Okay, so Blizzard's goal here is to get rid of the insane amount of big aoe pulls in dungeons. They want the packs to be smaller but more impactful, we had the same transition when we went from wotlk to cata and it was fine, they will tune the content accordingly. Now, again like always the problem isn't Blizzard, it's the players. They will want to get around this limitation and they will still want to do bigger pulls with classes that are capable of it.
I can deal with this in current content, but I'm anxious about what it means for legacy raids and dungeons. Those are gonna suck.
Is trash for 🐻 druid capped too?
Regarding Assasination,Crimson tempest is an undertuned ability for big pulls 10-20 targets. Even in BfA fan on Knives was performing better than the primary AoE spender. Especially with Fan of Knives azerite trait, being 30-40% of your overall damage and Crimson tempest almost half of that. Without azerite traits assassination rogue is performing much worse than before,taking into consideration that energy refund from critical bleeds is removed and being installed on legendary after using envenom, a ST spender.That should be addressed as our necrolords covenant is the only reason assassination is playable in all situations. A nerf on that ability would make the spec depend only in SS garrote openers (3-4max) targets and a bunch of filler abilities that wont feel rewarding, as their damage is equal to tanks output.
I like this a lot, I hate joining groups as a tank and I am expected to just pull the entire room.I miss the days of TBC where you marked each mob, skull, cross, etc and each person had a CC ability and you would talk with each otherand no I dont want to play classic, I like my characters, I just want a little bit more thought out strategy in dungeons, not just GO GO GO GO GO
There is nothing preventing you from doing that right now. Plenty of tanks pull dungeons at "leisurely" pace and time 15 - 20 keys. You are also missing out the strategy grouping pulls, coordination required to interrupt and disrupt casts, and the face tanking/kiting trade offs that people are doing on higher pulls and harder pulls.
Gotta love even more extreme nerfs, and slowing the game down. I was getting worried this expansion might actually be fun. Thank god Blizzard fixed that problem. I'd so much rather slowly killing one mob at a time and take an eternity getting anything done, than actually kill multiple mobs at the same time. I'm glad we have Blizzard here to make sure this game is equally terrible for everyone.So if Blizzard is going to hard cap things at 5 mobs, they had better only have packs in groups of 5 or less, and that be ALL that is ever required from any quests. If we're being forced to play extremely slower, they had better at least not do stupid crap like having quests require more than 5 mobs be killed, or have more than 5 mobs near each other.
Was expecting a list. Disappointed...
Makes sense. You can only keep the gambling addiction alive for the player base, if those players with a severe addiction playing literally 24/7 don't run off with their stats and damage. Otherwise the pursuers stop because they can't catch up anymore. Okay, Blizzard calls it gear loot, players call it grinding .. but it doesn't change the fact that it's gambling. Subscription time, wow tokens... doesn't matter who pays... gambling keeps the cash coming, as players can't stop playing because they need "more" and "more" and "more". And all they get in return is bigger virtual numbers. That's the sole reason why they now add caps everywhere. Actually, nothing is capped, just logarithmically slowed down.
I totally get why they are doing this, makes total sense.I just wish it was disabled in Legacy content.
This doesnt look fun in the slightest imo, no idea why they needed to make this change