Can you please stop adding trash packs like Fall dragons with 20 small adds, atal dazar small dinosaurs, tott watery adds, dht bloods, brh spiders that are literaly anty dot classes packs and only make other classes pad dps like crazy cause i dont even have skillset to touch them?
And if you want diversity then add more non movable spreaded trashes. Where are they?
Its so anoying to see all classes destroy small nonelite packs with 20x more dps than shadow / balance/ affli. Whats the point of these.
Overall damage would be so much better without them.
I wish there were more of them if I’m honest, its a game and people like a bit of mindless pad. I wouldn’t mind if they took the hornets out of Algathar academy for example and make all the pulls like the tree room.
Simple pull, one mechanic that matters and big numbers. Fun for most.
Well M+ is a team thing. Even with target caps, its the overall DPS of the party.
Even with the caps, none of the other pulls are as massive. So as long as its easy on the tank, and Blizz balances out “no aoe cap” with “aoe cap” damage (which I expect them to do) its still super fun to play.
So lets say… 3 people, plus healer/tank caped at 8 targets… is still a lot of AoE. And assuming 1 DD is not target caped, I expect them to do less damage in the other pulls which are smaller.
Because thats what the purpose of target caps are. Its to give AoE/cleave abilities a “smart damage” such that if you hit less than 8 targets it does not hit like a wet noodle.
Compare for example elemental: Chain Lightning and Earthquake. If you want CL to do some sort of damage in cleave situations (2-3 targets) you cant make it hit like a wet noodle. Otherwise, you would just revert back to single target stuff. That is why you dont use Earthquake in cleave situations. The ticking damage is set, no changes there. And the more things you hit, the more damage.
So the fact that some classes have different “cleave” mechanics as opposed to pure AoE mechanics is a design problem. Some classes simply have less buttons to press.
Thats not a fair comparison. Enhance (and all shamans) need a rework.
What you are claiming as “fun” are massive numbers in the details. So if class balance was done correctly, an enh should be able to do the same DPS as a mage, with a target cap. So that 2M dps the mage is doing, you do too with CDs popped on 4 targets you CL.
Of course, that would make you OP. And that is why most reworked classes have a button for uncapped AoE, for Cleave, and ST situations. And Shaman is missing that.
Not Ele though, Ele has Earthquake for AoE, CL for cleave, and LB for ST (simplified version). Ele also needs a rework and its an over-simplification of Ele toolkit, but it proves the general idea.
Either way, class balance has nothing to do with dungeon design.
yes but ele is very bad on that pull unless you have a tank that can kite a circle around your earth quake. (never happens)
of course it is not fair. But I am just saying most dps love too blast big packs for big numbers. I think most people agree that the fun is not coming from “oh there are now 20 mobs that I need to watch their deadly casts”.
Now if you play a class/spec that cannot aoe well, the fun goes away.
imagine trying to dot the 50 mobs as a shadow priest, that is just awful. Meanwhile other specs just press 2 buttons and blast away.
They ruined it with their target cap in general. It has become more imbalanced as well considering some classes are hard capped, some are soft capped and some are not capped.
In that scenario fire mage should just blow everyone out of the water with 50 targets, fine but then they should suck at 5 targets, which they don’t. They are also good at ST, so there is just no balance at all. hence = no fun