The few MoP dungeons I did we steamrolled through easy, total random players, first time through for several of us.
People who dinged 90 in the first week by and large were better then the people who didn't. I remember running LFG the first few days after hitting 90 and just powering thru everything easily with no effort and then about 3 weeks in I went back to cap doing instances and despite having more gear they were way harder to carry people thru.
"You are more experienced than most" "It was not the experience of the majority" - why am I not surprised that to people here it translates to "A member of the WoW team tells me about something where they have factual data - they must be lying, because me and my buddies have a different experience" oh..I forgot to add "LOL"
Next time you tell us that nobody ever wiped in a 5 man or heroic 5 man. Well - I swear on the occasion that we DID wipe, CC would have prevented that.
Originally Posted by Blizzard Entertainment
For context, this is the entire conversation rather than just the last two tweets:
I was curious if Celestalon was maybe not referring to CC, but to dungeons being less-than-faceroll for some players. But it seems he definitely is saying what we think he's saying. =/
It is the other way around. Scrubs never CC. They do not even know what that is. You could have made some pulls slightly more easy, but so did focusing the single mob that had some kind of healing going on. Unless you will need to CC AND focus burn annother target, you will not need CC in dungeons. You needed CC in Vanilla because almost no one had good AoE. In Burning Crusade you needed CC because most tanks could not AoE tank and you had combinations of annoying NPC in trash groups, like a healer and a mortal strike guy in the same group (or even more of those). Now everyone has kickass AoE, especially the tanks. And everyone and their sister can interrupt.
Steam: dartagnus or Valarius | GW2: Valarius.9437 | WoW: Valarius#2649
I'm not really sure why people want to force hard CC back into dungeons. Whether or not party will kill a group of mob is mainly if 'dps of enemies on tank/party' > 'healer hps'. If you can dive into group of mobs without using anything but basic tanking tools and normal healing, there is no need for cc. What if enemies actually do outdo what healer can do? You start trying to decrease damage mobs can do, which includes:
Interrups, soft cc (stun/disorients), focusing dangerous mob, popping dps cd to kill it quickly, popping healer cd to increase healing, popping tank cd to decrease damage, kiting, off tanking via pet, los, hard cc.
Every way of dealing with hard mobs is active combat and require a bit of skill to do it properly, especially if rotated through multiple people. Every, except hard ccs pre pull. 4 mobs dealing too much damage? Np. sheep one, sap second, kill one pair, kill second pair. Skill and fun...
Challenge modes is closest we have to TBC level heroics and I personally find them 'fun' because they require proper control over groups of enemies and planned use of various cds while taking risky pulls. All of that because of timer that prevents hard cc if you are going for gold. If you remove timer, people would just cc half packs each time, this is dull and slow. Prepull cc are boring and hardly require any skill, this is coming from banish/seduce/fearing lock in MrT hc back in BC, when using cc pulled pack. Or rather - fun during first 2 clears, then tedious.
I wish Blizz brings trash in dungeons closer to what they did CMs. Got good coordinated group of people? Blitz through aoe with control and planning. Got pug/not so good players? Let them hard cc stuff before and kill groups slower, but easier. Way better than BC style which iirc (so long ago...) was 'each of this 2 mobs can two shot tank so you have to cc one or get globalled' style of cheap.
I don't get why his personal opinions matter exactly.
Remember that GC was pretty openly anti heroic 10m yet that didn't effect their design decisions.
To be fair the only packs that CC really helped were the guys before Taran Zhu in Shado-Pan Monastery. Those packs were pretty nasty when you were in 450 blues. Also Gekkan on Heroic (I think it was Gekkan? The Saurok boss in Mogu'shan Palace with the minions) needed CC to keep the Hexer and the Priest out of the way. It maybe helped on those heavy-hitting packs in Scarlet Monastery (Scarlet Myrmidon?)
That's all I can recall, and of course this is about launch.