So I might be misinformed but from what I’ve read they will cap aoe to only be able to hit a maximum of 5 targets.
Who thought this would be a good idea and why?
I saw some healer say most healing abilities are capped to 5 targets so why shouldn’t the dps also be capped to 5 targets.
Well as I see it dps hitting more targets than 5 isn’t an issue. If you do a m+ and your group can pull 5 or more mobs, why shouldn’t you be able to damage them all. But if heals could hit unlimited players can you imagine how op that would be in raids.
My biggest issue with this would not be in raids or m+, sure it would be annoying in that content aswell obviously but my biggest issue would be doing daily grinds and world quests.
WQ’s, dailies and weeklies already take SO much time to complete every day.
You can speed this process up by pulling alot of mobs. For example instead of killing 1-2 mobs at a time for a WQ that requires you to kill 15 mobs you could just make 1 big pull and be done with it.
Again, who thought this was a good idea, please give me 1 valid argument to as why this should be implemented.
Also if I am misinformed about this please tell me in the comments.
Just because it is capped at five it doesn’t mean that it will always hit the same five mobs. You can still pull big and AoE them down, because the targets hit aren’t the same with each AoE tick. It will likely even out nicely.
In practice, this’d mean things would die a little slower, and if you want to kill everything at the same time, you may need to do some single target damage here and there to bring down outliers, but that’s about it.
Capping has the benefit of discouraging mindless AoE. AoE gets you big numbers, but that’s it. It’s not a very engaging playstyle to just pull half the dungeon and zerg them down. It’s also not very fun if mobs are made deadlier, because that would slow you down even more.
To an extent, perhaps. Pulling 10+ mobs does not make your reasoning sensible. You would be better off pulling five and then another five. But, if you have a pack of four and a pack of three, it makes sense to pull them together.
Pulling big will just be stupid. You don’t gain damage, only risk.
Means Blizz can ‘balance’ dps output based off an actual number, and not have certain classes completely outshine others whom are consistently brought into things like M+, which was frequently a non stop AoE fest.
A: “I hit 8 targets for 1000 each”
B: “I hit 5 targets for 1400 each”
A: “At 8 targets, I do 8000 damage”
B: “At 8 targets, I do 7000 damage”
A: “At 5 targets, I do 5000 damage”
B: “At 5 targets, I do 7000 damage”
A: “At 3 targets, I do 3000 damage”
B: “At 3 targets, I do 4200 damage”
Number of targets doesn’t mean much when the numbers are set right. Sure, they could do more damage at the max target value, but the lower cap could still do more damage overall. Not every pull will be max-targets, especially early on.
I think this is a great change and will make people play packs of mobs at M+ right. Not pull half a dungeon AoE stun it and meme it to death.
You might have a point although I don’t agree with you.
The thing is though, it’s Blizzard.
Do you really expect them to balance this right?
Most likely they will just cap it at 5 targets and not give a sh!t about percentages.
While I like that they are looking into cleave vs AoE I think they made too many AoE’s into cleave although it doesnt fit the spell.
Bladestorm i believe should not have a cap on targets for example. For multishot though its fine because its just wierd that you can shoot 50 arrows in one shot.
Cleave damage should multiply with targets but have a target limit, AoE should have no target limit but divide with targets.
As I play fury I’m used to cleaving, but I feel pretty useless when my group decide to pull an entire room because the other dps dont have a strong cleave but have aoe.
I really dont like large pulls of normal sized mobs because its always a hsit show.
Impossible to keep track of mobs that have to be interrupted as there are several of them, aswell as those that just spew damaging pools or those that explode. It’s not fun at all, atleast imo as a melee that has to deal with all that.
The WoW devs did, obviously. And why… because they don’t want pulling an entire dungeon’s worth of mobs to be a ‘normal’ thing. At least; they want that thing to actually have some risk to it.
I think there might be some factors in it.
I don’t think the change is insanely bad. It does seem really bad on paper, but if you have ever played fury warrior, which is already target capped, then you would know that it’s something you don’t even notice.
Sure you notice that you have a marginal gain once a 6th target enters because everyone else i not target capped, but did i even notice that my rampage hits 5 targets instead of 6? not really.
The reason behind this we do not know. I suspect that it might have something to do with the game lag on big pulls. The amount of calculations the game makes with dynamic updating when you’re hitting 20 targets (something like carapace) cause you to more easily lag out, this could be a way to fix this a bit.
It could also be because they want to see a change in the MDI tournaments, and they might be tried of players pulling 25 mobs and just blasting them, but tbh the fix for that is to fix UH DK, not to just target cap everyone.
So I’ve seen all of your replies and while I do agree with some of them I still have an issue with how straight forward and boring the gamplay would become.
Let’s say they cap the aoe to 5 targets (I know some will have 8 but in this example let’s use 5).
When doing a m+ your tank will pull 1 pack of 5 mobs, wait til they’re dead, pull another pack of 5 mobs wait until they’re dead and just do this over and over again.
Today your tank has to plan his pulls. Maybe he pulls 9 mobs and by the time they hit 25% hp he starts to pull another pack of 5 mobs because he knows those 9 are gonna die soon. After those 9 die he can pull another 3 mobs with the 5 already pulled mobs.
As I see it, the skill cap for tanking with this change is too low.
I think this is a change that will benefit pugging but not the players who play with a group and plan their runs.
Another point I’d like to bring up is that they should also do something about m+ times (what I mean is the time for getting +1, +2 or +3). If they have aoe capped to 5-8 targets, then the entire run is going to be based on dps and not how well the tank knows his pulls or how much the group can pull because of how well they can interrput, how many stuns they have etc.
You have alot of good points but in my eyes this is not a good change.