First, nobody uses POM/Pyro for PvE in classic soâŚ
Classic has 3 classes significant dps cooldowns.
Warrior, the largest offender and one of the reasons they are so stupid broken/. Recklessness and Deathwish, with both having negative trade offs in damage taken.
Mages - arcane power which has the trade off of mana use (and in PvE mana can actually run out and matter) and is only used because you canât be fire until AQ.
Adrenaline rush - not a flat power increase, gives you 2-3 extra sinister strikes over its duration.
Paladins, shamans, hunters, druids, priests, and warlocks all do not have dps cooldowns like we know them.
Anyway, classic isnât the focus here SL is.
Yes, over a long duration fight it doesnât really matter because classes can be balanced around them. Thanks captain obvious. But, we are talking about the level of power spikes cooldowns cause in relation to something like Torghast where entire pulls are ended during the burst window which is entirely different than averaging out over a 7 minute raid boss. Being able to pulls 10+ mobs and melt them in 10 seconds with CDs then struggle with 3 mobs for 1 minute without cooldowns starts to get pretty excessive.
But noticing the difference in damage patterns between something like a raid boss and discreet packs would, like you said, require some brain cells, so Iâm not surprised you missed it.
I guess some people enjoy 80% of their dps time only making up 20% of their actual damage because what you do in those burst windows is what matters.
Or in PvP where damage between âgoâ is a game of patty cake slapping each other because there is no threat of dying (until 8.3 I guess and random stupid corruption procs). Itâs a much more scripted form of combat where your kill windows are extremely telegraphed because they come in short spurts. Sustained isnât high enough to pressure or kill anything, you may as well sit on your thumb until the CDs are back up.
Cooldowns power IS why âwaiting for cooldownsâ is even a big deal. If it was a bit of extra damage, maybe 15% for 20 seconds or whatever it wouldnât be the massive change it is. Instead we have classes doubling their dps or more during a CD which has a dramatic effect on what type of pull they can handle.
Yeah. People like that exist. Itâs called anxiety. Sometimes they play video games for escapism. Where they expect a fantasy world would be a place they could do things at their own pace. Slow down, in the Pandasâ own words.
I havenât read, the wowhead post regarding the TotD having a timer. But, I would welcome that change. Infact, I would want blizz to make a hard cap timer as well. You know, just for lolâs sake.
And most donât want it to be balanced across the board but donât make it so the same classes with the same builds and comps are able to cheese and ease their way through a piece of content while simultaneously making it damn near impossible for others. The removal of timers fixes all of that while the number of deaths you have fixes the penalty aspect. In other words, once again, if it ainât broke donât fix it.
I feel like OP is misrepresenting the words of the streamers he watches. I havenât seen them all, but from what Iâve seen, no one wants a limit on how long you can push the content of you want to go to higher and higher floors, but that doesnât mean they are opposed to this soft timer to keep you from waiting on CDsâŚ
He used Preach as an example, all Iâve seen in his gameplay is that he wants for it to be possible to set aside a day, or a large chunk of time at least to be able to push to the limit for number of floors you can complete on you character, not so you can Bloodlust every trash pack.
Seriously, I want TBC difficult dungeons again. Make us have to CC even if weâre raid geared. Make people actually think about how to do pulls beyond have one big Charlie Foxtrot that you just AoE spam at until victory occurs. Put value back into specs that are stronger on single target past bosses for a change.