Post#304 » Tue Mar 29, 2016 9:00 pm
The real answer really would be poor planning, design and especially poor management. There is no big conspiracy about this, and Blizzard wouldn't waste time and money for something they didn't need to do.
The fact is Mythic/EA were short sighted on a lot of things. Part of the design was aimer towards oRvR while the rest was designed to compete straight against WoW, including aping some of it's mechanics. With schedules being more and more tight there's a lot of stuff that ended up unfinished or forgotten.
Hell, the Tome of Knowledge alone is proof of that. There's a SHITTON of missing stuff in it: missing rewards, achievements. Even entire mechanics like the "card" mechanic that was never finished. I also remember that during beta, it took them a while to even introduce keeps in lower tiers, which was not planned initially until they backed down (after a lot of outcry). The missing capital cities as well, and the overall jankiness of the engine, which even on live didn't manage collision all that well for instance
You're putting way too much importance on the supposed glamour of WAR by the time it was developped. Blizzard wasn't involved because Blizzard didn't care. The fault lies entirely on EA for pushing this product out too fast and Mythic as well, at least a bit, for some very jarring design faults at the core, especially for oRvR.
It was also the common mistake (still is) that the "target audience" of WoW are interested in MMOs at large and would leave it. WoW players were not interested in MMOs. They were interested in WoW. It's the same today with LoL or DOTa players who aren't necessarily interested in MOBAs at large for the most part, they're interested in LoL or DOTA itself
Divico - Witch Hunter 35/38. Style points off the charts
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