As a Shaman, you know one of the best AOE classes in the game, I gotta say I really don't care and would rather have better UX in raids.
If anything, the cap will make specs we don't usually see in m+ be more common, which I personally think will make things more interesting. Making trash packs 'harder' could be more punishing for these specs, since the meta specs will usually pull ahead (utility ones like outlaw, DHs, hunters and the usual ones). Could also punish both tanks and healers, depending on if harder means more damage/health, or more mechanics, etc.
One thing to also note is that there are a lot more mechanics in SL m+ that are punishing towards melee. So it seems as if they're really trying to make casters more common in high m+.
Reaping is viewed as a "fun" affix, only because people like mindless AoE indeed. Can you imagine if S4 had reaping, with people running TD builds? Sheesh.. Though, fuck reaping in the beginning of Shrine, so, so much.
Hi
We're seeing Issues on Classic too (albeit with much larger clusters of players), and that's with a larger GCD and fewer AOE abilities.
It's really difficult to say since the server lag (to my knowledge) only really started getting bad during Legion, and went absolutely haywire doing BFA. You could say that that is due to the crazy amount of random procs, and I'd be inclined to agree with you, but we'd have to look back at periods in WoW's History where large quantities of people got filtered into the same zone for a prolonged period of time.
I'm thinking Tanaan, Timeless Isle, Throne of Thunder, maybe Hyjal to an extend? I personally couldn't tell you if those areas had a lot of lag at the time, but I'd wager they did.
What I can tell you is that it absolutely for sure would reduce lag, but not to the same extend.
EDIT: Also the the people saying that they don't get issues in M+ due to big AOE pulls. Of course you don't. You'd have to pull an obscene amount of mobs for server lag to be caused by anything you do in M+. If Blizzard's is being dodgy and their ONLY reason for implementing the AOE cap is to reduce server lag, then it's done strictly because of PVP.
"Well why not just solely cap the abilities in PVP then" - Because it's bad game design to have abilities function differently based on what content you're doing. Tranquility doing half healing in raids is bad game design, Wandering Plague not spreading to more than X targets in PVP during WoD was bad game design. In any case you can wager that they will probably do that during next expansion, since Blizzard flip flops on every design decision every 1 or 2 expansions. (Bring the Player not the Class / Do the Content you wanna do / PVP Gear)
Last edited by Blackrunner01; 2020-10-12 at 01:29 PM.
We had this discussion back then, the major problem for open world lags were procs that required heavy math calculations such as Twilight Devastation.
AoE hardcap isn't about reducing server lag, i doubt it will make any noticeable difference.
It's all about gameplay speed multiplied by amount of people multiplied by amount of math heavy spells (procs are spells too).
So in other words: area-wide actions per second.
Right, I did use the term "just" which is my bad. However, I think I've been clear with my posts of what I meant; yet you keep harping on about it after me clarifying that aspects other than AOE is interesting. I've been quite clear that even if I used the term just to imply that only aoe were the only aspect that exists, that's not the case in the subsequent posts.
Error 404 - Signature not found
There's always going to be "Random procs." WE've had RNG procs for awhile now.Just remove random procs.
#TeamLegion #UnderEarthofAzerothexpansion plz #Arathor4Alliance #TeamNoBlueHorde
Warrior-Magi