Hunting Party: For each person in group (beyond 1), who has a level 3 barn, gain an additional caged animal. Cannot exceed more than 5 additional animals per trap.
We're actually in the process of trying change the trapping mechanics to do just that. There is hotfix that's in early testing so there's no ETA yet. The hotfix will allow a single trap to award a caged beast for each nearby party member with an appropriate level barn.
For thoroughness, here are my previous posts with regards to the barn and trapping mechanic.
http://us.battle.net/wow/en/forum/to...85?page=22#435
So long as this doesn't screw over the solo elite trapper...this sounds good. But if people trapping beasts themselves find it impossible to tag mobs because there are 30 people in groups tagging everything in sight this will not go over well... It is great that you want to encourage grouping but not at the expense of the solo player ("solo" apexis crystal dailies I'm looking at you.)
Once it's implemented, increase to the spawn rate and greatly increasing the number of spawn points for elite creatures should address that. As always, we'll monitor and make additional changes if it becomes necessary.
The hotfix allowing a single trap to award a caged beast for each nearby party member with an appropriate level barn has completed testing. This change requires a realm restart and is now slated to go in with the other two hotfixes that'll increase the spawn rates of elite creatures.
Remember folks, a well executed 3 man group can actually get six caged animals from a single beast RIGHT NOW.
It's just extremely inconsistent because you have to stack facing the exact same bearing, drop traps at the exact same time, wait for them to arm then drag the beast over it. Then if you know the sweet spot you can drop a second trap dead centre of the hit box and get a second caged animal from the first one you trapped.
That's what we're looking to address. Not everyone knows that you can stack traps, and when they did placement atop each other wasn't intuitive. Worse, if someone gets the placement wrong they miss out. This change is intended to promote small group play where elite creatures can continue to pose a meaningful challenge without having it turn into a zergfest. Additionally, players will have to worry less about whether their traps are stacked correctly.
What this does is make it so that you don't have to go through the trouble of stacking the traps correctly. It may fix the ability to get two cages from the same beast too, we don't know yet. But I would guess that was an unintended side-effect of them changing the trap cooldown to 15s from 30s.
That was indeed an unintended effect of reducing trap cooldowns. The change will also eliminate trapping the exact same creature twice which wasn't an intended behavior.
My guess is that anyone who needs the savage bloods already has at least one level 3 barn that never stops processing orders. I have three barns at the moment and all three never stop producing. This fix will not in any way effect the number of bloods I get. Unless they also plan to reduce the time it takes to process orders.
The intent was to make the caged elite creatures more available on the work order supply side. As you've astutely pointed out, there's been no change to the time it takes for a work order to complete. We'll monitor the change and make further adjustments if the availability of elite creatures continues to be a problem.
Any plans to prevent groups from monopolizing entire spawn areas? Because you know that's going to happen and zone disruption is a thing.
Once the hotfixes have been implemented, it'll greatly increase the availability of elite creatures and that shouldn't be an issue.