Mobs slow immunity in new dungeons

Blizz added slow immunity after 30 sec combat to mobs in new dungeons (probably to combat boosting?), but the problem is that it also sucks for legit groups, especially in BRD, where you have no way to kite mobs or run out if something went wrong (mobs also gain increased speed after 90 sec combat). This fix was ok in TBC/WOTLK because mobs there died fast enough, but in classic it really sucks, because combat times are longer then in WOTLK, and if you accidently pulled too much mobs you have no way to kite it, and it’s really sucks especially in BRD, especially with pug group! Also it is absolutely useless to combat boosting, because at first, ULDA is not nerfed (and people can still be boosted there to 50), at second you can level up in incursions much faster then buying boosts.

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Yeah this is one of the changes that makes me really frustrated and takes a lot of excitement out of SoD, as I was planning to solo some of the endgame dungeons with my mage and hunter (I mean, with what else should I challenge myself otherwise, and its fun to see how far you can get).

The original intention of this feature was to prevent boosting by large-scale pulls from mages, but it seems as if not much thought was put into this. The slow immunity seemingly doesn’t affect Uldaman and lower dungeons (especially Scarlet Monastery), so the level range where boosting is most interesting is completely unaffected. The infamous ZF GY solo farming is unaffected because it doesn’t rely on slowing. Maraudon probably can’t be solo farmed by mages at 50 due to a lack of level difference, and I’m not sure if BRD even offers any of these AoE farms. On top of that, incursions make boosting useless, as it offers amazing XP but doesn’t cost gold to pay the booster. So in essence this change doesn’t offer any real benefit but wrecks like 70% of all CCs in dungeons (it’s not just mages and hunters, it’s also others like shamans and warriors whose only real CC is slowing).

It would be great if this change could be reverted completely or at least the timer until the slow immunity applies would be increased to 60 seconds, as that is still a time window that allows slows to be useful (like in accidental add-pulls) but still prevents mega-pulls as in Maraudon at lvl60.

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I think it is just copy paste from WOTLK, it is also there in ZF and higher lvl dungeons (not sure about Ulda, but SM and lower dungeons in WOTLK not affected by this nerf, ZF and higher lvl affected, about Ulda not sure i am too lazy to test). SO maybe they don’t even know about this change (also not stated in patchnote) but just accidently copied part of code from WOTLK client.

or make this change not to all mobs, but for some mobs that mages always pull in their pulls but groups kill it solo target usually, For example hydras in mara.

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Yeah, thats the point, you’re not supposed to solo endgame dungeons…

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Not really sure which lvl60 dungeons can even be solo-cleared, I was more refering to soloing trash (maybe farm some Dark Runes or so), most bosses probably aren’t soloable as they are baseline CC immune. It’s not efficient as a gold farm anyway, just a fun challenge, so I don’t really see it as something that should be made impossible.

Yeah that would be a reasonable alternative. Essentially making some unavoidable mobs kite-busters.

Considering all the negatives that solo farming dungeons has brought since classic released, anything to make it a worse experience/not possible is good.
Getting a mate or 2 to go and farm trash? Why not, done that before and its a fun time, but having thousands of mages solo farming stuff 24/7? Not a fun time for anyone involved.

But it also hurts legit players especially in BRD, unusual situations there are very often, and now you can do nothing if you pulled too much mobs, you can’t kite them, just stay and see how mobs killing your healer. If they want to fix boosting they have more effecient ways to do it and not hurt other players. Fix exploit path spots in mara so mobs can attack you on it. Fix exp with high lvl in group.

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I did some testing in ZF. Mobs become slow immune after 30 seconds, that applies at least to all elite. BUT sheeping resets the timer. You can sheep then slow/root again for 30 seconds. Then sheep again, rinse and repeat.

Edit: Non-elites behave the same way. So all enemies inside a dungeon gain slow-immunity 30 seconds into combat, but the timer can be reset at least by sheeping and probably also by other forms of “hard” CC.

Yeah, the dungeons are a challenge, be careful and don’t pull too much. If you do it by accident and can’t recover then you die, you learn from your mistake and go again. Its not supposed to be a simple walk to loot. Theres nothing wrong with wiping cause you made a mistake, thats part of the game.

But managing hard pulls with CC also a challenge, you can use your abilities and survive in hard situation. Now you can do nothing, just “tank and spank”, if tank can’t survive you are all dead, other party members can do nothing. It is very stupid mode of gameplay.

A guildie told me that this change was introduced in SoM and it affected ZF and higher dungeons. So this is actually sort of a “regular behaviour” and it’s unlikely they will revert it. But hard CC resets the timer on being slowable, so we can work around it!

You can still CC mobs, they’re just immune to being slowed forever. Slows aren’t CCs, they’re utility. Tank loses aggro of a mob, you already have something sheeped, you slow the mob so the tank has time to pick it up before the healer goes squish.
A stupid mode of gameplay would be having a mage kite all the mobs around while you pick the mobs off one by one. Every trash pull just becomes “Kite the melee, nuke the ranged”. Remember UBRS? Remember bringing 2 tanks cause the pulls were large and often hard to manage with just one tank? What if we just bring 1 tank for the bosses and let the mage tank all the trash without having to worry about healing them. Now that would be dumb.

In SoM it was targetting only specific dungeons (as i remember, it was only mara and strat, ZF GY also was changed too but other way, zombies run stright to you, not to boss). BRD was not changed in SoM, this dungeon always was the biggest chellenge in classic and bringing this change to it is a very stupid move. All dungeons ZF and higher were changed in WOTLK (not SoM!), but in WOTLK it didn’t really affect legit players because mobs die very fast. In classic versions (SoD, SoM) we have other situation, so in SoM blizzard fixed only massive boosting dungeons (mara and strat) and didn’t change BRD/UBRS/LBRS. In SoD looks like they chose WOTLK pattern and just fix all dungeons ZF and higher. And it is bad decision especially with BRD.

Im happy they are making it harder to solo, but tryhards will find a way anyway. Good atempt tho blizz

I don’t know what i’m talking about, but I’ll say no.

What’s bad in soloing dungeons? It is interesting and more chellenging then zerging it in groups. If i want tryhard solo why not? It’s good chellenge, i remember soloing half of BRD in classic, it took me some hours but it was interesting. Economy? It is already ruined with incursions, just look to consumables prices on AH. Boosting? It’s still exist in Ulda. No real reasons for this fix, it hurts only players doing it solo just for interest (massive pulls in BRD not possible at lvl 50 anyway) and also hurts pug groups.

I hate that the devs think it’s okay to screw over legit player groups using creative strats like kiting large groups through hunter traps to try and clear dungeons fast, just for the sake of trying to stop boosting. What is even the point when mages now don’t even need to do the blizzard strat anymore when the devs have given them an instant cast no cooldown non target capped AoE damage spell? They can do ZF GY faster than ever before and I expect to see the same in Maraudon soon. You don’t need a PTR to figure out how much of a mind boggling oversight that is.

Don’t bother trying to explain the fun challenge of AoE farming to a warrior, anything beyond stand and hit gameplay will be incomprehensible to him.

So to you its ok for mages to be able to sell boost while nobody else can. Mage player spottet=troll