Mob Behavior and Recent Mechanical Changes (Boosting Changes)

You didn’t address the XP nerf for appropriate level toons in a dungeon.

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You asked to demonstrate how it lowers server pop. It may not be an issue if one ore two people leave for that reason, but if they left the server because of something that negatively impacted their experience in a dungeon, it fits your request.

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Ok, thank you for showing a hypothetical of one person leaving the server that could or could not happen.

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True, because it’s not a huge issue. If you want xp from the dungeon don’t bring someone too high. If you don’t care then at least he can help you get gear and complete quests.

I just leveled and geared out my prot paladin to solo farm dungeons for raw gold and now I cant even do that because boosters ruined it for the rest of us… Dailies are c r a p with how much inflation there is because of RMT and Bots.

Instead of fixing the root of the issues they just implement some sloppy mechanics. If they instead invested into implementing better bot detection etc into the game more people would feel like their time is worth it to actually play the game instead of GDKP and RMT.

But then again that sub fee would have to go up if we expect them to put any actual human intervention into maintaining the game that’s not some slop code one person implemented in 10 minutes.

Honestly I rarely ever run into a booster who speaks english , I think they should keep servers regional only so that users who are used to RMT in their gaming (China ETC) cannot play on servers located in the US and use our games to pay their bills because farming gold pays better than their own local minimum wage.

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I laughed because as I read your post I couldn’t help but imagine what these changes would be like if implemented in PvP, then I ROFL’ because its true, I am having to do exactly what you are doing when I am unable to find assistance. I make it a point to try and help the lowbies with quests in dungeons if I am nearby because there often isn’t an alternative. Somehow I imagined a naked mage, pally, and rogue just smacking each other with staves in arenas because blizz took away their uniqueness to appease some at the expense of the mage, pally, and rogue. Porr naked arena players. Hope that these microchanges stop!

I really loved your conclusion at the end, because dangit, its just plain true! Having to do that as well with alt accounts occasionally.

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i was just talking to guildies about the patch and this was a topic i brought up saying the code will end up hurting regular runs. so seeing your post def puts it out there that i was correct to assume this would happen. they just need to put in rdf if they want to hurt the booster gold farmers. patches like this do nothing but hurt everyone else.

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I haven’t heard about this…what is it?

I’m sorry, what? Did you read the post? 3 Flamestrike casts, 1 Blizzard cast and mobs are immune to slow? That’s worse than PvP DR. That’s not a skill issue.

What changes to group comp would you suggest to make this a non-issue?

See, the problem with this logic is that it’s faulty, because it’s not just her that gets the EXP nerfed. Everyone in that group would have received 90% less EXP. That benefits no one.

Sure, they reduced EXP sometimes and increased EXP others; but now at an 8 or less level difference? I’m all for the EXP nerfs with max level characters; but asking a level 61 to come help a Scholo run, or a level 66 to run Ramps is actually detrimental to the group, that’s a bit far.

LOL. There are 4 mobs that run if you pull the first 5 mobs in Ramps. Sure, smaller pulls, that works, but expecting Blizzard to not slow on the first cast of it? That’s not even DR, that’s just immunity.

I mean, how? Most groups don’t have a mage (in the general sense you’re using it) now. Immunity to slow on the first cast? That’s heavy handed. Even if you planned for the ‘no Blizzard’, they’d still be immune to things like Hunter traps, Frost Shock, Hamstring, etc. The point of mobs running away was to slow/CC/kill them so they don’t pull other mobs. Now your only option is to kill them before they do, and even that runs the risk of face pulling more mobs.

You can say “pull them further away”, sure, but that only extends the pull, and may instigate the newer “spam stun the tank” mechanics as well.

One could also make the argument that it ruins Mage fantasy as well, but I’ll leave that to the mages of the world.

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true! didn’t think much of the consequences of it, but I definitely feel like more people are hurt than helped with latest changes. Feels like can’t do dungeons now without the assistance of higher players from my experience. I’m just sticking to lower leveled dungeons than aiming for similarly leveled dungeons. Mining ore helps in my off time when not afk as well since inflation skyrocketed on the server - I can’t afford to level blacksmithing now, however, I am making a killing with selling my ore. I’d like to see how many people are “actually” enjoying the game since patch release, feels like only difference is that normal dungeon runs are 10x more difficult.

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When I level my chars I like to twink them out and can handle a dungeon 10+ levels above me and have no problem being ontop of dps etc. But now I cant have fun twinking out chars and leveling them and challenging myself because of jank implementation.

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A group comp that can actually kill a pack without needing to kite them all around the dungeon.

Still doesn’t change the fact that there’s more to the game than min/maxxing your EXP per hour. If that’s all you care about, then yes, solo questing is probably more efficient. If you only care about min/maxxing EXP, you’re not likely to care about isolating yourself anyway.

I see no issue with this.

Not really, considering how much they out level the content.

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The anti boosting feature remove ALL slow and snare. You can’t stun them.

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It would be so much better for lvling alts and for helping low guildies if they would put in rdf and remove this patch. idk what employ thought this was a good idea but i sure hope they dont ever listen to his/her ideas ever again.

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Why would Blizzard remove snares like Earthbind or Frost Trap or Hamstring when it was really only Prot Paladins and Frost Mages boosting. They decreased the snare on Blizzard but I’ve seen no evidence that every snare in the game no longer works in instances. If that’s the case, that’s ridiculous. They should’ve just nerfed Blizzard.

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And that would be? In this scenario, there was no kiting… No extended pull… just standard rotation. Blizzard as they are dying, but immune to slow… your comment makes less sense than the first.

True, there is more to the game than min maxing, but we’re not talking about min maxing EXP per hour. We’re talking about how detrimental it is to regular groups doing dungeons vs boosters running dungeons for low levels.

Less than 3 levels? Considering that you can end up wearing a lvl 19 cloak all the way to lvl 40 because that’s how dog water your luck is, and how poorly gear is itemized in classic, that seems a little low.

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This thread does seem like a farce to unnerf boosting. There are many things to prevent fleeing mobs and them snapshotting through LOS to your tank kind of speeds up the pulls. So idk seems like a non issue. Maybe don’t cast on pull so you don’t take initial threat, but thats been a mechanic since day one.

Like everyone said if your worried about exp per hour solo questing has always been faster.

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you def dont have alot of friends on here or you refuse to believe whats right infront of your face. everything that you claim isnt real ive seen over the years. you can get into sm at 26 so its completely possible for guildies to be helping lower lvl guild mates in SM.

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Agreed.

Furthermore, The problem is that blizzard team thinks by nerfing class abilities or effects is fixing the problem. I believe many players would agree that a simple xp modifier for lvl 70s only in groups would be fair. I further believe that it can be proven that the average booster (high level running low levels through dungeon / certain quests content) were never an issue in the first place. The economic issues stemmed from illegal botting and gold selling which drove players to pay-to-play strategies outside of blizzard’s control. This is the real issue that hurt gameplay more than micromanaging how people should play the game as it was “intended to work”. Pretty sure the game was intended to be played with friends and to make friends, not say what your character can and cannot be capable of doing.

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Correct. That’s called boosting and it has been nerfed. Not all boosting is some Chinese level 70 Prot Paladin doing 340 mob Strat pulls for AFK, paying customers. A level 62 guild member helping your level 29 group clear SM library is still boosting - just another flavor of it.

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