Real talk time. There seems to be some confusion as into why this bad.
First off, there are a lot of specs that already have minimal AOE abilities as their primary source of damage. Mostly any dot or predominantly single target spec. Affl, feral, UH DK, Destro, Shadow, etc. While most of these specs have some ‘cleave’ abilities, a large portion of their damage comes from either dots, which are unaffected by cleave or by high single or split target damage.
So what does this mean?
Well, if the concern is that groups are pulling to large in M+, this won’t stop because the classes that cleave are nerfed with artificial barriers. Instead, the strats will remain mostly the same, but classes that can still excel at large group damage will become the primary choice.
How do we know this?
Well, it already happens now. Depending on the week and the affix, some of these specs already excel. They aren’t the best overall though and aren’t considered META. That DOESN’T mean they are bad though. You can build groups and strategies to take advantage of this and still pull large packs and still excel at a high level.
If the real concern is to limit the size of packs being pulled, there are plenty of ways to prevent this.
First and foremost, dungeon design. As is, the mob density in a lot of dungeons is VERY high, even compared to Legion. It seemed like density was increased to make the dungeons more difficult, but for specs/groups that can handle it, it’s a non-issue.
A good example would be comparing Halls of Valor to something like Siege. Halls had very metered pulls with lots of high damage mobs that often had to be pulled in small packs. Some specs that didn’t do well in other dungeons could often excel in Halls because of the pack sizes, as well as the high mob health on some targets. This favors dot specs and specs that had good damage on 2-3 targets.
Dungeons in BFA largely benefit specs with high upfront damage and lots of cleave. DH and Fire both excel at that. With little ramp up, they have immediate damage available. DH is 100% top down when it comes to their burst. Unloading everything while quickly killing low health mobs with huge cleave.
So many of the dungeons are now packed with non-elite mobs as well. FH, Siege, TD, etc. These non-elite mobs often have low health, die quickly, and are easily dealt with by high cleave specs. These non-elite mobs are also bad for dot specs or any class that needs time to ramp up damage. By the time you might get a mob fully dotted, it might be dead already.
So what to do? Diversify!
- Mob Density - As is, BFA dungeons have some of the highest density of any of the dungeons we have had up until now. Even making some pulls can be tricky given how many mobs you can potentially pick up. To that, dungeons like TD have been a blight on the expansion with mobs being pulled through walls… Reducing total enemy head count would be an easy fix.
- Increase Mob Pack Distance - Like Halls of Valor, mobs could be more evenly space and spread further a part as well. Not only does this make doing large pulls more difficult because of the time it takes to gather everything, but this means dot classes potentially have more time to ramp up damage while pulls are being made.
- Increase Mob Health - Right now, there are very few pulls where large health mobs are introduced into a pack. Think… mini bosses. instead of always having 3-5 pack pulls, why not introduce more pulls that are singles or doubles. These can mobs could have mechanics that make pulling large with them difficult. They aren’t quite bosses, but they require more effort to take down. Legion had a number of these and it worked well.
- Increase Mob Abilities - This is a difficult one as I DON’T think more interrupts need to be added, but rather more abilities that need to be countered. Be it with single target cc, kicks, stuns, banish, clones, etc.
- Unprune! - This lends itself to the previous point… While are seeing some old abilities come back, lots of the top specs in M+ right now never… lost much. Rogues and mages have remained most unscathed over the years while other specs lost core abilities or now have them gated behind PvP talents. (I hate PvP only talents…). For example, hunter used to have explosive trap as a baseline ability. Not only did it act as an interrupt, but it also could be used to help a tank kite mobs. Now it’s unavailable for PvE content… Dumb. Same goes for Cyclone which I’m glad to see will again be baseline. Whatever happened to Bind Elemental? These abilities need to come back or be removed from PvP talents. PvP only talents = bad.
If the point of capping AOE was to prevent players from doing large pulls, it not only won’t change that, but also won’t address the core problems with M+ design that lends itself to high cleave specs.
TLDR - Diversify! Dungeons need to be designed to allow each spec a place to excel in. If cleave is an issue, stop making dungeons about cleave!