Recently, Blizzard implemented changes to the game to reduce the ability of Paladins and Mages to boost given mob behavior changes, as well as a 90% reduction in experience when a large gap in level threshold occurs. We all know this to be fact, based on the explosion of posts complaining about the changing. This post is not aimed to ask for changes for the max level 70 characters, but those leveling in groups (without a booster).
Recently, when in a group of level 60s-63, our group decided to run normal Ramparts. Our tank pulled the first five mobs on the bridge, as he was a level 63 and could handle the hits the mobs put out. I, as a level 62 frost mage, began my AoE rotation, Flamestrike R6, Flamestrike R5, Flamestrike R4, into Max Rank Blizzard - a standard rotation for mages to cleave mobs down. By the time my first Blizzard began ticking down, I noticed a major change at about he 1/2 channel mark. Mobs were no longer being slowed by chill. I know that this may be intentional to prevent boosting so at first I thought this will be okay. I did not realize how wrong I was⌠As the mobs became immune to slow and hit lower hp threshold the mob proceeded to run off the bridge and pull two additional packs. Long story short, out group wiped. We pugged some lower geared toons that were in communal gear, fresh to the game, as we are on a lower population server and they were the only individuals to message. Chaos ensued as no one likes to wipe and blame was cast. A wipe that could have been prevented had the new mechanics diminishing returns not kicked in allowing a mob to be immune to slows. Turning a somewhat pleasant experience into a bad experience for all involved. This was not an isolated incident. Our same tank, in Blood Furnace attempted to Line of Sight (LoS) pull roaming mobs in the second large room with the engineers and tacticians. I watched as the newly implemented code kicked in, I guess our tank ran too far while trying to LoS, and the mobs teleported on top of the tank. Our healer, while rightfully waiting for mobs to get into position had not started healing as he was drinking and expected the mobs to take a moment to transition into position. Out tank was then stunned as the new code assumed we were trying to boost (Iâm guessing that is why the stun occurred). Our tank died and one dps died, but it could have been much worse. Our core group has been playing together for years and has experience handling âoh crapâ moments or I believe we would have wiped. A group newer to the game or including newly boosted toons may have not survived.
Sub-TBC A friend took her level 40 hunter to SM Arms, as we once again are on a smaller server, her group comprised of individuals from level 29-40. The system in place must have interpreted that she was boosting the SM Arms group as the experience they gained from the entire dungeon was about 10% of a level. She received less EXP per elite mob in the dungeon than is she had been killing non-elite mobs at the same level. There are VERY limited options on our server for grouping and in her eyes, this was defeating and demoralizing to the low level group experience. She has vowed to no longer group to do dungeons. Before anyone comments, they should have had less of a level spread, it took their group 45 minutes to come together with individuals within the acceptable level range for their dungeon. That level spread was the most appropriate option, on our server.
I make this post as I do not believe these mechanical changes were well considered for groups truly leveling. I understand that some of these changes were implemented so that mages like me could no longer solo kill mobs in SP, so boosters cannot boost, and so on. I have come to terms with this and am okay with it. However, what I am not okay with is the fact that someoneâs experience in dungeons may be ruined because of mechanics effecting mobs actions or experience gains. I play on Azuresong as Horde, we have about 300 Horde players. As our server continues to dwindle and guilds pay to transfer to high pop-servers I am afraid that these negative experiences will only compound on losing individuals overall for both dungeons and the game. This post is not to complain about boosting, gold farming, or cracking down on RMT, but to urge Devs to consider the negative impact these newly developed mechanics may have on player experience while honestly leveling verses boosting.
Thank you for your time and consideration,
Gluk
TLDR: New changes to combat lvl 70 boosters are having negative impacts on groups truly attempting to level within the appropriate range. Specific examples provided for TBC and Vanilla group experiences.