In the last few expansions (and also from testing the beta of TWW) it really feels like dungeon trash packs just have way too much going on.
I remember back in the day it was about the boss fights in each dungeon but these days almost every pack has a ground mechanic you need to dodge, a cast you need to interrupt or you get stunned or silenced or 1 shot, mobs you need to cc or even kite.
Remember when there were dungeons that you could just run in and blast and have fun?
Ye if i pull a trash packs and there are so many cast bars that even with qazii nameplates clearing it up i still get my interrupt sniped because a different cast bar covered the one i was trying to click then there might be a bit of Mechanic overload
Back when dungeons were made to be a stepping stone to raiding and not have a full blown end game progression system made from them giving some of the best gear in the game?
Some do, but not all and not even most. The majority of trash mobs only have a single mechanic, some have two, and a rare few have 3. (I am not counting casts spells at the tank instead of meleeing as a mechanic. If they have a dangerous spell on a cd then that’s a mechanic.)
It’s less than things are too complex and more that things can be made more complex by multi pulling packs and overlapping mechanics / numbers of mechanics that aren’t inherently intended, and more importantly the fact that doing that can be successful.
Classic had lots of difficult dungeon trash. BC had mobs that needed to be CCed or you’d wipe. Wrath had those casters in Azjol that hard cast a spell to almost one shot anyone. Cata dungeons started out extremely difficult.
Those are just off the top of my head while I’m on the toilet.
Have you been playing MoP Remix? Maybe that’s influencing your perception of trash difficulty.
Could they not be designed in a way that trash could still be fun blasting and then the bosses were more of a difficult mechanics check?
That would of course require the removal of fort and tyrannical, but would people really mind that? It would probably also require the tuning of mobs to more passively dangerous, simply harder hitting and harder to kite so you couldn’t simply pull all the trash at once and make the timer irrelevant. This would likely make progression more gear focused than skill with CC/defensive focused, which some people or may not like.
I dunno, it will be interesting to see how the new mythic 0 plays out in a fresh expansion/season for the crowd that prefers the old style of no timer no affix dungeons that are still challenging and have a reward. They were a little too easy to blow past in season 4, but we won’t have all the extra easy gearing in season 1.
Think I’m good with the trash packs as they sit, except for the one shots. TRASH one shotting players who can take a hit from a boss? Makes no sense.