Does having four difficulties of raiding actually take up enough dev time that non-raid content has to suffer for it, or is that a myth?
Of course the four versions of SoO are identical visually; I've just never been sure how much work has to go into tuning and calculating the numbers for each difficulty. Is that a huge deal, or is it just a matter of getting things in the right ballpark with some basic math, and then tweaking here and there as-needed?
I think people like to think Blizzard is full of people who can and do do every job, but the fact of the matter is that there's a team that handles art, a team that handles quest design, a team that handles encounter design, and the list goes on and on. Other content doesn't suffer because the encounter team has to balance a new difficulty mode.
Do you see Flex raiding replacing LFR next xpac? Or what changes to LFR do you hope for/ expect next expansion?
Oh, definitely not. There's no way. I think Flex will someday replace normal mode, with the proper difficulty adjustments, strictly because it's a way better system than being locked into 10 or 25 people and suffering when you're down one or two. But I don't know when that'd happen.
As for the next expansion: I think it'd be cool to have an additional advancement system like Diablo 3's Paragon levels. Account-wide benefits for progress on your characters. Got alts? Cool, here's some bonus stuff for them since you have three 90s or whatever.
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