cc_Tadaaah wrote: we won't share the mass amounts of data because that isn't something game developers do.
Plz to be publishing CC payroll data. /s
There is truth that end game players are going to play a lot more hardcore and pay a lot more attention to the meta strategies of the game.
I'm reminded of World of Warcraft's second through fourth raid instances, (Blackwing Lair, Ahn'Qiraj, Naxxrammas), being demonstrations of an evolving understanding of the player base by the designers.
BWL was supposed to take months, and was knocked over in ... a week, or so, before being hard gated by timed craftables. Oops, there are a few players that are whole orders of magnitude better than the play testers even with a cheat sheet straight from the developers.
AQ was overshooting a response to that, and largely punching players in the face while also time-gating things (until, lol, players discovered how to skip the first third of the raid and solo the major gating boss (shaman totems finally op!).
Naxx was the beginning of the developer shifting into what I believe is CC's philosophy, the mediumcore. So what if the top 1% of gamers roll over the game? They were going to, anyway. A game that only they can enjoy will leave an enormous amount of the player base disengaged (and lead you to such fun products as Vanguard, the Everquest 3 that 5,000 people played, maybe, but man oh man, were those 5,000 very well listened to people).
Ultimately, if the mechanic is "green is 10% chance of injury" which can be reduced up to, say, 5% with some additional power, then all statements provided can reasonably be true, high end players are going to run quests more often and therefore run into unlikely situations more likely and just like Firaxis and X-COM, everyone will remember the 1 in 5 "80% chance to hit" shots that miss, and none of the hits... not to mention, some poor clown is going to be the unlucky one who still draws an observed 50% miss rate. Meanwhile, I will be in global chat, selling my pitchforks. Rah rah!