What about people farming leather? I've come across a few druids spamming starfall (?) and they would pull so much they made it harder to actually complete the quest there.
What about people farming leather? I've come across a few druids spamming starfall (?) and they would pull so much they made it harder to actually complete the quest there.
I see nothing wrong to pul big AOE packs once im geared enough .. Its a ' reward ' for my grind is it not ?
Even so, retarded team can be retarded no matter of their gear and AOE cap or no cap cannot change or negate that. Idiots will always find new ways to cause wipe. At least without aoe cap sometimes we could even survive with random stuns / traps / kiting etc.
I cannot tell how it feels when we do SL endgame (it's just another balancing lever), but the target cap should be deactivated if we are in legacy mode/content.
It worked just fine for over a decade. They're just reintroducing a feature that was stupid to remove to begin with.
It doesn't make much sense that a hunter can shoot 40 arrows at the same time, even 5 requires some suspension of disbelief. Fire raining down from the sky on the other hand makes complete sense that it would hit everything in the area.
It's a distinction between AOE and Cleave that frankly makes complete logical sense and at the same time giving different classes different strengths and weaknesses.
No, from 2.2.0 until 3.3.0 the cap was on total damage, not 10 target's damage spread out. So if your spell's damage cap was 5K, and you were doing 2K per target, the damage capped at 2.5 targets. Thus past a certain point on large AoE pulls you gear didn't matter.
Mind you, we're talking about a time in the game when one fight's strat had a Warlock tank one phase (Leotheras), and another had add waves that were sometimes tanked by a Holy Paladin because healer threat was the fastest AoE threat over large number of mobs streaming in (especially a Paladin with Righteous Fury turned on).
It was a very different game back then in so many ways.
That is literally how it works with tank ablites as you said
"This way they wont worry about aoe threat"
btw can i just say fuck wowhead?
Showing ablities here like havoc which have ALWAYS BEEN 2 targets, leading people to go "see they have this many!" no you are including abilities that fundimentally are not aoes, like havoc, and chimera shot, these are cleave abilities not aoe.
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yep yep.
whirlwind has literally hit 5 targets since vanilla. only changed in cata, and then later changed back.
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You say that but it actually makes 100% sense.
if you have 1 person on a grenade they will die, but pile 10 people onto it maybe 1 will die and the rest will be fine, explosions dont create infinite damage, literally the whole thing of "jump on the grenade save the rest of the people" explosions surprising or not, as shrapnel and shockwaves hit stuff, they are reduced in power...
stand within a mile of a bomb going off you very much can die. but put it a mile underwater and you on a boat and now suddenly you are fine. the more stuff something hits the weaker it gets.
man yeah i wish we could go all the way back to vanilla and TBC when they added aoe Caps to fix Mythic plus!
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It goes from spell to spell cause some are different then others.
tanks need aoes to pull aggro
casters who need to place aoes that then stay there need less of a cap, then melee who do the aoe instanlty, or can move while doing the Aoe.
It's part of the server optimization they have been slowly implementing (like the GCD changes). One step forward consoles release.
Like everyone else said. Make a case why it should go or stay? Not a post to get many reactions.
For instance, my opinion: I dislike it so far ( the cap). My Aoe classes feel limited, my farms in dungeons/raids are slower. It feels like a thing that is added to make the game go slower, or huge mob pulls go slower.
So not a fan of it right now.
But maybe time will tell.
It's fine to be a legit strategy, the issue comes when it's the most effective strategy, because then everybody is forced to do it to be competitive. As usual Blizzard nerfed with a sledgehammer rather than a scalpel, and did a tremendous amount of damage to the rest of the game to fix what they really saw as a problem only in M+.
They should increase the cap to 10 and split damage past 10 meteor-style. If they really want M+ to have to pull every single group, special-case its cap to 5.
I got it.
1. Cap all these shits.
2. Second or third patch hits; introduce forever to farm, time gated, rare dropping additional components for Legionaries that remove AOE cap.
3.
4. Profit.
But then make the mobs harder so it’s not possible to pull big. Just implementing a cap will just make everything slower and more boring. And if they do make the mobs more challenging then a cap is not really needed because the challenge itself will set a natural cap of how much you can pull.
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But that’s a freaking game design issue! If you can always round up 10 mobs and AOE them down it’s because the mobs are too easy. Implementing a cap will not make the game more fun.. only slower. If Blizzard don’t want people to pull big in dungeons then they should make it more challenging to pull big instead of just making a lazy solution like a hard-cap on AOE.
I like the AOE cap and hope it stays. I guess players who did massive amounts of AOE damage might feel cheated now that they might have to actually compete with others not endowed by Blizzard with ungodly uncapped AOE damage ... but that is a good thing in my book. I was doing a M+20 last night with a hunter and DH and something amazing happened... our overall DPS was within a percent of one another. Prior to this change the hunter and DH would've been way, way, way above me in overall DPS... so the AOE cap is a great balance change... Also, I actually agree with Blizzard... pulling huge packs of trash and burst AOE'ing them down kind of sucks.
As for farming old content with the AOE cap... I honestly didn't see a difference at all in the amount of time it took. It probably was slower, but it was such a small change in the pace that I didn't even notice. That being said, if they decided to remove the AOE cap for older content I wouldn't complain... it's not like that stuff matters anyway, I doubt anyone decided who to main by how fast they can clear a past expansions raid/dungeon content...