You've talked a lot about the so-called Mythic tax -- the design of semi-permanence but it can be overcome and made flexible by a lot of really annoying grinding and re-earning the same conduits over and over again -- that is a recipe for frustration. The goal here is to encourage meaningful choice, where your character is stronger in some ways and weaker in others and having that choice that's meaningful, except you can do this really annoying thing for a few hours every week and get the best of both worlds, we know where that leads, we saw that with Azerite respeccing. We recognize that this is heading down that same path. Now, we've seen the discussion of "hey just make them like Essences" which again are exactly in that mode right now of something that you can pick per encounter, because that's a whole lot of extra stuff. It's basically before every encounter, you are now in addition to talents, in addition to your spec, in addition to all of this, evaluating which of these many different conduits you're going to activate in each of these nodes. The game doesn't need more of that and so we're trying to think through some middle ground where it is a semi-permanent decision, you have flexibility but you can't change it from boss to boss, you can't it from dungeon to dungeon but there isn't some overhanging tax or penalty or really annoying thing that you're going to have to do because we know that if that's an option, you're going to do it for the sake of optimally. We don't have a solution to announce yet.
Normally, we don't talk about stuff until we have a solution to announce because it's frustrating, but I just wanted to make it clear that we're not going to go live with the destructible conduits as they are now. We know there are some fundamental flaws with that design. It is a super hot topic of internal conversation.