By good for themselves, I mean the addition of more grind in order to drive player engagement metrics.
Now, I can only speculate that's why they're doing it. Simply because the idea that they would keep us using gear we hate so that when we finally use gear we love it would be more impactful is so cosmically moronic that I can't believe they said it in last week's TWAB.
What they don't seem to understand is this: When infusion is cheap - every reward I get is meaningful. Even when it's something I already have, or something I don't or can't use, I can use it for infusion. Now? If it's not something I directly need, it goes to waste. I cannot use it, therefore the game has wasted my time and the reward is meaningless. Since the game is wasting my time and the rewards are devalued, I play less - or not at all.
In other words - high costs for infusion have the exact opposite effect that they say they're trying to generate, and they're too stubborn take a step back and look at it objectively to realize they may have screwed up here.
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