Excuse me while I sound kind of Gran Torino like. I love, love, love to read a “kid” that is just coming out of college talk about software development and how they understand how Blizzard works. Granted, there are some exceptions to this rule where the young person has been coding in large teams since high school developing free software in Sourceforge (I actually know a couple.) But trust me, when it comes to software development your VB, C++ classes or 3D animation do NOT equal to you knowing about SDLC. Let alone any idea on how Blizzard development works.
I laugh at conversations like this all the time. Partly because I have been connected to software development for more than 10 years now. I know how different approaches are applied to very different end result. Every software shot is a little different and the more moving parts the worse it is. I have often wanted to just interject on some of the conversations and pull out my (e-peen) but until today I kept it in my pants.
One of the arguments I have heard recently about how the “nerfs” do this or that, or how Blizzard should do this or that is very, very short sighted. Unless the code is existing, you have to rewrite code. The WoW code base is not a small one either. Just think of how much we have in our computers and that is just the client side, it does not include the server side information and calculations that happen. While most people think like amateur hacker wannabes (codemonkeys and script kiddies), I laugh at the “isn’t that some config file that I switch”.
What makes it more amusing some times is that it is not dumb people making these ridiculous claims, but people that are actually are better at math than I am. Figuring out the calculations and numbers of theory-crafting takes brain power, so how that they be so short sighted?
I don’t know anything about encounter design, and I try not to break it down in my head or I would probably stop enjoying the game. “Tuning” a boss, encounter, a simple mob takes coding time, testing, etc. It takes a lot to implement. The time spent by the people “tuning” or fixing “broke”n encounters is time that those same people are not spending on new content.
Blizzard has come short of actually spelling it out for everyone. They have their culture, they have the way they do things and their developers and artists are not just gears in a machine that are easy to replace, or buy more of. Having gradual nerfs was something that they had to plan for and code for. It is probably freeing up a lot of development time for building encounters for MoP.
So just think about what you are saying or asking from “the” company. Nerfing the whole instance is not easy, they had to plan for it and were smart at developing it. They are also smart about how and when they are doing it. You personally might not like the timing, but it is a lot better than having to waste resources tuning encounters already released.