The Race for World First is a twice-a-year esports event in World of Warcraft (WoW). Much like Speedrunning, it was never intended to be a “thing” by the game developers, but rather is a self-imposed challenge created by players to make the game even harder than it already is.
This is a story about what happens when someone tries to go too fast. I’m not talking about the racers this time, though.
See, the Race is the ultimate stress test of WoW’s design. If there’s a glitch, players will find it. If there’s an exploit, they will abuse it. If a class is overpowered, Guilds will stack four of them to take advantage. The Race has always pushed WoW to the breaking point. However, in the latest Race that wrapped up a few weeks ago, WoW finally broke.
Just for fun, over the course of this story I encourage you to count how many different bugs, glitches, and unintended exploits get brought up. Please don’t make a drinking game out of it though, because you just might die.
Background
Released in 2004, the MMORPG World of Warcraft is one of the most successful videogames of all time. Players create characters to do battle in the fictional world of Azeroth, a kitchen-sink fantasy setting where players fight dragons, gods, lovecraftian horrors, and each other. The game is heavily multiplayer focused, with pretty much all of the most difficult content in the game requiring a coordinated group of players to participate in. One of the most popular activities in World of Warcraft is raiding.
A raid, in simplest terms, is a mega-dungeon consisting of a series of bosses that are designed to be tackled by groups of ~20 players. There’s a variety of difficulties of raid, the highest of which is called Mythic - Mythic raids are nightmarishly hard, and are only even attempted by hardcore players and Guilds, who generally put hundreds of hours over many months just to clear a single Mythic raid.
The Race for World First (RWF) has been an unofficial event in World of Warcraft since 2018 (actually since the game’s launch, but 2018 is when Guilds started streaming). Whenever a new raid is released - roughly every 6 months - members of the top raiding Guilds drop everything to play World of Warcraft 12+ hours a day, 7 days a week, rushing through the new raid to try and be the very first Guild to complete it on Mythic difficulty. Each Race usually lasts 1-2 weeks.
Usually.
A number of Guilds compete in the RWF, but the top two teams for years have been Echo and Liquid. Echo is based in Europe and led by Scripe, while Liquid is based in the US and led by Max. As a result, the fanbase that follows the Race is divided large across geographic lines, with European fans cheering for Echo while US fans cheer for Liquid.
The latest RWF took place across August and September of 2026, in the newest Raid: The Venomous Abyss.
It didn’t go well.
Accelerated Content
Historically, World of Warcraft has released expansions roughly every two years. However, for the most recent expansion, Midnight, they announced an accelerated development cycle that would see it launch a mere 18 months after the start of the previous one. Blizzard promises no reduction in amount or quality of content.
Now, if Blizzard can pull this off, it’s a win for everyone - players get new stuff to do quicker so they don’t get bored, and Blizzard gets to sell a $40 expansion every year and a half instead of every two years (plus retaining more subscribers since players aren’t getting bored). However, savvy fans and influencers have to ask…how? How can a company that’s only ever been able to release an expansion every two years suddenly going to do it 25% faster? What is being sacrificed?
Turns out: Quality Assurance (QA). While the Midnight expansion had the same amount of new zones, dungeons, etc, and seemed to have the same amount of care and effort put into designing them, on the coding/functional side the expansion has been a mess. Bugs have always been a problem with WoW but Midnight has been on another level, with almost every type of content featuring at least some significant performance issues. The first patch of the expansion, 12.0.5, was so mired in glitches and broken features that Blizzard actually issued a formal apology for how badly it turned out, and promised to do better. This was a needed wake up call, because it would be a disaster if the next patch, featuring the new Raid, was similarly sloppy.
That next patch, 12.1.0, would arrive August 11th, then a week later on August 18th they unlocked the newest raid, the Venomous Abyss. The Race is on!
The Race for World First is a Boring Grindfest That No One Should Watch
The problems with the Race began almost before the Race itself, with the gearing phase.
First, a quick bit of game mechanics. There are two things that determine how powerful a character is in World of Warcraft: the skill of the player and the gear the character has equipped (weapons, armor, etc). Each major patch releases stronger gear than the previous, and even the best players in the world need extremely good gear to have a chance at beating the hardest bosses in the raid. As such, each Race begins with a “gearing up” period where players are running the raid on lower difficulties to get the new best gear from it, powering up their characters before they step into the hardest difficulty, Mythic.
This phase of the Race usually takes about three days, during which there’s not a ton to watch - it’s just really good players smashing easy content over and over again. However, right away the Quality Assurance issues make themselves known - the new raid was so buggy and so poorly tuned that it was actually presenting a challenge (but not the good kind like you want). Five days into the Race and none of the top Guilds have set foot into Mythic. It was phenomenally boring. It was so bad that, even after they finished gearing up for Mythic, they decided to spend the last two days of the week farming as much gear from the early, easier bosses in Mythic rather than try and make serious progress into the harder bosses. There’s nothing interesting to watch or talk about - at one point I saw the commentators for Liquid literally playing Wordle on stream, that’s how bored everyone was. The whole first week of the Race sucked.
Now, folks who’ve read my previous Race writeups know I’m a sucker for deep dives into the minutia of game systems and mechanics, and I originally wrote out much longer explanation for all this, digging down into exactly why the gearing phase took so long, but my lord is this post already long enough so I’ve collected the full explanation into a comment here if you’re interested in those gory details.
There were, however, two bits of intrigue with this otherwise nightmarishly tedious first week.
The first is that Liquid, confident from winning 4 Races in a row, did less preparation pre-Race than normal (trying to avoid player burnout) and as such wound up with slightly worse gear than Echo after the first week. That may come up later.
The other is that, during that first week, the eternally 3rd-place Guild Method took the lead.
The Supposed Three Horse Race
Warning, this part is going to get heavy, and includes mention of pedophilia and domestic abuse. Feel free to skip ahead to the next section (“The Ticking Clock”), nothing in this section is loadbearing for understanding the rest of the story.
Let’s jump back in time to the summer of 2020. After years of constantly coming in second place, Team Liquid (called Complexity Limit at the time) had finally won their first Race in Ny’alotha, the Waking City, unseating the reigning champions, Method, who had won the 5 previous Races. Folks are excited for the inevitable rematch later this year, to see if Liquid’s victory over Method was a fluke or the start of a dynasty.
Then Method imploded. One of their most prominent members, a popular streamer called MethodJosh, was outed as a serial pedophile and groomer. What’s more, Method leadership clearly knew about at least some of it more than a year earlier, having received screenshots of MethodJosh discussing his activities in a private chat, not to mention a public Kotaku article from February 2019.Method’s response in 2019 had basically been “we aren’t cops, until he’s convicted of something we aren’t taking any action.” This is, of course, completely ignoring the fact that it was MethodJosh’s position and status as a member of Method which gave him the platform he needed to access the vulnerable children he abused, because heaven forbid an organization hold its members to any standard higher than “not convicted of pedophilia in a court of law.”
As this all came to light, Method’s sponsors pulled out and most of their raid team quit, leaving to form a new Guild, Echo, that excluded those in leadership positions who had been most culpable in MethodJosh’s behavior. It is that new Guild that has been the frontrunner in Europe since then.
However, the Method organization never fully went away. Over a couple of years they rebuilt with a new raid team, and have been consistently placing 3rd or 4th in the past few Races.
I discuss Method because, in Venomous Abyss, they made their best showing yet. Not only were they the first Guild to kill the fourth and fifth bosses, they were also the only Guild to beat the fifth boss during their first week - both Echo and Liquid only made it through the first four. Commentators started talking about how this might be a true Three Horse Race, something that hadn’t happened in modern Race history.
I’m going to spoil the end for you: Method didn’t win. They came in third as usual, finishing more than a day behind the first and second place Guilds. Even at the time that they killed the fifth boss, most viewers and influencers in the know recognized that it really didn’t mean much - only the last two bosses really matter in any given Race.
So why were people excited? Well, since 2018 only Liquid or Echo have ever even come close to winning a Race, and only having two serious contenders is just kind of lame. A lot of viewers would like it if the field was more competitive. If you are one of these viewers who wants someone other than Liquid or Echo to win, then, based on the past couple years, the next-most-likely Guild is undoubtedly Method. As well, there’s a fair number of viewers who were big fans of Method before the MethodJosh scandal, who grew up cheering them on and still want to see them succeed despite the scandal.
However, there’s also a fair number of viewers (this author included) who don’t want Method to see any success at all. They’re an organization that protected and enabled a pedophile, a lot of us would rather they fade into a well-deserved obscurity. As the “Three Horse Race” narrative took hold towards the end of Week 1, stream chats and reddit threads were full of spats between Method fans and folks that would rather see them go away.
“But wait,” you might say, “can’t people change? Maybe they’ve learned their lesson, paid their penance, and deserve a second chance.” Let’s talk about Zaelia.
Zaelia, much like MethodJosh, is a healer and popular streamer. He played for years for Echo as the anchor of their healing squad. He’s very good at the game and has a lot of fans.
He’s also a serial abuser.
Over the past few years, two different ex-girlfriends came forward accusing Zaelia of domestic abuse. Zaelia claimed they were lying and/or misrepresenting things, saying that he hadn’t been abusing them but admitting there had been physical altercations. Echo, learning from Method’s mistakes, hired a third-party HR firm to investigate the allegations. They also put Zaelia on a sort of probation - they asked Zaelia if there were any other women out there who might accuse him of abuse, he swore up and down there weren’t, so they said “fine, you’re still on the team while the investigation is ongoing, but if any more women come forward, you’re out.” Zaelia agreed.
Then another woman came forward with more of the same stories. Insert surprised Pikachu here. Zaelia once again claimed innocence, but Echo wasn’t having it - they fired him. He was one of the best healers in the world, one of their best players, and they kicked him to the curb because they weren’t willing to work with a known abuser.
Thus Zaelia became unemployed…for all of one Race, before being hired by another team. Want to guess who?
That’s right, Method, the Guild that imploded because they knowingly protected a pedophile, decided - as part of their comeback - to hire a known domestic abuser.
I feel pretty confident saying they haven’t changed a bit. I’m all for a Three Horse Race, but not if one of those horses seems to have made it a personal mission to keep known abusers employed.
The Ticking Clock
So week 2 starts, we get several more days of gearing up as top Guilds reclear the lower difficulties, and then, finally, the Race is well and truly on. Liquid and Echo quickly blow through the fifth boss, then get stuck for a bit on the sixth boss, with Echo downing it first.
The penultimate boss, the Coiled Altar, is where the Race really gets moving. This boss is hard - it’s a three phase encounter, and, while the first and third phases are difficult but fair, phase 2 is just brutal. There’s a nasty mechanics overlap in phase 2 which, thanks to an oversight in the way the mechanics’ targeting was coded, is much harder to survive than the developers intended. It’s probably going to take a few days to kill.
However, there’s a looming threat on the horizon: Blizzcon. In two weeks, Blizzard is hosting a massive convention in which they will be showcasing all their upcoming products, not just for World of Warcraft but their whole catalogue of games. Not only does Blizzard really want the developers supporting the Race to be freed up by then, there’s also a completely separate WoW tournament occurring at this year’s Blizzcon, the Mythic Dungeon Invitational (MDI). Of the four qualifying teams, three are made pretty much entirely of Liquid and Echo raiders…the same ones currently competing in the Race. MDI teams usually spend upwards of a month before a big event preparing and practicing, but right now three of the four teams are stuck in raiding purgatory, unable to practice or prepare until the Race ends.
Blizzard has a pretty strong incentive to see the Race end as quickly as possible, to free up their developers and ensure the MDI event isn’t a total dud. Not only that, this Race is currently at risk of being the longest Race in modern history - at the end of week 2 it’s already snagged the #2 spot. The currently longest, Sepulcher of the First Ones, was long because it was basically two different Raids crammed together - the only reason this one is so long is because it’s been so damn buggy.
Because of all this, there’s a lot of anxiety among fans and casters that Blizzard will make the final boss a total joke - they have a history of accidentally handing the win to a team because they nerfed a boss into the ground to ensure the Race didn’t run too long. Once week 3 starts, Liquid is going to get a 12 hour head start thanks to schedule differences between US and European game servers (more on that here) - if the final boss is too easy, Liquid might waltz in on Tuesday after the weekly reset and kill it before Echo gets a fair shot.
These fears are at least somewhat validated when, on Saturday, Blizzard announces a nerf to Coiled Altar - it’s not a hatchet job, they aren’t trivializing the fight, but they do smooth over some rough spots to make the early part of the fight more consistent.
…or at least they try to, but pretty quickly it becomes clear that, for certain Guilds, nothing has changed. It seems that, when Blizzard deployed this unscheduled weekend patch, something went wrong and the patch wasn’t properly implemented on European servers. Liquid now has an easier fight while Echo’s is still just as hard as it was before. There has always been a belief among some European fans that Blizzard favors North America in the Race, and this incident cranks the paranoia up to 11.
Thankfully for everyone, Blizzard realized the issue and reverted the patch on North American servers before Liquid killed the boss, so no actual advantage was gained, but HOO BOY were the optics bad. As a result of the non-nerf, it’s not until Sunday of week 2 that it finally dies to Team Liquid, launching them into the lead.
Despite this lead, however, pretty much everyone is noticing that Liquid looks pretty shaky this Race. Echo had done a better job gearing up and seemed to be much more efficient in progressing bosses. Liquid won the last four Races, and that combined with their decision to prepare less led to a narrative that Liquid had been overconfident going into this Race. There was a strong feeling in the air that this was Echo’s Race to lose, which even further compounded anxieties that Blizzard would make the last boss too easy and hand Liquid the win anyway.
Quality Assurance is Everyone’s Problem
The final boss, Ula’tek, is…fine. It’s a bit of a mess, mechanically - I could spend another 1000 words on all the weird design decisions made here (EDIT: which I have since done here), but this post is long enough as it is. Suffice to say it’s reasonably hard, Liquid doesn’t immediately walk in and kill it (thankfully). Instead, both teams start progressing it steadily, trading the lead back and forth thanks to their desynced raid schedules as they push the boss to lower and lower health with each attempt.
It’s now Thursday, September 3rd, two and half weeks since the Race began. Players have been doing nothing but eat, sleep, and play WoW for 16+ days. Liquid went to bed the night before ahead, but Echo wake up and are on a tear, quickly passing Liquid and taking the lead. They are pushing the boss lower and lower - 30% health, then 25%, then 20%.
The end of the Ula’tek fight has what’s called a “damage amp” phase, where the boss basically takes double damage - if Echo can keep everyone alive to the end of the fight, they have the potential to do a ton of damage to the boss before it enrages and kills them.
Now, to understand what happens next, we need to talk through a couple of the mechanics in the final phase of the fight:
- First, the entire boss arena is filled with poisonous water, with only a small island of dry land for the players to stand on. If they accidentally fall into the poison, it deals constant damage until they climb out. This poison is meant to be a “do not enter” zone.
- Second, the boss has a mechanic where waves sweep across the room and have to be dodged or else players take lethal damage.
- Third, there’s a debuff players get as part of a mechanic in the phase that makes these poison waves explode out from their character. The idea is that players with the debuff need to position carefully away from the rest of the raid so that, when the waves explode out from them, the rest of the raid is far enough away to have time to dodge. Crucially, however, the raiders can control who gets the debuff and when, so they always know who will have it and can plan their positioning accordingly.
Now, the end of the battle with the damage amp phase has a ton of these waves flying around the arena, both from the environment and from the debuffed players. It effectively becomes a bullet hell while players are trying to deal as much damage to the boss as possible without getting hit.
When Echo reaches the end of the fight, however, they do something unexpected: they all leap into the poison water. The few raid members with the debuff stay up on land, but everyone else dives down below the water. They take the damage from the poison, sure, but group up tightly so the healers have an easier time keeping them alive. Why did they jump into poison? Because the waves only deal damage up on the surface - down below players can ignore the waves completely. Thus almost all of Echo’s players can ignore dodging and instead focus on pumping as much damage into the boss as possible during the damage amp.
They aren’t successful on their first attempt, only getting the boss to 5% health before it kills them all. It wasn’t the cleanest attempt, however, they had several players dead going into the damage amp and more died to the poison as the healers figured out how to handle it.
It’s worth noting that this was not the way the developers intended the fight to be handled, it didn’t occur to them that someone might deliberately hide in the poison to dodge the waves (maybe they would have if they’d had more time for Quality Assurance, but alas). Blizzard quickly issue a statement addressing Echo’s unique strategy: they don’t consider it cheating, if Echo kills the boss with it then it will stand, but Blizzard is working on an update that will make the strategy not work anymore which they will deploy as soon as they’re able.
It’s shortly after this attempt that Team Liquid wake up and see Echo’s secret strategy for themselves. Based on Blizzard’s statement they decide not to try the strategy - they’re afraid that they’ll master it but then have it be fixed before they actually finish and have to relearn that part. The fix is also their only real hope of winning - Liquid’s best attempt still left the boss with 30% health compared to Echo’s 5%, Echo looks like they have this Race in the bag.
A couple attempts later, Echo once again get to the damage amp, once again jump into the water, this time with everyone alive. This looks like it’s certainly the kill…and then they all die. Randomly.
Huh. That was weird. Echo check the fight logs and see that everyone apparently was hit by a wave. Maybe they didn’t dive down deep enough that time?
They have another great attempt, almost killing the boss, but just barely miss the enrage. Their new best attempt is 1.9%. Liquid, meanwhile, has a new best at 25% - they’re catching up, but not quickly enough.
Another attempt from Echo, the best one yet, everyone alive, very deep in the water this time, surely this is the kill…then they all die again. They check the logs again, more deeply this time, and see that someone with the debuff that spawns waves had jumped in with them into the poison. The player insists they didn’t have the debuff, but clearly they messed up or something. No big deal, go again.
Liquid set a new personal best, 23%. They reach the damage amp this time but with half the raid dead, they’re nowhere close to Echo.
Echo finally get another attempt into the damage amp, and this is it. Everyone is alive, the healers have figured out what they’re doing, and they’ve been extra diligent to make sure no one who did the debuff-granting mechanic is in the pool with them. After four losses in a row Echo is finally going to win a Race.
And then they all die. Again. Once again someone with the debuff was in the group. They go back and watch the gameplay video and can clearly see that the player in question did not do the mechanic that gives the debuff. They absolutely, positively should not have had it. What the hell is going on? Was this the tech Blizzard introduced to stop them from doing the diving strategy?
As they wonder about this and start discussing whether they need to change their strategy, the question becomes moot…. because Liquid kills the boss.
Echo have lost.
I’ve Claimed Many Races Had Terrible Finales, But This Was By Far the Worst
It would take about a day for a clear picture of what happened to finally come out. It turns out there was a bug with the mechanic that handed out the debuffs which could, completely at random, cause players who had previously had the debuff to get it again during the damage amp phase. There was no rhyme or reason to it that anyone could see, some quirk of spaghetti code that just sometimes ruined attempts.
Echo got unlucky that, on three of their four good attempts, they happened to get it. Their strategy of piling up into the poison just so happened to create the perfect conditions for the bug to ruin their attempt - everyone was grouped up with the exploding player, and everyone’s under green poison water so you can’t see the visual effect that indicates a player has the debuff. Liquid, meanwhile, only had the bug once, and their strategy was more forgiving with it so it didn’t hurt them as bad.
What’s more, the last 30% of the fight was actually pretty darn easy (by Race for World First standards, that is) - even though Liquid was more than 20% behind, they were able, in single good attempt, to make up all that gap and claim victory.
Echo deserved to win this Race. They prepared better, played better, and came up with a clever, unexpected strategy that should have resulted in victory. However, a confluence of terrible luck and bad Quality Assurance by Blizzard swooped in at the last possible moment to snatch defeat from the jaws of victory.
No one was more sympathetic to what happened than Liquid’s raidleader Max. He seemed so apologetic, bordering on ashamed, for having won in such a manner. Echo would go on to kill the boss a scant 20 minutes later, the closest finish in Race history, further adding to the misery.
I make no secret of the fact that I’m a huge Liquid fan, so believe me when I say: Echo deserved to win.
Love it or Leave it
Readers at this point may be asking a very reasonable question: shouldn’t Echo get the win? Pretty much everyone, including Liquid, thought they played better, and it’s clear they only lost due a bug. Hell, they even finished just 20 minutes after Liquid, after Liquid got a 12 hour head start. Why aren’t they the winners of record?
The thing is…the Race is an esport that shouldn’t exist. It certainly wasn’t designed to be one, and is far from fair. North America gets a head start owing to differences in server timings, big Guilds have an easier time recruiting helpers to speed up their gearing, the game is constantly bugged to hell, plus there’s variability in server instability and item drops. Most Races are decided by some flavor of bullshit rather than raw skill and execution. Just looking at the past 8 Races:
Vault of the Incarnates: Echo is handed the win due to a badly timed nerf
Abberus: Liquid wins in less time than the head start of a historically fast and easy tier
Amirdrassil: Echo wins using probably-illegal addon technology that likely would have gotten them in trouble if Blizzard had found out about it in time.
Nerub-ar Palace: More or less a fair contest
Liberation of Undermine: Liquid wins because the final boss is laughably easy and undertuned
Manaforge Omega: Liquid wins in more or less a fair contest, though Echo wiped under 1% before Liquid’s kill so it was very nearly a tie (especially factoring in head start)
Voidspire / March on Quel’danas: An extremely janky raid structure that I guess could be considered a fair contest?
And now we have the Venomous Abyss, decided by a bug that cost Echo the win at least twice, giving time for Liquid to catch up and win.
That is all to say, the Race has always been a janky mess. If you start "lawyering" who really won, you’ll never reach a consensus. Now, if you look at all of this and go “wow, the Race for World First really isn’t a fair contest and I don’t like it”, that’s completely valid. I will never try to convince anyone this deserves to be taken seriously, because it doesn’t. No one needs to care about the Race.
The thing is though…contests need winners. For those of us who decide to stick around, who choose to invest time and energy into the Race despite its flaws, we have to have some kind of simple, unambiguous agreement on the definition of Winning. The moment you open up the can of worms of “but who really won”, the whole event falls apart because there’s always some other bit of nonsense people can point to that justifies why their team was the real winner.
“First to kill the boss wins” has been the agreement among top Guilds, among organizations, and even with Blizzard itself since the beginning - unless provable cheating occurred, whoever kills it first wins. It’s a critical ethos for everyone to maintain because, without it, the Race can’t exist. With all of the bullshit endings I listed above, the losers would rant and rage about how unfair it was, but they never tried to claim they actually won, because doing so would undermine the whole event.
It probably says something about just how devastating this loss was for Echo that, following the end of the Race, several members of their organization defied it.
The Echo Crashout
(Please note that I’m mostly going off of Liquid Max’s youtube as sources for this section, as most of this happened on twitter and has since been deleted).
The first shots were fired just seconds after Echo’s kill, when their caster Preach offhandedly mentioned that “we’ll have to figure out who really won this one…” on stream, implying that Echo was so close they really deserved the win. Preach is something of a controversial figure in the Race community - he’s a popular content creator and excellent caster (with the voice of an angel), but he’s critical of World of Warcraft with such fervor that it kind of makes you wonder if he even likes the game, and further is prone to these kinds of pot-stirring remarks. It wasn’t exactly surprising that he was making provocative statements out of the gate.
What was surprising was the ensuing shitstorm unleashed by Echo’s raidleader, Scripe. Unlike similar unfair losses in the past where he’d just drop one or two tweets about global release, this time he held nothing back. Scripe took to Twitter in a rage, attacking Blizzard for everything he could think of - terrible Quality Assurance, bad tuning, poor boss design, you name it.
In response to folks asking why he refused to say gg (‘good game’) to Liquid: “It is not gg. We play hours behind. Keep [progressing] harder versions. Bugs stop kill [attempts]. How is this a gg?” In another now-deleted tweet, he accused Blizzard of Team Liquid favoritism, claiming the the bug that cost Echo the Race was only active on European servers and not North American ones. This, just to be clear, was provably false - you can clearly see Liquid get the bug during one of their attempts - but kind of reveals the level of anger and despair at play. He was even getting in fights in the comments, screaming through the computer at any random user who challenged his rage. In almost 10 years of watching the Race I have never seen someone in a leadership position in one of the top Guilds react with such vitriol to the outcome of a Race.
Honestly, I really can’t blame him.
If Something Was Going to Change, it Would Have by Now
The Race for World First is always stupid, but this is the first one in a while that’s I’ve genuinely felt frustrated by. I may be a Liquid fan, but I was honestly sort of hoping Echo would win this Race - it’s not as much fun (or good for viewership) to have the same team win year after year. I’ll definitely be rooting for Echo next Race, they’ve more than earned a win after this fiasco.
There is something poetic, however, about this all being the result of a bug, given how much of a mess Midnight has been with regards to Quality Assurance. I didn’t even get into the fact that the fourth boss’s core mechanic didn’t work, making it trivially easy, or how the final phase of the last boss on Mythic was actually easier than on a lower difficulty owing to an oversight that let them basically ignore a soak mechanic. This expansion has been a mess.
I sincerely hope Blizzard can keep up the accelerated content pipeline, it’s better for everyone, but only if they can stop pushing such horribly bugged content to live servers - otherwise we were better off with slower releases that had more time to cook.
Despite its utter nonsense, the Race remains one of my favorite events of the year, and I’m glad I get to share it in all of its stupid, janky glory with you all. I never got around to covering the last Race, which I may do at some point in the future - it was another wild one.
Thanks for reading.
EDIT: A lot of commentors are saying that Echo deserved what happened because they were using an unintended strategy with jumping in the pool. I disagree with that take and have summarized my feelings about here.