Mythic is playing with these stability tinkerings – tweak a bit too much and you could create new problems, but don’t do enough and players will think you aren’t able to fix fundamental problems with your engine.

Still, as I’ve written many times, the incremental and cautious approach is a good one, and with changes to core problems the priority, the way could be paved for the “marketing sexy” that Mythic can use to trampoline WAR back into the MMO radar – expansion perhaps? We’ll have to see.

October 6, 2009

The Great WAR Community Q&A

Over at Warhammer Alliance we’ve got a nice little Q&A that we’re planning on dropping on Mythic in the very near future concerning WAR. The idea is to create something comprised entirely of user questions from the community and put them in the interviewer’s seat for the developers.

Whether you are or are not a current subscriber, head over to the Warhammer Alliance forums and participate by submitting a question or three. We could use the material!

September 18, 2009

The WAR Birthday Party Speech

Audrey's 1st Cupcake...er, I mean Birthday
Image by She Takes The Cake via Flickr

Today marks the first anniversary of the release of Warhammer Online, the spiritual successor to Dark Age of Camelot, and Mythic’s 2nd major attempt at an MMO. It was one year ago today that WAR, the darling of the MMO playerbase at the time, released to major fanfare and anticipation.

Even someone as optimistic as I am can’t really ignore the fact that WAR has had a bit of a rocky first year. Growing pains, a child that stays up most of the night crying, and difficulty potty training – you can pretty much use any analogy you want if you’re a parent and you’ve had issues with the trials and tribulations of taking care of a baby, as WAR has been. A dip in subscriptions and being plagued with a variety of core issues have meant that WAR has taken a body blow this past year in terms of its success.

But to be honest, WAR is far from dead. Making it to the one year mark without being shut down by EA, known to cut off products that are underperforming, says something. It says that EA is still committed to making a mark in the MMO business, and though Star Wars: The Old Republic is miles away, funding is still being poured into the WAR machine, with Mythic’s employees toiling away at smashing bugs and fixing imbalances. There are a lot of people who want to write off WAR’s little baby of an MMO, but it’s not done learning to crawl just yet. In fact, having others not pay attention to it for a while might be a good thing, as other MMOs like Aion and Champions take the harsh light of criticism from an increasingly discerning playerbase.

I’ve written about this before, but a curious shift in the way WAR’s developers communicate with the playerbase, as well as incremental changes rather than sweeping ones, has led to the last couple of patches introducing some much needed changes, such as the reduction of AoE and CC, the beginning of the revision of city siege, the upcoming removal of stun as a crowd control element, and the modification of fortress roles in RvR. All of this points to an understanding of WAR’s problems – which frankly, are few, but happen to be core issues that cause players to unsub in frustration. Some time to fix these issues without worrying about what more to lose is the ticket WAR needs to stabalize itself as an MMO in this saturated market, and the slow progress towards those goals is being realized even as we speak.

Really, for as much as WAR has had trouble with, objectively speaking they have gotten a lot of things right. Public Quests are a huge innovation that has made it into releases as recent as Champions Online. PvP experience and casual scenario-play has seamlessly worked well in WAR, making PvP not just a nice diversion but also a means to advancement. Quest marking through red circles for marked locations has saved a lot of time and effort for PvE players. Many fundamental things with WAR are actually right, overshadowed by admittedly public and glaring core issues such as stability, RvR campaign problems, and class balance. So as much as the game has been touted by some negative Nancies as a failure or an upcoming failure, it’s had a bit of both in the win/loss department.

The coming months are going to be an interesting time for Mythic. With many of its former subscribers off to check out other games, they are now working in a mode where they have to gain the equity of its observers back with a few solid patches and perhaps the tease towards something major to redesign core elements of the game. Speaking of observers, if WAR can take a bit of hope away, it’s that just about everyone I talk to, and everyone who posts in places, says that they haven’t stopped following WAR and at least check up on it to see what’s different or changed. The offering of a more extensive free trial following a couple of solid under-the-hood patches is just the ticket to entice players to see what WAR can do, and it’s up to Mythic to get the job done. Working from a position of nothing to lose and everything to gain has its advantages.

I’ve had the pleasure of meeting the Mythic folks, and as much as people like to trash on them for not caring, it simply isn’t true. You won’t find a more dedicated, passionate, down-to-earth bunch of folks in the game developer industry, who feel more keenly than anyone the growing pains their game, which people seem to forget is their way of paying the bills. The future of WAR is still an open book, but were the WAR baby to fall flat on its face after celebrating its birthday, it won’t be for lack of trying on the part of the parents for trying to get the child to walk.

Happy birthday WAR. As one of the most fun MMOs I’ve played that I could play casually, I’ll continue to give you my (overly positive) support. Cheers!

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September 1, 2009

WAR’s 1.3.2 Cannonball

cannonball smith de ilegal ! !
Image by Danny Playami via Flickr

Well – Zemanta couldn’t find me a good cannonball splash picture, but a human cannonball will be just as attention-grabbing, I think, right?

Over at Warhammer Alliance, I’ve posted an interesting interview with Jeff Skalski that talks about the WAR one-year retrospective. But there’s also stuff about patch 1.3.2 in the interview, a bonus to what I was honestly asking about when I crafter the questions. If patch 1.3.1 was the bugfixing patch, this is the cannonball splash patch, perhaps meant to draw a little bit of attention away from upcoming releases and show players that even if they are choosing to take time off from WAR, that progress is still being made.

The highlights revealed include:

  • Removal of stun from the game entirely, to be replaced by a break-on-damage mez called “stagger”.
  • Surgical look at several Destruction classes, including Magus, Witch Elf, and Black Guard
  • A possible Underdog system to assist the faction being dominated on a server

While these things are tentative and not final, this is definitely a splash in the pool for WAR fans everywhere. With AoE and CC being the main issues being worked on, the removal of a single form of CC is going to be huge in and of itself. The scalpel is finally being taken to classes that need it, as much of an admission of not giving as much love to some classes as you’re going to get. Population imbalance also has a chance of being helped along as well. Coupled with the other things that have been teased already, like a hireling/sidekicking system and the reworking of fortresses in T4 RvR, this seems to be the patch to watch for and see what happens.

It is probably not a long stretch to assume that Mythic has adopted a sort of all-out attitude with patching and fixing. With them arguably being out of the spotlight for a couple months, it will be WAR’s time to fix issues, gain their reputation back, and be ready for those curious enough to return to another stab at the campaign. To be perfectly honest, they have nothing to lose, so if they’re bleeding chips and betting on a couple good hands, all the more power to them. I personally like them very much, and hope that WAR can and will be a viable player in the MMO market. Some may not believe that – but patches like this show they aren’t giving up any time soon.

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August 27, 2009

Culinary Class Balance and WAR

Description unavailable
Image by shaletann via Flickr

This is a cross-post of an article I wrote over at Warhammer Alliance about class balance in WAR. Oh yes, I do more than just be optimistic on this blog – I write words elsewhere.

I think we’ve all been at some point victim to what I like to call “Restaurant Dish Remorse”. The situation is pretty simple – say you go out with friends to a restaurant that you’ve never been to before. You peer over the menu and look at items of interest along with everyone else, and because you haven’t been to the restaurant before, all you can really go on is descriptions and words – things designed to idealize the dish that will be placed before you in short order (if the service is decent) and make it sound like the best thing in the world. Something might catch your eye – maybe it’s the words “balsamic glaze” or “accented with a rich beef gravy”. Maybe the words are simpler, like “steak”, or “suicide spicy”. Either way, you decide to order up something that you think looks good, and so do your friends.

But when the plates come out, it’s not as you hoped it would be. Sure, it tastes decent, but something appears to be missing, whether it be in the presentation, seasoning, or overall texture. Meanwhile, your friends, who may have gotten something completely different, have dishes that look absolutely amazing. They smell and appear to taste great, from your friends’ reactions. They definitely seem 10 times better than your own offering, filling you with a sense of regret and longing. Thus you have “Restaurant Dish Remorse”, and most times you’re left to either finish your plate or steal a couple bites off of your friend’s.

Such as it is with the current perception of WAR’s class balance. Perhaps not so much as an elephant in the room as it is something that people have been waiting to get , class balance has been one of WAR’s sticking points from the very beginning. Whether it’s the fact that Squig Herders were underpowered, Bright Wizards were overpowered, or classes were seemingly ignored, it’s been a known entity that it;s been a bit of a struggle, both for the players and for Mythic’s poor and embattled Combat and Careers team, arguably the ones with the worst, ugliest jobs ever.

Mythic’s class balancing philosophy has changed since the release of the game. Before, they were quick to introduce large scale fixes and sweeping changes, taking sledgehammers to general mechanics and reducing or buffing things across the board. The philosophy is seen in patches such as 1.1 and 1.2. While specific class changes were made, they were indicative of an overall direction for balance in general, whether that had to do with resistances, with reduction of crits, with the increase of “white” or normalized damage, and the like. Mythic has become quite a bit more cautious as of late, holding off on implementing yet another larger patch to address AoE, CC, stats, and more until very recently. All the while, Mythic’s C&C team has been taking in feedback, and in response to player concerns has at times taken a stance that the empirical evidence provided and the “big picture” shows something very different from player perception.

But the problem with player perception is that it is extremely strong, and not to be underestimated. No matter how many times you explain to players that, say, scenarios are more about who did the objectives and got the points rather than who did the most damage, players are going to look for obvious markers that make them feel funny about class balance. No matter how many times you might say that normalization and sweeping changes are necessary before specific tweaks, the players’ more immediate pain of being CC’d down or damaged before having a chance to fight back is still felt. Certain classes will always be the target of “overpowered” (Bright Wizards/Sorcs) or “underpowered” (Magus/Shadow Warriors) accusations. But even if the empirical data points to a result that doesn’t match players’ perception, nobody wants to feel like the class choice they made was the wrong one. No one wants to feel as if choosing another class or worse, watching an opposing class dominate, means they have it so much better. This sort of perception wipes out any kind of acknowledged intelligence in taking things like class balance a bit more slowly.

It’s a conundrum of sorts. How do you not compromise your design by going against your observed data while still accommodating and taking action on the very real player feedback data/perceptions that are arguably just as legitimate?

The first is to establish a good dialog with the players, accompanied by some very real and concrete ideas about specific, surgical changes to classes. Make player perception work for Mythic, and not against them. If someone has chosen a class for their main, they feel a great affinity and protectiveness about that class. It makes it harder to sell general, sweeping fixes that are “good for the big picture” because players’ immediate concern is whether or not x ability they have is useful or y ability they possess is bugged. I haven’t seen this as much (with a certain Magus thread in our forums being the most glaring example), and think that the C&C team needs to work closely with Community to establish not only a line of communication but one that is known to be two-way. The worst thing any class balance team can do in my experience with MMOs is to make the players of a particular class feel ignored or shafted, that their feedback isn’t acknowledged. In this scenario, feedback turns from constructive to destructive, as frustrated players who are not seeing the commonly agreed upon problems of a class addressed resort to harsher means to get attention. Taking more time than is currently allocated to send answers to player concerns, showing them the ideas and thoughts behind speciifc proposed class changes, and then acting on that will go a long way.

The second is to provide a little bit of education. While recent interviews here on Warhammer Alliance and on Gaarawarr Gabs have shown us a little bit behind the C&C curtian, the effort could be greater to show players how the balancing works. The issue with a lot of players’ perception about balance is that Mythic’s responses and ideas regarding it are mostly a mystery, relegated to a few Community posts here and there. While all the nitty-gritty need not be revealed, knowing a little about the roadmap of class balance, showing (heavily disclaimed) timelines of when specific classes will be addressed, and regularly doing updates on Combat and Careers issues will go a little ways to making some players understand the overall vision for balance. While you’re never going to convince some players who are adamant that they know better than the developer team, this does not mean that the effort to provide a bit more context to patching and balancing is not worthwhile.

Lastly, it’s really just all about results and delivering. At this stage of the game, talk – even the kind that I am making in this article – is cheap. Results are the only thing that ultimately matters, and that is especially apparent with class balance. If Mythic wants to smash perceptions that they only play Order these days, or that they can’t nerf exploits and bugs, or that certain classes are simply easymode, then they have to make sure they execute their balancing patches – and soon, even in the midst of being cautious. It really all comes down to making all the dishes in the restaurant relatively appealing. While there can be talk about making the wait staff more efficient or getting better cuts of meat in general to make things better, what really ultimately matters is the dish that is put in front of players to eat. If Mythic can do this, they’ll be sure to make all their class dishes tasty enough to eat, instead of the alternative of having everyone order the one or two dishes that look amazingly good in a seemingly average menu.

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