Lets let Tank survivability be the AOE Cap. This is true proper wow style.
If they remove the AOE caps then that makes the option to grind the AOE talents and powers moot. They’re trying to give you options to grind for, so people have “a sense of leveling”.
Grind what AOE talents and powers? There’s no secondary system in DF, and it takes 6 hours to level to 60.
I just figured there will be something. Maybe not 10.0 but 10.1 or thereafter. There were all sorts of ways to build AOE in SL.
I’ve heard it explained that aoe cap is intended to control MDI so it’s not just pull the whole dungeon. Nerfing the player instead of buffing the mobs.
It could also be a way to balance talent points. If aoe was uncapped it obviously would be superior pick no matter what. Having it capped does indirectly give more value to single target oriented talents.
I’m kindve okay with it. But I think it should start at like 10+ mobs. Not 5+
isnt the issue here then, that a tank can survive picking up that many mobs and not that they can be aoe’d down.
AoE cap given how the game has progressed since BC is so dumb.
Who takes the time to CC things in dungeons anymore?
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Square root scaling is fine, hard caps aren’t.
might want to take “petition” out of your title OP, there’s a line in the rules specifically against those
It’s also a way to separate aoe from cleave classes
Today I will remind them that they nerfed a bunch of classes AoE with these lame caps, BUT they conveniently ignored the OP dracthyr AoE.
I’m glad they did it now they just need to do evokers kind of dumb if they don’t I get it’s a hero class but dk’s and dh’s were enough make the class so fun you don’t have to make them op maybe?
unlike the dk/dh, Evokers arent actually fun to play, esp after the gimmicks wear off
its a way to slow down how fast we consume content. Example most of the toons i care about are leveled and geared enough it took me a bout 2-3 days about 6 toons I could work on the others but meh. If we burn through content at the rate we are able Bl;izz would fall behind even further.
edit: not saying i agree with it but I think what i suggested is why.
Kind of. They want aoe pulls to be an option, but dislike it being the only option. I think it’s cool to see how much groups can pull, provided they’re able to survive it both by kiting, cycling defensives, stopping important abilities (which can be quite difficult when there’s 10 to watch), etc.
But yeah, they just thought aoe was op, and it was/is, but that’s…fine.
Pulling the whole room and blowing it up in a few seconds is like the ideal scenario, and dungeons turned into figuring out how you could do that. Which, again, I think is fine and cool, but the devs dislike.
Actually, they both suck. Sqrt scaling just sucks slightly less.
There are still other ways to handle this that are better. For example, having more than one mob that heals and needs an interrupt. Or mobs that dont group(eg casters). It doesnt help tanks are wildly overtuned like we’ve never seen before in wow. Tanks do and should set the pace of the dungeon. They can simply let them not tank as much. 10 Mobs should be a nightmare scenario for most players tanking. Not whatever they have going on now.
This is just assigning a player to each mob to kick or stun/cc the cast.
Yeah, it’s great and fun when tanks have agency over their own survival.
While yes it may be part of it. It’s more complicated than that. Tanks have the option to kite, they aren’t necessarily being smacked by all the mobs.
So then okay you nerf slows/cc but is that really what you want to do? Think frost mage, should frost mage slows not work?
Then why have healers? just for dps?
They can kite now for a limited amount of time if im not mistake before the mobs teleport to them? didnt they nerf the infinite kiting? Also, after kiting for a sec shouldnt threat be an issue?