I have seen a lot of Horrific Visions posts here on the forum however one thing that no one actually points out to is game design.
Two main sides of the discussion always arise:
1 - The casual player frustrated by visions and its mechanics. Not understanding what he is supposed to be doing to be able to clear it. And frankly not equipped with a self-improving mindset.
2 - The elitist chad that repeats 5 masks clears with one finger while blindfolded with old expansion potions, advanced macros, and 200 apm per femtosecond breaking the barrier of time and space surpassing god as the king of emperors of gods of man, replying something on the lines of “git gud”.
But I’m here to modestly propose a new point to this discussion, that Horrific Visions are objectively bad game design. Allow me, dear reader, to explain before the heavy breathing and keyboard pounding begins in the always so very educated replies.
World of Warcraft is a game. A game is meant to be played. It invites the grasshopper to its magical circle embarking in a journey to the plane of the sacred in search of the flame of life (book references). Considering all we know about World of Warcraft imagine two imaginary exaggerated scenarios in a Horrific Vision with 5 masks:
1 - A mob does a skill wherein 1.3 seconds a tentacle will spawn and bash the floor, instantly draining all sanity and killing the player ending the run.
2 - A mob does an undodgeable knockback that pushes the player into a fear that leads him to a stun that leads him to fear while draining sanity 100% to 0% on the floor, either killing the poor individual or virtually ending the run.
The fundamental difference in game design between these two scenarios is quite simply agency. In one of them, the game pushes a challenge towards the player and the player has to react accordingly and in a timely fashion, how fast and how dangerous that challenge dictates the perceived notion of difficulty. The other crowd controls the player negating further input and removing agency.
If World of Warcraft is a game, and a game is meant to be played, removing all agency from the player while punishment is being dealt as opposed to punishing mistakes, is against its own nature and design. The first is about skill, the second is about forethought to counter bad game design.
I really hope whoever designed this either learns from their mistake or gets fired so that Shadowlands can have content with better game design. These are quite old and already solidified game design tid bits, a professional game designer should know better.