Adjustments to Dungeon Creature Behavior and Group XP

a population that has stayed stable throughout TBC, the pop didn’t drop when they all congregated on 4 servers.

6 weeks of sunwell and we still haven’t seen the massive drop that AQ and Naxx did to the classic pop

Thank you for the offer but I’m not looking for that kind of help :slight_smile:

if you look at his acc this man does not play the game, yet he is talking about changes that wont affect him. lol

Thats a fair question and like I said, for any ‘current content’ game I would agree. Its just I’m not sure the levelling content is “the large part of classic”. I mean, sure, it used to be but based on where I see people today, I don’t think thats true anymore. I understand your sentiment though.

To be clear, I’m 100% OK with these proposed changes to nerf boosting. I won’t miss the spam and I won’t shed any tears for any harm it may do to RMT. I think though that it needs to be in conjunction with some relief to the levelling process.

They are against the ToS if they are in LFG channel. I have fun reporting them and getting the thanks for your report mails. I bet the boosters are seething.

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they always think their personal behaviour is an example of the majority. I’m actually kinda shocked there wasn’t a massive drop after T5 which is pretty common on tbc pservers.

Pop went from a 1 week high of 404k pvp/pve logs, to a low of 272k (during christmas).

Compare that to classic

489k to 235k.

Removing PVE stats also doesn’t really move the pops that high…TBC has been very stable population wise, I struggle to get why people think it’s dying out. Maybe if they left their dead servers they’d see

Please dont do this changes, it just blows my mind, how your solution to this is just applying a buff to snare immunity and then roots immunity, what if our healer or tank dies after 1 min of fighting, and we all try to kite and kill the remaining adds with whatever snares/roots we have. What if our tank pulled a bit too much, and is losing health more that what our healer can heal, why is the option of being proactive and using my snares/roots to kite around the pack not an option? This affects the normal gameplay in every iteration of World of Warcraft, any expansion, any patch. Even on retail, tanks kite around slows when pulling too much. This is a VERY lazy solution.

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ye, lol. i see the same faces on bene almost everytime the same teams in arena aroun 2200-2500. ppl that are playing aint quittin anytime soon. pop been stable for the past 3 phases.

because thats all they know how to do is lazy solutions

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That’s exactly the issue, we have 60k tryhard addicts that have been playing for 17 years and an NA arena pool of 10k… the game is completely dead.

You shouldn’t be focused on retaining the people who will literally play regardless of what you do, you should be focused on growing the game.

This game used to have millions of players… now we have 60k split between two servers.

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they dont play the game, that much is clear.

Yeah same on Faerlina. I see a lot of the same faces when I do my gameplay loops.

Do the same pugs, gdkps, or stand in the same place in org at the same time…you’ll see the same people.

I live in a city of 3 million people, and take the same bus at the same time to the same place…may be 3 million people but on my route I see the same 20 people.

this changes only gonna make ppl quit not the otherway around.

If these changes make people quit they weren’t worth retaining.

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I don’t think that is entirely true.

I am almost 100% certain that the biggest concern and most common feedback you have received is that of Botting and RMT.

Boosting is a side effect of the disease, not the cause. Remove the botting and RMT and the boosting will subside naturally as no one has 500 gold to pay for half a level of exp in Slave Pens.

Do both, actually.

Just for the love of all that is sacred, ban the bots more than once ever 3 months. Ban all RMTers permanently. Ban anyone who has ever bought gold, items, or services from a 3rd party or interacted to launder their goods.

The game is a joke because of these things.

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It’s a game that is nearly 20 years old - there is literally no growing this game. It only appeals to people who liked this game 18 years ago.

They have a game they can work on attracting new players, it’s called Dragonflight.

and when the game is dead, then what?

You have to design the game for the players you have, not the players you want to have.

I’m not sure immunity to snares/roots is what they meant by

I mean if anyone could screw it up, they could but I really don’t believe removing the ability to do any CC is what they will do.

That’s the thing though, the current population of players is nothing like the players from 17 years ago.

So even as someone who’s been playing this game since it’s inception it isn’t enjoyable when 90% of the spam is boosts and gdkps.

The game is nothing like it used to be…

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So, I’m poor on classic. I have 3k gold, that’s it. I did just manage to buy epic flying and I’ve been playing my other toons for some time, I’m garbage at making gold. I decide to start leveling this mage, to boost in low level dungeons to start earning gold, and now you’re nerfing it? Le poo.

Not only are you reducing XP you’re also nerfing mages in the process, why? How does that make sense? Why not just implement the 3.3 change on AoE caps and call it a day? Why nerf anything else?

[Patch 3.3] Area-of-Effect Damage Caps: We’ve redesigned the way area damage is capped when hitting many targets. Instead of a hard cap on total damage done, the game now caps the total damage done at a value equal to the damage the spell would do if it hit 10 targets. In other words, if a spell does 1000 damage to each target, it would hit up to 10 targets for 1000 each, but with more than 10 targets, each target would take 1000 damage divided by the number of targets. 20 targets would be hit for 500 damage each in that example.
Source: Patch Notes 3.3.0