I'm just slightly above your ilvl, my kill command deals around 900k-1mil on a crit meaning I practically one shot every normal mob in 7.15 so in 7.2 I'll 2 shot a mob at my gear level or I can take off an item and 1 shot a mob again? The only problem here is the ability to nerf the mobs by removing gear, otherwise mobs taking a couple of globals instead of 1 is no issue what so ever.
This is complete hyperbole and resistance to change that the wow community displays all the time, outside of the bugs already acknowledged by Blues, this change is good for the game overall. I'll get to play my class in world content instead of running around death touching mobs with a single button.
Seriously? Out of all the shitty things they have done, this is the worst? What, did you start playing last month?
Why do you feel as a tank you should be able to kill something as fast as a dps? Tanks do an absurd amount of damage these days despite their insane survivability. Healers I feel for, but not tanks.
Last edited by Not A Cat; 2017-03-29 at 11:20 AM.
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Exactly!
Yeah but you're thinking in extreme. You will still outgear mobs in a way and become powerful. I can't imagine they scale everything even-steven
Just look at how healthpools on elites work now level-wise. Think more in that region!
See this:
http://www.mmo-champion.com/threads/...1#post45165170
Quoting:
Scaling, mobs (HP) vs players (stamina):
ilvl 850: mobs 15589k = 100.0% --- players 2042 sta = 100.0%
ilvl 857: mobs 16461k = 105.6% --- players 2140 sta = 104.8% (taking closest ilvl: 855)
ilvl 875: mobs 18940k = 121.5% --- players 2578 sta = 126.2%
As you can see, the numbers are pretty close. Players do outscale mobs, but just a bit. Definitely nothing like players outscaling by 3-5x as Ion suggests.
Uhm, no? That's the point.
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Uhm, strawman? I never said that. Someone said that this change affects tanks and healers more than dps and someone else said, then don't play that spec. That's what I responded to. There's a trade-off between damage and survivability, but it shouldn't be agonizingly slow to kill fucking outdoor non-elite mobs. That's vanilla levels of bad.
My point was more that tanks have never killed things fast anyway, nor should they be allowed to. So if you're unsatisfied with the length it takes to kill things as a tank then switch to a dps spec. All things considered tanks still do an absurd amount of damage so even with this change it still doesn't take long to kill things.
Healers can complain, not dps or tanks.
Chances are you'll do more damage with an unleveled dps artifact than with a fully leveled healing artifact.
The proper waifu is a wholesome supplement for one's intrinsic need for belonging and purpose.
Who is asking for things to be a push over? I just don't want things to take forever to die because I like healing and prefer to keep things simple, I'm actually on board for mobs taking a minimum amount of time but the current system is having little to no effect on their stated game play issue. Instead of simply adding more hp to mobs why not add a damage percentile cap per ability, no one ability can do more than 50% of any mobs health or something a long those lines.
That way DPS classes have to do a minimum rotation and healers kill time remain more or less the same, slower than DPS classes but not detrimental.
Are you doing this on purpose? The difference between dps and tanks and healers was increased with this change. No one said that there shouldn't be a difference at all. And no I don't wanna switch to my dps spec only to make it bearable to play. If you still don't get it, there is no point to keep wasting time with you.
Ion have already been out and said that there is scaling problems with world-elites. That i agree with. But this is again more about tuning instead of the scaling system itself. Kill-time on World elites should not be increased by 500% through this system, but i think it is okay, that it is increased a way, so that you are not killing them within a few seconds, which i could do just before 7.2 with a 861 paladin. When you are facing against a 3-5 man Warden mob, you should not really at any point be able to kill it unless you are a selfhealing tank, even with high gear. That they want to keep open world group-quests alive, is again a good thing in my opinion.
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