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Wait you mean Blizzard LIED to people? Why I never.
-Warcraft 3 Reforged. That's it. That's the tweet. The entire game was a lie and it still holds the record for lowest Metacritic score.
-I'll let Asmongold speak for the litany of WoW stuff: https://www.youtube.com/watch?v=9GxAldSmX3Q
-Ditto for The Decline of Blizzard: https://www.youtube.com/watch?v=N0FIoXo0aWw
-The Diablo Immortal incident. Just think of how awful you have to be to get booed at your own convention! Do you guys not have phones?
-Pulling support from HOTS and Starcraft 2 after saying they would never do it.
-Literally calling the players too stupid to understand a nerf beyond mana costs when nerfing Fiery War Axe.
-Lying to players when deciding not to update Deathstalker Rexxar for each new set, claiming it's too difficult to code due to text size. Mike Donais got DESTROYED on reddit for this one, including by actual coding experts who showed him that it's a 5 minute fix tops.
-Claiming no Druid cards are a problem in MSOG before nerfing the problem Druid cards immediately after Smash Bros. Ultimate came out and stole away a massive amount of Hearthstone players.
-Claiming Vicious Syndicate's article about polarity (https://www.vicioussyndicate.com/meta-polarity-and-its-impact-on-hearthstone) is wrong because Blizzard's internal data says so. This one is just LAUGHABLY stupid given play data is public information, but Blizzard has gotten away with lying to people for 20 years so why not keep trying?
-Claiming Cubelock was only the 12th best deck in the game after nerfing every other tier 1 deck, then having to nerf Cubelock anyway.
-Waiting a year to fix Naga Sea Witch in wild, which only happened because one angry player took out ad space on the Hearthstone subreddit and attracted media attention.
-Nerfing Unleash the Hounds because they don't like players punished for playing minions, then printing Spreading Plague and refusing to touch Mind Control Tech, before banning Mind Control Tech in arena and eventually having to ban it in standard.
-When nerfing Tess Greymane, they outright lied and tried to slide it in under "bug fixes" so they wouldn't have to give players the free dust, then blamed the players for being mad about it.
-They printed The Caverns Below, a card so badly designed that it was nerfed four times, and they tried to not nerf it at all by citing win rate stats before saying it should be nerfed due to 'player feels'. Two nerfs for Caverns directly, one for Giggling Inventor because Caverns easily abused it, and a fourth nerf to make sure Sonja overrode the Caverns ability. This was also the fault of the players, according to Blizzard. You cannot make this shit up. At least when Demon Hunter came along they had learned their lesson and were quick to deliver.... 13 nerfs to the class.
-Their constant lying about arena deserves its own rant, but just know that a topic like this happens about 5 times per year at least: https://www.reddit.com/hearthstone/comments/75h2io/blizzard_is_lying_about_the_arena_again_eithe
-Failing to properly test Jan'alai's battlecry with Brann Bronzebeard, then lying to players and claiming it was a client side issue.
-Lying to players about sales data and play rate metrics when this information is all public, which is similar to what Wizards tried to pull with Magic not too long ago.
-In March of 2019, Dean Ayala asked for player feedback about what would get them back into the game. Blizzard lied and claimed Hearthstone was not losing players, and that this survey was purely random. Turns out Blizzard was lying, because half the players left due to frustrations with the company: https://mmos.com/news/superdata-releases-digital-games-market-for-february-2019
-Censoring artwork for China while claiming it was a maintenance update, and never actually including it in patch notes. Nerfs, bug fixes, and censorship tucked away in maintenance updates is a pattern with Blizzard games as a whole, not just Hearthstone. And why? Because Blizzard is a bunch of liars.
-Remember the Saviors of Uldum fiasco when rewards got slashed? I do. You'll notice a familiar theme here of "rewards are shrinking and people are complaining about it".
-Remember when people were getting banned left and right for playing Snaplock in Wild and *not* using scripts, because Blizzard's cheat detection software is garbage? In fact, the only people who got banned were people not cheating! The internet certainly remembers: https://www.reddit.com/hearthstone/comments/d4tnb4/time_to_say_goodbye/
Remember how long it took for those bans to get reversed? And we STILL don't have better animation speed - at least, not to 2020 standards. Fixing poison and Spreading Plague were nice, but this entire game needs a speed overhaul.
-Remember when Blizzard suspended someone for a year for saying China should recognize Hong Kong's independence, but someone else said a homophobic slur during an Overwatch tournament and only got suspended for four matches? The internet remembers.
Blizzard is so awful that they actually got Congress to agree on something even with how divided our politics are. Consider how impossible that is.
-Remember when Blizzard laid 800 people off due to financial concerns and then Bobby Kotick gave himself a 30 million dollar bonus in 2019?
I could go on. Of *course* Blizzard leaked a survey about the rewards track and lied about how it gives the same amount of gold.
That's what pathological liars do. They continue to lie.
Blizzard will eventually respond and "adjust the numbers", but people need to be aware of something called the Overton Window: https://en.wikipedia.org/wiki/Overton_window
Blizzard knows that we know they're a bunch of trash, so any changes they make are done with this tactic in mind. Here's how it works. Blizzard, or any corrupt institution, knows you won't budge from where you're at to their desired new belief because you've been lied to so long -- in their case, it's accepting less rewards in Hearthstone for a bigger time and money investment. The way to get you there is to introduce something so laughably outrageous and corrupt (the current rewards track) that the eventual reversal feels like good will. In reality, they're only walking it back to the original desired end point they had in mind. That's how moving the Overton Window works. This is a very common strategy among corrupt governments and big companies.
What this means in layman's terms is that you can 100% guarantee Blizzard's eventual reversal will still overall be giving you less rewards for a bigger time investment. What you the players need to do is keep revolting against these idiots until you get the outcome that you want, not what benefits them.
How We're Developing Our Next Expansion Differently
From Path of Exile's release in 2013 until late 2015, we struggled to grow the community and were getting worried as the game's popularity started to slowly decline. We tried releases of many different sizes and cadences, before eventually settling into a 13-week cycle with the launch of Talisman in December 2015. Since then, we have developed 19 leagues with this cadence and had a lot of success with it. Path of Exile grew exponentially and allowed us to put even more content into each expansion to meet the expectations of our growing community. I even presented a GDC Talk on this process, which was very well-received within the gamedev industry. I still receive mail every week from developers at other studios who feel that the talk was of great value for their teams. Things were going well and we thought we knew exactly what we were doing.
Then 2020 hit and exposed just how vulnerable our development process was to unexpected events. To some extent, we were lucky that a black swan event (such as a key team member leaving) hadn't caused similar disruption to our schedule before this. We want to preface this by saying that the government-mandated lockdowns were not the root cause of the issues, but they had a significant impact and added to an already high-pressure situation. Due to the way we've been developing expansions, we had almost no wiggle room to manage the additional overheads of lockdown. Even under normal circumstances, some expansions were coming in quite close to the wire. There is a reasonable chance that we may experience another lockdown, or some other unforeseen event that adds extra pressure and we need to create a development plan that has enough breathing room to allow that to happen. After two lockdowns, we delayed Heist's release by a week and it was still not enough to mitigate the combination of constrained resources and ambitious development scope, as Heist was by far the highest-content league in PoE's history. (Adding to this pressure, our country's borders are closed which means our international hiring is frozen for the foreseeable future).
Which leads to the next issue - regardless of how difficult pandemic pressures make development, it's genuinely hard to scope out how long a Path of Exile expansion will take to develop. Some systems that appear easy to create end up taking several iterations to get right. Conversely, some things that felt like they'd be really hard just come together quickly and work the first time. Usually these over- and under-estimates average out during the development of an expansion, but sometimes you get ones that are developed a lot faster (Legion) or slower (Delve) than usual. If you categorise Path of Exile releases into the "good" and "bad" ones, you see a clear pattern of times when development took less (or more) time than expected. This shows that correct scoping and risk mitigation is critical to ensuring a good Path of Exile launch.
Another important topic to discuss is that of Feature Creep. This is when the featureset of a piece of software gradually increases over time as developers think of more cool stuff to add, eventually causing production problems. This is a somewhat common problem in software development (for example, there's a boss in Diablo II called Creeping Feature as a nod to this, over 20 years ago). While Feature Creep sounds like a terrible thing, it can often be great for making a game feel special. A lot of the stuff that makes Path of Exile special was added because a developer thought of something cool and worked hard to squeeze it in a specific release. While Feature Creep can wreak havoc on a schedule (and hence the overall quality of an expansion at launch), it's also important to make sure that developers have a way to still add those special touches that make the game feel like it has endless stuff to discover. We feel that this is best done in the planning phase rather than late in development when such changes can affect the quality of release.
Late in Heist's development cycle, we had a serious internal discussion about how we could restructure our development process so that subsequent expansions are less risky. This discussion resulted in an experiment that we decided to carry out for the next three month cycle.
We have defined a very specific scope for December's 3.13 expansion. It contains everything that a large Path of Exile expansion needs, but no more. I am personally handling the production of this expansion to make sure that no work creeps in that isn't in the planned scope. The schedule that we will hopefully achieve with this approach will likely have everything quite playable and ready for gameplay iteration before our marketing deadline, and in a very stable and polished state by the time it is released.
The positive consequences of this experiment are clear: if it succeeds, we'll be able to deliver 3.13 on-time, with a strong stable launch, plenty of gameplay iteration and solid testing of features. If this experiment works as we expect it to, we'll be able to continue using it for future expansions which will allow us to continue with our 13-week expansion cycle, which we strongly feel is best for the continued growth and long-term health of Path of Exile in the period before Path of Exile 2 is released.
This experiment comes with some side effects, however. You'll definitely notice that the patch notes are much, much shorter than they usually are. That's because we're focusing on getting the most important changes done, and doing them well. I'm aiming for us to try to fit the patch notes on just a few pages, if we can manage it. This does mean that we have had to be careful to pick our battles though - the balance changes we are doing have been carefully chosen to have the largest impact and fix real problems. It's also likely that we'll front-load the announcement to have more of the expansion's contents revealed at once, reducing the number of small teasers we post in the weeks following announcement.
Our goal is that 3.13 takes 50% of the overall development hours of Heist (which means going from a situation with overtime to a situation with testing time), and yet feels like a large December expansion. If you're interested, it's an Atlas expansion (like War or Conquerors) with an in-area combat league and a few other bits and pieces. We'll also be announcing it in a slightly different way than we usually do. Stay tuned!