I like it
I don't like it
No effact on me
It still feels bad. There are no redeeming qualities.
Hasn't made any impact to high-key meta or pulls.
And this is exactly why I think the aoe cap limits and gcd changes were meant to low server calculations, of course it would improve performance, but mainly to save money. People think there are no technical challenges or limitations for games nowadays, but there sure are.
It's great.
*laughs in destro warlock*
you rly think a company that is willing to LITERALY cause the death of their customers with gambling addiction (a statistical fact) for profit,is beyond giving players a shit experience to save money? ykes
well anyways,i dont know if thats the reason,im mostly in the camp of they do it to lessen the load so the game doesnt feel like crap,but thats actualy an optimistic take so is likely wrong knowing blizz
I really don't think the processing power required to determine whether a target hits one or one infinity targets is all that intensive. Target capping is intended as a balancing measure first and foremost. Writing it off as "Blizzard just wants to save money" is so far into the realm of whacky conspiracy theories that I have a very hard time believing a real life human being is able to think like this. Yet... here we are.
As a tank I don't particularly like it, however I understand the reasoning given some classes/specs have a huge bulk of their damage passively AOE everything where others do not.
I think the system works fine with the Spread damage beyond 5-8 targets system we have now. Its not GREAT, but unless they want to change how certain specs work then it does ok.
I personally still think it would be better to make some specs awesome at full out AOE, some awesome at cleave, some at single target and have a mix of those fights in raids and dungeons, but that's alot of work.... so....
Don't care. I only play classes without a hard target cap or with an inherent cap (chain lightning, DoT classes)
They should probably give in and just remove it.
They are trying to limit the how mass aoe pulling is the solution to everything in mythic+ but as long as it’s infinite scaling it’s always going to be about mass pulling.
Mass pulling is the entire game for an entire game mode, so trying to hamstring it is kinda pointless.
Nobody cares about aoe caps in PvP and raids.
It's tricky. Without the cap, AoE damage needs to be heavily nerfed because the game has prioritized dungeon content and AoE has gotten to a point that with no diminishing returns or caps the optimal way to clear instances is AoE nukes. Which, was *always* optimal, the difference is that now it'd be possible for basically every comp AND ALSO *MUCH* bigger pulls at the level/gear level the instance is intended for.
It feels crappy. But the gameplay that is created without it is even worse to me.
I think it boils down to Blizzard's recent move away from homogenization. This was likely the biggest motivating factor for them inserting target caps in the first place. They want Warriors to feel strong in 5-target cleave situations but not as strong in 40-target cleave situations. They want Destro locks to feel strong in 40-target cleave situations but feel average in single target. The problem is that these wants and desires are interpreted in a very binary manner by the playerbase (Destro is S+ Tier in M+, Warrior dogwater). I agree with some of the reasoning behind it but... it's a hard thing to get 100% correct. I think given all the variables they do a decent job but target capping was probably the worst way to achieve their goal. I like the square root capping they've added as they've begun to walk back some of their target capping so hopefully we'll see more of that in the future.
Last edited by Relapses; 2022-08-15 at 03:25 AM.
Poor Rogues not getting invited to high keys. Except they did, there's several S3 rogues in the 4k-3.8k range, just not Outlaws. More than, let's say DPS DKs, Shamans or any other traditionally "off-meta" spec. Sure, they didn't absolutely dominate the meta, but the target cap really didn't change anything at all. You still pull big packs in M+. It just feels bad.