I said you out gear that content, not that it was low level, there’s a difference.
I also pointed out that that one dungeon is not one that has a lot of hard mass pulls (there’s even an add that literally one shots other adds).
and For good measure, a lot of big pulls seem easy when you watch them but actually require a lot of control on the adds which is not easy, not saying this was the case specifically, but just putting it out there.
Sure but everyone who is pushing, on their own level, has to make descisions. A +8 is not a just an AOE party for every group In my guild is a 2nd M+ group who now have finished 3 +10’s and 1 in time. They definitely have to play on their toes in a +8 too. But pushing on your own level does make you pull smaller.
Sure sure. My point is just that players will always err toward AoE if the possibility presents itself, because it’s always the most effective approach to anything. Doesn’t really matter if you’re good or bad, casual or competitive, doing low-end or high-end content. AoE is king.
And personally I kind of like Blizzard’s desire to go back to the time when AoE wasn’t just AoE. Some AoE was cleave. Some AoE was unlimited but weak. Some AoE was unlimited and powerful but had a cooldown. And so on.
That’s a lot more nuanced than today where all the AoE abilities blend together and do the same.
I am actually totally fine with deciding to pull small or big depending on how dangerious/coordination needed/etc something is. That is what we are currently doing. It is not like we pull whole Neltharions lair + MaW on Odyn. That was Legion. Totally not doable now. Packs are dangerous. We search for the limits where to pull big.
Look at current pack in Atal before bloodboss. Now with teeming some groups can not even kill that 1 pack on its own. Or the middle pack in atal. Those are just 1 packs. Stuff is dangerous.
Blizzard doesn’t care anymore for good players, they thrown M+/Mythic raid for them and here you go. Now they care about lowbies/newbies, they want to make easy sandbox from this game so it will be even more accesible, lowbies can have better results compared to good players. With AoE capping there won’t be a point to pull more in dungeon and shine with skill like it is now, Pros/Noobs everyone will pull 5 max giving them similar results.
There’s a difference between the player and the developer perspective here.
When you evaluate that you ought to do a small pull rather than a big AoE pull, then that’s because Blizzard have developed the dungeons to deter some of those AoE pulls that were so frequent in Legion dungeons.
Your behavior is the result of Blizzard’s design efforts to stop players from AoE pulling everything all the time.
And they’re moderately successful at that. Like Ion has said, then giving trash mobs a lot of abilities and demand a lot of crowd control helps toward that end. But it also only treats the symptoms, it doesn’t deal with the actual design problem – that AoE is crazy powerful and players opt for it anywhere and at any time they can.
And it shows in the game design as well, because it’s beginning to slip.
If you asked me to summarize my Shadow Priest 10 years ago, then I would say it is a spec that does weak single-target damage and weak AoE, but it shines at multi-dotting 3-4 targets, and most of its abilities revolve around that.
Today, if I look at my ability bar, then most of my abilities are AoE abilities. Void Eruption, Mind Sear, Shadow Crash, Dark Pact, Dark Ascension, etc… Those are all abilities Blizzard have had to add to my spec in an effort to keep it viable compared to all the other specs. Because when the name of the game is AoE, then all specs need viable AoE, regardless of whether they traditionally were focused on single-target or cleave or multi-dot. In the name of balance everyone’s gotten a truck-load of AoE capabilities, because that’s how we play the game today.
And that’s an unfortunate design trend, and it’s totally understandable that Blizzard wants to put a halt to it. I support that wholeheartedly.
There is indeed a different perspective and i do understand where that is coming from, but i think in different solutions than taking the risk/reward away, what we currently have.
I think the problem is there are classes without weaknesses. If you create a class with gazillion AOE and also a ton of CC/interrupts/stuns, then you can handle ‘everything’. I think that is somewhat the problem with rogues and DH’s. You get to the problem that groups without those classes can shine less, = inbalance.
So i have a player perspective AND a perspective of never had a rogue in my group, never had a DH in my group, no meta class at all except right now apparently me with the HPala. And from my perspective we are having a ton of fun with risk vs reward, while also having indeed 3 classes with great AOE (ret pala, arms warrior, bm hunter). But lack ST, so that is a trade off.
Isn’t the problem more the class design? Shouldn’t classes simply have more weaknesses? Because now it looks like ‘fun detected’ and risk-reward is getting taken away in SL because we simply all get limited. Why can’t we have strong unlimited AOE dps? Give a DH the 1 minute interrupt or something.
Sure, and that’s hopefully what this leads to. Like I said, my Shadow Priest spec used to be terrible at AoE, today it’s decent. It perhaps should be terrible again.
But it goes far back. I would say around WotLK and Cata is when Blizzard started to more liberally give some classes new AoE capabilities – new abilities, new talents, new passives. Death Knights when they were added to the game was an AoE monster with all its AoE ground effects and spreading diseases.
And players used those new powers to start doing AoE pulls wherever they could.
And what happened then? Well the classes and specs that were still stuck with being good at single-target or cleave felt left behind and started complaining about not being viable since they didn’t have any AoE. So Blizzard gave them a bunch of AoE as well! That’s when you began seeing these weird changes like suddenly having Rogues – the classic single-target archetype – being AoE Gods with Fan of Knives, just because Blizzard had to give them that AoE power to be viable.
And then once everyone had received these crazy AoE powers, then the entire gameplay devolved into chain-pulls and AoE damage. Maw of Souls is probably the pinnacle of that reckless AoE power. There wasn’t a single pull in that instance that didn’t consist of pulling half the room and AoEing it down.
And then Blizzard have desperately tried to put a halt to it in BfA by spacing out mob packs and demanding a higher need for crowd control and so on.
But they’re band-aid solutions. Players still AoE like crazy and the viability of your class and spec is increasingly measured by its AoE capability.
It has to be stopped. If not, then WoW will be indistinguishable from Diablo III. Not that there’s anything wrong with the fast-paced AoE pulls in Diablo III, but if that’s what people want, then that’s the game for it. Not WoW.
Yes, i understand where it is coming from I think i just disagree with the universal limited AOE. I am afraid looking at boring dungeons, what my main content is. I like the current diversity in the dungeons. It is just that we maybe have too much CC. Looking at just me i got hammer, warstomp and blinding light. Having 5 players in a group being able to coordinate interrupts, stuns and CC, AOE is getting the most effective.
We’ll see what happens. For some reason i am more worried about this than what blizz plans are with the hpala what is apparently getting totally reworked with holy power generation and whatever. And looking at my previous main resto shaman it gets baseline shaman damage abilities and only earth shield baseline added for healing. This should worry me far more
Well… dungeon is my main content. I hope they stay fun.
it wasn’t what it appeared to be. Not all aoe in game is capped, only certain spells/specs/nieces like it used to be. It made the damage you did deal to limited amounts of targets was more then the more recent unlimited aoe.
I remember running my first wotlk dungeon. First pack was pulled and the group started aoeing, from 100 to 0% of their HP. I was confused. Then the second pack was pulled and the same thing happened. I had No clue wtf was going on. Where is the CC? Where are the priority order of adds? It was a Long time ago but i remember clearly what i felt. It felt WRONG.
Wotlk was the start, it’s now several years later and the AOE meta has taken redicolous proportions.
Except the reason CC was used in the first place was because mobs were dangerous [or, to look at it another way, players were far weaker than they are now] and pulling (multiple) packs mindlessly without any preparation meant certain death — it wasn’t done because of some artificial limitation forcing you to.
If mass-AoE pulls is a problem, the answer should be to design enemies in a way that prevents it, due to the inherent danger in the strategy, which then becomes a niche tactic. This change is lazy and uninspired, a mere additional system fabricated solely to counteract a popular strategy that in itself exists only in its widespread state due to bad design of enemies and/or player characters.