If aug is the “problem”, then the reason for the playerbase decline is that players are sheep who can only manage to copy the group comps that are needed in high level content - even though content at the level they’re doing can be easily completed by ANY comp.
Personally. I think the reason the “playerbase is declining” is that we’re coming towards the end of a boring season with nothing new to do. The missing players will return at the end of next month.
I said it’s one of the reasons the playerbase is declining, and it is very true that the dungeons are significantly easier with an augmentation evoker. You may test it yourself if u wish as a healer or tank.
Not in my experience (as tank). The thing that makes dungeons significantly easier is mobs dying faster.
The top level groups that run with an augvoker are forced to do massive trash pulls to compensate for the loss in overall dps, which in turn requires a very high degree of co-ordination of kicks and CCs in addition to the superior CC ability of a vengeance DH. If it wasn’t for VDH’s double sigils, it wouldn’t be possible to do those pulls because the group couldn’t keep the mobs CCed for long enough to kill them.
Once the TWW talent changes come into effect and VDH loses its double sigils, the benefits of taking an aug over a pure dps to push high keys will be lost.
I learned to understand that when I watched a video from the streamer, Quazii, in early SL. At the time, VDH was also the meta tank, but he argued that the top performing tanks were all about equal in performance. The reason VDH was taken was because the dps meta was caster heavy, which meant the DH magic damage debuff was required, and havoc DH was weak that season, so the debuff had to be brought by the tank.
At that time, changing the tank meta didn’t require nerfing VDH, but changing the dps meta away from its caster focus.
Sad, but true. And that situation annoys me to be honest. Especially because the reasons are “mark of the wild” or “VDH 5% magic damage buff” (always forget the name).
That is such a pathetic number compared to wow sub numbers. Barely 1-2 M+ completed per player per week on average. And 99% of those are completed by the same top 1% M+ enthusiasts groups, while the vast majority doesn’t even touch it.
The game shall never be balanced based on the top pro level. If it is balanced around MDI/TGP, then every spec of the game will be removed.
A group doesn’t need an augmentation evoker to complete a key or to complete a raid on a particular difficulty. Neither it needs a meta (according to the log statistics) setup of classes to complete a key or a raid on a particular difficulty. Nor the players need to have copy-pasted builds and equipment based on simulations to complete a key or a raid on a particular difficulty. Moreover, many do not need to complete keys or even play M+ to feel joy playing the game. Yet so many play under the illusion that these things matter, blindly arguing on forums to change the game for the worse and steal joy from others.
People shall play whatever they enjoy in PvE (M+/raid/quests, etc.) or PvP (BG/arena, etc.), and stop expecting game balanced just for his own interested activities.
Any experienced WoW players should already know:
WoW was never balanced in its 20 years history. There will always be FOTM for certain roles at certain time in certain activity. Every spec has its ups and downs. And no spec stays always on top or bottom.
If one think certain spec is OP, he has the freedom to play it himself. Nobody forbids him to do so.
The game will never be balanced. It is illogical change the game for worse just to achieve this meaningless goal. Game for fun, not for balance.
So before you go around criticizing M+… think about those numbers once again…
Also your math does not make sense. If most players complete 1-2 M+ it does not explain how everyone I see in valdraken is running arround with 14 peices of gear from M+.
And not now. I mean 1 month into the expa…
Also… 1-2 M+ per player does not mach “99% of those are completed by the top 1% of enthusiast”. Math is wrong, your comments are BS…
Who said top pro level? I never did.
You said “delete M+”. That includes both pros and casuals alike. And that is a mistake.
And sorry, I will debunk your math once again. There are not enough “pros” to justify 2M runs per week. Im sorry.
The idea of a support specialization is not bad - the game could use a breath of fresh air. The implementation was poor, and since it’s the first and only one of it’s kind it obviously enjoys monopoloy over that role, and since Drachtyr’s reception wasn’t really good, it was also “short on supply”. Then people realized how oevertuned it was and the metaslaving began.
Should it be more of a healer than an actual support class? Maybe…maybe evena Tank (so Evoker could be anything of the original holy trinity with this path).
If we get more support specializations for other classes the concept can definitely work imo.
Tiny ones when you consider they’re tuned around 20-man raid groups. The only place where they make a difference is the highest of very high keys, but try telling that to the players who think they can’t time a +10 without a full meta comp.
Unless you just want to keep your math muscles toned, I wouldn’t bother. Mozist looks like a level 10 troll to me.
This is the big problem, I think. If they were going to introduce a support role, they needed to take more time over it and add a suitable spec to multiple classes. And change the 5-man dungeon format to either 1/1/1/2 or 6-man 1/1/1/3.