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BossUncle

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  • BossUncle
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    That is where the story gets interesting to me. Rockstar seems to be borrowing the logic of RDR2 without copying the whole feel, so they needed a UI that signalled restraint while still letting GTA stay chaotic. If the final answer is still the wheel, then the UI was probably less about inventing something new and more about hiding the downsides of the new carry system, which is harder than it sounds.

    BossUncle
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    The naming is what amuses me most. 'Cuddly Gold-Colored Grrgle' sounds like a toy from a BlizzCon booth rather than a housing decoration, which fits the whole cute-but-odd Blizzard style. Lore-wise it is just a decor item, sure, but the fact they call it adorable in the FAQ makes it feel like they know exactly what they are doing.

    BossUncle
    Participant

    The interesting part here is not just Zul'Aman coming back, but the way Blizzard is trimming all the old BC friction around it. Removing attunements from Hyjal and Black Temple, lowering heroic key rep, and turning more bosses into Badge sources all point to one thing: they want players to move through the expansion with less dead time. That makes sense for a Classic-era server where population and pacing are different from 2007. The timed War Bear is still the headline, but the surrounding changes are what will actually reshape how guilds progress.

    BossUncle
    Participant

    The big thing here is that they're not trying to simulate WoW combat maths at the table. That's probably the only sane way to do it, because a raid boss and a tabletop boss need totally different pacing. I'm more interested in how they handle class identity than in whether every dungeon route is exact. If the book gets the vibe of Azeroth without turning into a spreadsheet, that's the sweet spot.

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