Mob Behavior and Recent Mechanical Changes (Boosting Changes)

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 (I’m 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 “oh crap” 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 someone’s 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.

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Umm the mobs fleeing when they are low hp has always been a thing, but seems odd they became immune to slow based on the levels you said.

This was way too long and didn’t even read. Please add a TL;DR. Thanks

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Youre Welcome! Sorry replies look weird on here, my first post.

Yeah, spell-cleave groups are absolutley dead for leveling now, mages can’t kite…

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Honestly even if stuff like this is manageable, this makes the game feel jank like a steam MMO. Maybe we need to 86 all of these changes if a high level isn’t in the group, obviously that doesnt work for SL, but tweaking needs to be done if this is happening.

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If that’s the case, it may be a skill issue. Any somewhat competent group should be capable of completing dungeons even with the new changes.

Did you read it? Weird take given his examples.

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Yes I read it, and no, my point still stands. Can you explain what’s “weird” about my take please?

TLDR, Mobs are running away, while immune to cc with no way to stop them because of the boosting changes. The run away mechanic is meant to be countered by cc or just by killing them.

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Sure,

He didn’t express that it was a skill issue. He said it had a ‘negative impact’. I think most would agree we want these changes to affect boosters, farmers, bots. Not just a typical pug, regardless of skill level. Normal dungeons are where new players go to learn. A “skill issue” seems irrelevent.

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The experience nerf because of an 11 level range difference in SM is not directly correlated to skill.

I can understand your concern for skill related issues. Having played WoW for the past 14 years and with most the group in question for the last seven, the concern is not for our group as we were easily able to finish, but others that may not have the synergy or game knowledge to be successful in dungeons given the current mob dynamic.

What is the appropriate range? I have several lvl 70 toons that all need rep in lower level dungeons. HH/CC etc . how does or did this change?

dunno seems like blizzard has told us that dungeons are bad and we should all touch grass instead

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No, he didn’t, that’s what I’m saying.

Any negative impact, from his examples, typically results from a skill issue though.

These changes were targeted towards degenerate gameplay of all different types. That may include typical pugs, yes.

Ok, and they can learn through their failures, can they not?

No, it’s directly correlated to you not creating a more optimized group around your specific goals.

Those players should do their best to learn then. Not everyone is entitled to clear a dungeon just because you step into it.

I commend you on the dedication that you added to this reply and the specific replies you were referring to. Bravo!

I am not certain if I have seen a range posted truthfully, if it was posted I missed it. I will say that when this change occurred, our friend brought her level 70 rogue into BF our group was from level 60 - 70 and the experience gained was cut by 90%. She is now leveling her hunter by herself as she did not want to negatively impact our ability to level in TBC dungeon.

You think the forums are a place to win, and I’m not trying to play games.

IMO I don’t think this should change the skill floor for new, returning, or casual players. You can have a different opinion, gl winning the forums.

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Remember in school when the teacher got really mad at 1 person in a 30 person class and decided everyone had to suffer for it rather than punish the 1 bad person? That is blizzard punishing the entire community rather than 1 group of people with every change they make. It’s called incompetence and it’s been a thing with them for a while.

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I’m not trying to win anything – I’m discussing the topic at hand. Do you feel that you’ve lost in some way?

It really doesn’t. This entire alleged scenario, if it even happened, sounds incredibly niche anyway. But yes, there are probably 1 in 1000 people that are effected by the “raised skill floor”, if you can even call it that.

Classic was never supposed to be about pulling entire dungeons and AOEing them down with mass slows anyway.

Yes it is a public forum after all.

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