Yea, it’s unfortunate that lots of us lose site of that. PvE has changed dramatically over the last few expansions and that has really leaked into PvP. Mobility, casting, personal defensives, homogenization of unique abilities, and so on.
they tried shifting pve into more of a “avoid the animation not the swirlie” and pve players just made addons to simplify it (mop through legion). Like how the meat cleavers in NW need an arrow and every single breath attack now has to have a cone warning. They’d rather sweat over ddr instead of looking around the room.
People hate on the concept of rmp being god for 3v3 but if people want diverse kits there has to be a hypothetical best when its perfect play vs. perfect play. Instead blizz just ups the pace, sticks people in solo shuffle and rng keeps people engaged with mistake ridden sequences. Mobility and instant casts being the crutch that that solves much of the need to telegraph 5-10 second positioning windows.
My major beefs are the movement requirements and the focus on shutting down multiple casts from NPC’s at the same time in dungeons, to expand on your point. Not to mention you have classes that use 1/2 of their abilities off global which is totally asinine.
My other gripe is things like AMZ/Mass Dispel getting nuked from obit b/c ‘too good’ in seasons where things added to the dungeon in the design process were totally negated by those abilities. Meanwhile the team crushes class abilities for the sake of seasonal affixes that last 6 months. Instead of changing the content they change the classes and it ends up creating a mess more often than not b/c classes get boned and a mechanic that no one likes gets left alone.
Honestly I wish the team would design classes more around pvp for the simple reason it would curtail the amount of obnoxious garbage in dungeons/raid and perhaps make pvp more attractive to new players. Only speculation on that last. I enjoy hard content but I think we’ve slid too far into the AARPG side of MMO-AARPG design wise.
I just think they are going the lazy route and the team has either lost site of aims of the old fight designs, or they are fully aware of it and simply think the older style of design needed to change.
They could create more fights in PvE that really lean into the specialties of each spec and class. Fights good for AOE, single target, two targets, high movement, low movement, etc. Not that those don’t exist by any means, but the goal being to let some specs shine while others may not perform as well. In the past, when fights have been too simple, raiding guilds just stack the best dps specs only. With more homogenous designs as well, raids get away with it.
In the end though, the game has become more and more centered around M+ and that has really had the most impact on design. Way more movement. Way more homogenizing. I used to really enjoy M+, so I don’t think it was a bad choice, but it really adds a huge layer to balance around that may be out of reach of the current team.
we need back to pandaria or bfa pvp
Dear God no.
Please god yes! bfa survival hunter was my fav spec in the wow history.
You want to go back to the caster triangle pve fest with “organic metas” go right ahead
There are 4 second time to kills pretty reliably with CDs. In a world where 2x dps and most of the healers have kicks and things like grounding exist, instant casts existing in the state that they do are a necessity.
It’s really not appropriate to take any mechanic that’s a microcosm of pvp and say that “X thing is sooo broken/out of control/needs reworking” because the entirety of all the systems from movement to healing to cc to damage to defensives ALL revolve around one another and changing one would break everything else.
That doesn’t mean it shouldn’t be looked at, but you can’t just look at one small part at a time.
BfA Boomy was my fav spec in WoW history
The problem isn’t Mplus or raiding, or PvP, it’s that they’ve made a conscious decision to set a ‘ceiling’ far higher than they ever should have. Balance stops being a problem if you cap M+ at 10, delete Mythic raids, and kill self-sustain/healer survivability in pvp. Most of the extremely sweaty types would quit over the change, but it would make balancing the game a thousand times easier.
Unpopular opinion: I don’t mind the # of instant casts, as I think it’s necessary given the number of kicks, stuns, and gap closers in the game. It’s the quick traveling time on these insta-cast spells that make everything feel too “zergy” and difficult to react to. For example, Chaos Bolt has a noticeably longer air time before it reaches its target, so it’s much easier to anticipate the amount of damage you’ll soon take and then counterplay it accordingly. All the other spells you listed connect with their targets very quickly, plus their max. damage can vary considerably depending on procs/trinkets etc., so it’s sometimes hard to gauge which defensives (if any) are worth using in response.
Spot on. Up-vote this one!
This is pretty much where the road is headed.
And nobody likes it, as evident.