They knew about it in beta, they obviously didn’t care enough to fix it.
Our resto shaman reported vitality conduit week one, it took 8 weeks before we saw a fix. You have me curious now, I main a prot paladin.
Think that was by design (by what I have seen), to allow streamers and their followers to get ahead…but, they would never admit to anything like that…
By significantly lower, you mean zero… we’ve gotten xp of some amount in raids at the very least since TBC. Never tested this in vanilla…
Except most of the people who are ahead don’t stream, most of the streamers are at a very achievable level
Does not mean that was why it was allowed for so long, again actiblizz caught with their pants down and unexpected results. Lack of beta testing and streamer bais stink in the launch …
I won’t give too many specifics but:
it requires a macro.
It requires ret due to a PvP talent (so only usable in PvP/War Mode, I really wanted to see this get put on Conflict and Strife because it would have just butchered M+ leaderboards and raids and I would have laughed).
It puts the target in combat, regardless of range or LoS. Well, there is a range limit but I couldn’t figure it out in testing. Larger than any arena is, at least, but I couldn’t pull Sha of Anger from the cliffs of Kun-lai. Probably could have pulled any boss in Atal’Dazar from anywhere else, though. Would probably reset bosses, but man you’d be able to really cheese the trash.
So yeah, can deny stealthers and stop drinks without being anywhere near them. Can be reproduced 100% of the time, reported it on the forums and in-game several times. Existed since at least the start of BfA, but I think it goes all the way back to Legion launch. Just tested it, still works. Very lol.
(Backing out of the thread now though as this is derailed and we’ve gone off the topic, and I’m heading out anyway. Cheers)
That’s one hell of a conspiracy theory, specially since beta did have thousands of people in it, so it’s not like it wasn’t tested
Raid exp was always almost zero ever since they patched it. because the purpose of raid groups isn’t to level. That’s why this exploit was so bad.
Yes it was always almost zero, now it is zero, at least that was my guilds experience when they hotfixed it in the middle of our run.
I’m so disappointed this was allowed to go on for so long and not caught in the beta. After hitting level 30 and being spammed to run “CLEAVES” or “AoE Farms” for SM for being a mage I had to take a break. World chat is nothing but spamming for LFG for such nonsense. Now all those exploiters are so much higher and didn’t have to fight in WPVP on a PVP server during the most scary leveling brackets. What a joke.
You’d still be spammed, cleaves and aoe 5 mans are great xp
Not well enough or ignored by actiblizz…either way…it is squarely on actiblizz…
So this was a bug. Oof.
Welp. Between this and people taking advantage of layering, any servers out now are a pretty far cry from “nochanges”.
Hopefully blizz will launch some new, untainted servers in the near future once all this nonsense is quashed in phase 2.
It’s a significant swing lol that’s like saying oh my coworker was getting 4 dollars more for working with coworkers when they were supposed to be getting 4 dollars less, and saying you are okay with them nerfing pay after your coworker already got promoted to a level that doesn’t have that rule.
Upsetting. I’m going to have to put myself on DND and make my own groups then and say we’re doing it the old fashioned way.
It’ll all even out eventually, the people who are 60 now would still be sixty by now, even without layering and this bug, only issue with layering is gathering nodes honestly, but it’s a necessary evil so the don’t have 100 dead servers in a month
We aren’t talking hours we are talking a 300% increase in xp. Mages and Hunters would be basically the only 60s right now not the raid cleave groups.
…Well I was going to leave the thread until this pinged me.
That metaphor has many flaws.
First off, you aren’t getting paid $4 more for doing this. As the math demonstrates above, you are getting less per-kill individually than you would solo, the difference is that having so many people increases efficiency by more than the loss in XP is worth.
Using your example, this is no different than doing work as an independent contractor and getting paid per commission instead of a salary. Indeed, with more people you would get the job done faster - but you would be dividing the money among them. It just happens that the value of your work makes up for the difference.
Once more using the metaphor, the problem was that diminishing returns for the commission work (which in practice is anything greater than 5 players in this example) wasn’t a factor.
You’re getting less xp per person, they’d need more groups and would have to be more careful, not much would change, they’d still have been sixty today.
It only saved about 11 hours