PvE Feedback Thread

Dear Blizzard,

It is I, the terrorist known as Abu-al Brainard, here with another disgusting thread for your mods’ displeasure. No, I will not stop posting no matter how much you beg.

This is to discuss the changes you made to PvE this season.




M+ Feedback

Overall phenomenal improvement over the last season. I was dubious about Theater of Pain because of how much I hated that dungeon in Shadowlands but the increase to Arcane Mage mobility has really been a gamechanger between these two expansions.

  1. Resilient Keys:
    • Feedback: Absolutely amazing. I love using this mechanic to try crazy pulls, or just to do chill keys in LFG. If it bricks, oh well, we can just do it again. Thank you for implementing this; probably the best change this entire season
  2. Rapid Tuning of Dungeons:
    • Feedback: Again, phenomenal change of direction. I think a lot of the changes you made were great. Some of them were a little confusing (i.e. Nerfing Swampface’s (3rd boss of Floodgate) Frontal by 40%; I think this should just kill you but that’s just me, other example includes nerfing RPGG damage when currently there is a bug where they do not reload, and is probably why people are dying to them). However, most of the changes are really nice. I also appreciate the downtuning of some of the tank busters. The only remaining change I would make at this time would be to nerf the health of the Hopogoblins in Cinderbrew since they give the same percent count as the Honey Harvester while not only have 20% more hp, but also running around and spawning a bunch of droplets. Otherwise, great changes.
  3. The soon-to-come Dinars:
    • Feedback: Please for God’s sake making this come earlier than 15 weeks in. I would like to have my BiS trinket before I get dementia so I can start pushing keys higher and higher. Otherwise, fantastic idea.
  4. Raid Reputation and associated damage buff in Raid:
    • Feedback: Phenomenal idea; I would just make this have a catch-up mechanic somehow for new players so they don’t get astroturfed if they started in 11.1.5 and are playing against people with 18% damage buff (not really something they can compete with there on the damage meters).

Future Directions

Target Cap (Hard capped) Specs

My biggest gripe at the moment is the concept of some specs still have a substantive or absolute target cap. This makes no sense in a game where certain seasons raid or mythic+ can have encounters, sometimes numerous encounters, with far more mobs than that target cap allows.

I would like you to address this if possible. Some of the specs include but are not limited to the following, and there may be more but I do not play every spec:

  1. Vengeance DH (most important to change): Why does Soul Cleave have a target cap of 5 targets (???). This is insane for tanks since they need agro on everything. Note that I don’t even play VDH (I play Prot war and Arcane), but this seems insane and illogical to me.
  2. Arcane mage: Yes, I am biased because I play this spec, but please explain to me why Arcane has a 5-target hard cap. I understand that because of talents like Resonance and the fact that Barrage cleaves per Arcane Charge that you cannot increase the cap on Arcane Barrage, but why are spells like Touch of the Magi squared root scaling after 1 target? Consider the fact that San’layn’s Blood is Life talent is literally the same thing as Touch of the Magi, except that it stored 50% of damage dealt (up from 25% for Arcane) and explodes for FULL damage to all targets (soft capped after 8). This makes no sense. Unholy and Blood DK already had great AoE and you gave them a better version of an ability we have. Please uncap Touch of the Magi.
  3. Fury Warrior: Again, insane to me that this spec cleaves to only 4 other targets (5-target hard cap). Please address this, make Improved Whirlwind and Meat Cleaver allow Fury to cleave to ALL targets, reduced after 8 (like literally every other pumping AoE spec)
  4. Outlaw Rogue: I put this a little lower because they cleave to 8 targets instead of 5 like Fury, but the point remains: why are they capped? Uncap these poor rogues.
  5. Shadow Priests: I’m well aware that you can DoT extra targets after your Shadow Crash is cast to go above the 8-target cap, but why does Shadow Crash have an 8-target cap to begin with? It’s super annoying and feels really bad to have to manually DoT and re-DoT targets in AoE when you could be pumping the mobs you already are hitting. I think Shadow Crash should apply DoT to all targets hit.
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love 10/10 what a genuis dude guy

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