On Azerite, I think we're looking at two sides of it. One is how we're delivering it. I think players felt like when you first hit 120, you were often swimming in the stuff. It was available from world quests around every corner and you had bags full of it. As we move into end game reward systems where you only get one shot a week at a raid boss, or you have your one shot at a weekly mythic chest, the opportunities to get it are diminished. And so in turn, many players feel like and rightly so, there aren't as many opportunities to engage with the system. So I think we're looking at how we can improve delivery of Azerite armor to get it into player's hands without also just having a loot hose where suddenly everyone is drowning in the stuff and it doesn't feel like it's even a reward anymore. We want to find a happy medium there.
I think for a lot of people just become an externally solved math problem and you pursue that thing that yields the highest number. I think the more often we can have those choices be about, what do I enjoy the most? What makes me feel more powerful, and give me the freedom of movement or action that I prefer? That's actually a much cooler space for item decisions to live in. So we actually want to make more Azerite traits of that type. Now I think to some extent, as long as we're not too stingy with the rewards, hopefully if you just need one piece in slot just to get the range extension, you don't necessarily need to stack multiple copies of that trait. You shouldn't feel like, "Oh it's super hard to find one copy of that trait." And if it is, that I think touches on the reward side of it and how we're giving that reward out.