Quest Mobs are Damage Sponges

These mobs that I have to kill to complete quests are driving me insane. I take no damage from them at all and yet I have to sit here fighting them for a full minute and a half just to kill ONE mob. I’m a Tank spec and every mob has half of my health. I counted how many abilities “hits” it took for one to go down and it took 36 hits. I don’t understand why fighting trash quest mobs feels like I’m tanking a dungeon boss. What is the point of making leveling like this?

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Dear diary

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You’re 68, and getting weaker every minute. When you ding 70 and put on the AH blues, you’ll turn the corner and start bonking on the monsters better.

I haven’t leveled any of my tanks yet this expansion, but both the characters I have definitely struggled more at this stage of leveling.

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Idk why the forum level is bugged but I am basically 1 exp away from 70, and I can finally craft some decent gear (profession gear is all locked behind level 70). 1-69 has been a complete slog. A terrible experience. No matter how much my numbers on my gear keep going up, it still takes the same amount of time to kill enemies.

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Yea, that’s the scaling. And, yea, it’s not very fun.

It’s a terrible system, but the others are worse.

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I agree. Some classes/spec combination seem to handle it pretty well post 70 while others are so frustrating to play because they’re constantly dying. One example of underpowered is my Shadow Priest - she dies 2-4 times just trying to complete a WQ in Dragonflight, while my other character/class blow right through the same quest with no problem. Soooo frustrating - the balance is horrible.

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If you hate dying, I have heard all of the Tank specs are a breeze. You can easily outheal 100% of the damage you take. My Rogue, on the other hand, gets demolished if I have to fight more than 1 trash mob at a time.

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Solo leveling in tank spec is only good if you’re pulling super large packs, otherwise you should level in a dps spec.

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Change specs

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Switch to battle stance pull the entire zone and aoe them down . This will also most likely attract dps players as well to help you :stuck_out_tongue_winking_eye:

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Again, in GDC they have an ex-Blizzard dev talking about their work in AI, and the work on the Coliseum Faction Champions fight.

Long story short, they made a nice scaling and adapting dificult system which was the premium of AI and really a nice work, but test players hate it, so they dumbed it down, and player hated the even dumbed down as too hard, so they made the crap you have.

Because players talk big game, but most of them cant handle real difficult, and instead, THEY WANT THAT MOBS TO BE HARD BEING ONLY TO HAVE MORE HEALTH AND TO TAKE LESS DAMAGE.

Most players dont want puzzling increased difficult, they want to face a fight in which they are sure there is a foolproof method to win and preferably one that can be explained in a short step by step. Generation TL;DR at its finest.

And the ones complaining about it being made that way are often the ones who are the least interested in real difficult.


BTW if you are tank specced, you are expected to understand that you cant hit as hard as a DPS and therefore, mobs are not made to your DPS, so they will take much longer for you to kill them than they would to a DPS. That in itself is just dumb choice of spec to solo things.

Sad reality world content is braindead with damage sponges which makes it Chore like Choregast was.

Same with questing

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Learn to play then since on all my chars i genocide open world while levelling.

To me, this is the difficulty slider in WoW.

  • Easy mode: I play a class with more survivability, like solid heals, tanks with high stamina, or pet classes. Die very infrequently.
  • Medium: High DPS roles, tanks that I’m moderately competent with, or medium heals. Die a bit.
  • Hard mode: Single-target DPS, heals with bad DPS, or leather tanks with complicated mechanics. Probably die a lot. I mean, a lot a lot.

This is not difficult. This is akin to say:
My difficult slider in carpentry:

  • trying to hammer a nail with a hammer is the easy
  • trying to hammer a nail with a round stone medium
  • trying to hammer a nail with another nail hanging on my fist clenched is hard.

Which means: You just making it wrong.

Why would you fight stuff one at a time as a tank lol

When I leveled I basically just pulled the entire area every time, just do the quest in a single pull

Much faster

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This is the life of a Blood DK. A mob black hole. The more the merrier. Since it takes so long to kill one mob, may as well get them all and kill them all at once. Just bring snacks to Elite fights, they take forever.

And I never found my warrior to be spectacular that way like the DK was. Prot elite fights were just awful they took so long, but as Arms, the warrior just dies since their primary heal mechanic is killing things – which doesn’t happen on solo elite fights unless they spawn weak adds to feed the warrior.

You should see ESO. When you ding, you actually lose stats, because everything is scaled to max level, despite what the mob level says.

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Players have to adapt to the situation. If the boss can only have so many abilities, and players will learn how to counter them. And if the abilities aren’t one shot abilities, then we may eat it the first or second time, before we learn what the issue is so it can be countered. That’s assuming that all of the classes have an effective counter.

There were some mobs in ZM that were very difficult for some classes to solo because they had an interruptible heal, but the player interrupt had a longer cooldown than the mob heal effect. Fine for a group that was able to manage it properly. but very difficult solo.

Stargorger was a poster child for that, since it required a stun, not a normal interrupt. Piddy here ate its lunch as she had several mechanics to stun him. Other classes, not so much.

I had a great fight with a world elite the other day. It was a combination of the boss, adds being pulled in, adds spawning. It was two players, me and another. It was a long process focusing the adds, keeping my VW healed, keeping me healed, the other player kiting mobs all over the place.

It was fun, I like fights like that, and it wouldn’t have bothered me if we wiped, we’d have approached it differently the second time. I’ve had a couple of these fights in DF.

But once the fight is done, and it only takes once, then the fight is basically easy after that. Or its impossible and I don’t go back.

The role of a tank is to be able to endure a lot of damage.

If the mob can wear down a tank, it it will obliterate non-tanks. So, mobs only tickle you.

If tanks can then do as much damage as dps, why would anyone play a dps? Thus it will take you longer to down it.

That said, with all the level scaling tech that exists, the devs could have mobs appear to have fewer hp and do more damage vs tanks and make quest mobs feel the same for everyone. But would that actually be a better experience? Or does having some variation in how different roles feel playing in the world help define different expectations and make chance encounters with other players in the world make the different roles shine when they briefly team up?