I’m not against it, I just don’t know why it is being implemented.
What was the problem it is addressing?
I’m not against it, I just don’t know why it is being implemented.
What was the problem it is addressing?
People were clearing old content too quick, so to make every little mob count, they did that. They care about our fun so much.
YAY.
Wow, if that is truly the reason, then the change makes no sense at all. Why make old content harder?
There was no problem.
Blizz is making a problem by creating a solution to something that was never an issue… the company motto - “if it ain’t broke, FIX IT!!!”
Blizzard philosophy: Why put in hard work on improving weaker specs that don’t perform well at high end content when you can just cut the knees of the AOE specs that rule the high end meta all in the name of “leveling the playing field for all specs?”
People have their conspiracy theories, to prolong old content, to nerf new content… But it might be as simple as server stress. Who knows?
It’s not, they are just jilted and being sarcastic about it.
Basically speaking going into Legion Blizzard removed previous AoE caps as well as AoE softcapping on abilities.
Based on the nature of burst damage over sustained damage in content such as M+, classes that can deliver high damage burst AoE (typically melee dps) are heavily favoured.
That’s why (previous to corruption) we have seen a strong leniency towards classes like DH and Outlaw Rogue throughout the whole of Legion through to 8.2.
As far as I understand, if in a dungeon you’re pulling one pack at a time (4-5 mobs on average)… almost every class can do well. Everyone gets to play. Even right now on >15 keys if you pull a pack at a time & don’t wipe multiple times, u end up chesting it.
Once the ideal way of doing a dungeon is to pull an entire zone, or kill the end boss with multiple mini bosses (skipping obelisks)… many classes get excluded, and justifiably so.
Will take some getting used to, but I’m sure it’ll be fine. Your abilities won’t hit the same 5 mobs every time. Neither will your teammates. I’m sure we’ll be pulling at least 2 packs at a time. Just not the whole zone.
The problem was
pEoPLe pULlEd tOo mUcH iN mDI aNd mOw tHEm dOwN wITH AOe, sOmE cLaSsEs aNd sP3c5 cAN aOE beTteR THaN oThErS
They implemented this so every single one of us suffer because of the MDI meta which is just asinine.
At least that’s my guess anyway.
This is literally the flying issue. Flying was NEVER a problem until Blizzard made it a problem.
AoE was NEVER a problem until Blizzard made it a problem.
This is not why those classes are favored. In season 2 outlaw damage was so broken this was the case yes, but for the entire rest of the expansion, DH and rogue were taken for their amazing utility and defensives. Blade dance dodge being required in some high tyrannical bosses. DH in S3 and S4 was also mostly brought to buff mage dmg. Rogue was needed for shroud in S1/2/3. In Legion the meta was aff lock/boomkin/ww monk DH and rogue were good But not meta.
Damage has basically nothing to do with why classes are meta. It takes a combination of good dmg and good defensives/utility. I saw a spriest do 140k overall in a +23 in May, before corruption vendors but they’re not meta because their utility and defensives are bad.
As long as some classes are able to hit more than others, there will always be a meta. If every class in game was capped at 5, everyone would be even and all skill would be removed from M+ because once you learned mob mechanics and pulled the same 5 mobs over and over it would become very simple. Pulling more mobs in high keys allows for more skillful plays in order to time the key.
That gameplay they forced on us is degenerate now, apparently.
Blizz hates fun
Blizz - Play the game in the way we deem correct.
That is it.
I don’t discount the fact that the meta is primarily determined by utility as opposed to damage. However the relevant discussion is on the changes which relate more to disparity between damage profiles of classes, that’s why I was referring to that.
Ugh, they did this to City of Heroes and it was awful.
I cant wait for someone to accidentally pull a little more mobs than what you can hit with the cap, and then die because we cant aoe them all down fast enough.
Going to be awesome. Looking forward to it. >.>
My guess is that the goal is to get players to slow down and approach pulls more tactically then they have been; M+ has pretty much forced players to focus on cleave/aoe damage to the point where large segments of the player’s tool kit go unused (IE CC’s) due to the need to get through the content as quickly as possible.
It’s my hope that this is a step back from that, so that we can more carefully approach fights instead of trying to leeroy our way through the dungeon.
They want players to slow down in content that is designed with a timer to be rushed and beaten. Makes very little sense.
I guess it might fix the “pull 30 mobs or you’re a trash tank” mentality in leveling dungeons. Other than that, I don’t see how it helps. I’d prefer that they remove the cap on classes that previously had one instead.