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Aidan Moon

Aidan "Zirene" Moon, Senior Game Designer on World of Warcraft Classic/WoW: Forever at Blizzard Entertainment and former Riot Games LCS caster.

Oct 1, 2026

26:04
Mm-hmm.
26:04
The reason that this was taken away at first is obviously, like we said before, we wanted to try out the normalization, but we also wanted to expand on that and be like, "Okay, what do they actually need to function? How can we get things to a place where they don't need to scale with their damage, and have it be a direct reflection of their rage generation?" 'Cause it becomes a problem where, like, you get more rage from doing damage, which then makes you do more damage, which then makes you get more rage, and it's just this cycle.
26:26
So now it's a little more controlled, but like Kris mentioned, having that erratic, uh, rage bar is part of the warrior fantasy.
26:34
It is part of the, "I don't know exactly what I'm gonna do, but when I get there, I'm gonna have the rage to do it, right? And maybe I won't." And you're like, "Oh man, this, this sucks.
26:42
I'm not doing it the way that I want to." And then eventually you might have those crits, and that's a really good moment to have, 'cause then you see your rage bar spike.
26:48
That's the moment that we're like, "Okay, this is the sauce.
26:50
This is what they really like to have," and we're just putting it back in because we want players to have that feeling.

21 MINS LATER

47:35
Um, obviously you guys kinda removed that, so I just wanted to get your thought process on why, and what the goal is, and what your thoughts are on that in general.

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