its certainly a way for them to control the meta and easily make certain specs useless when they want to
I like it
I don't like it
No effact on me
its certainly a way for them to control the meta and easily make certain specs useless when they want to
Because Rogue utility is still super good if you can fill in the deficit of damage it does with something like WW Monk or Destro lock... which is precisely what the groups with Rogues did. Many Rogue mains I watched in S3 had either a WW or SV Hunter alt which they'd swap to in keys where the Rogue utility wasn't needed. (Rogue could also play either Venth or Necro, two Coves that can be hard to find with a traditional "meta" push group.) That's not to say that it was totally bad -- I didn't mean to imply it was -- though I can see how you'd get that from my reply. My main point was just that the target capping of Outlaw specifically really hampered its effectiveness.
Last edited by Relapses; 2022-08-15 at 07:00 AM.
I hated it when it had a hard cap, now that it's a sharp decrease after a certain quantity, it's fine. Not as OP as before, but I don't really notice at this point.
it felt bad in bfa
it feels bad now
thats my opinion anyways
they made a change that solved nothing and have done more work trying to fix the problems the change created
The funny thing is that back in MoP they introduced a cap where damage was capped at 10 targets (I think it was 10), and above that many targets the damage for 10 targets was split over all targets, like the current split target model. At some point afterwards they did away with that, only to re-introduce it.
I'm fine with that cap, but the hard cap blows, especially the 5 target cap that they seem to like for melee so much.
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You notice it in big Torghast pulls. Takes the fun right out of them.
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Especially when you consider that the hard cap means the server has to decide which 5-8 mobs get hit with damage each and every time a capped ability is used, so it's not saving much processing. For soft caps it has to calculate damage, check how many are in the effect, then divide the damage up, and then apply it to each mob, so that's actually more work than is required for an uncapped ability.
The last time they made changes to ease server burdens it was to cut down on the number of DoTs, removing and consolidating a lot of incidental DoTs, and then increasing the tick times so that rather than 1s or 2s ticks most went to 2s or 3s ticks.
I also think that's why they cut down on procs a bit. We've far fewer of them now than we did in the era of azerite gear and corruption, which some theorized was part of what contributed to the aforementioned insane lag in Vale during the WB. 100 people fighting a WB, fine. 100 people fighting a world boss having dozens of procs, many with visual effects, per minute, too much.
The most difficult thing to do is accept that there is nothing wrong with things you don't like and accept that people can like things you don't.
Yeah, outside of niche pulls (mass Murlocs in Gambit for instance), the vast majority of groups really don't want to engage that many targets anyway.
Maybe it's me as Fury speaking since outside of Bladestorm our AoE has been 5 target capped for the longest time. It's actually better in SL than in Legion/BfA, at least with Merciless Bonegrinder-enhanced Whirlwind, Spear of Bastion and more frequent Bladestorms we can get some decent mass AoE. Never gonna be on the level of Destro locks but that's to be expected.
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It didn't really solve anything or improve groups. Heavy cleave is still king. I would argue it was a waste of time and resources.
Not only this, but also it has had some really odd side effects, namely making trash mobs far more dangerous than bosses.
In their anxiety for stopping the AoE meta of M+ in Legion, Blizzard went into full "fun detected" mode in BfA and added several highly damaging skills to trash mobs. The tread went on with SL, and it also included a partial rework of affixes this time, with the result that bosses in M+ are complete pushovers in non-Tyrannical weeks, while trash can be quite threatening even during non-Fortified weeks (at the intended gear level).
And even so, the meta hasn't budged even an inch away from mass AoE at higher keys, go figure...
If we can attack everything around us the game would just crash. Thats why we dont have big wpvp battles anymore. The game cant handle it! kek
I was really glad target cap was introduced as it moves against doing crazy pulls in m+
They should double down on the lost of spell efficiency after 8 targets for every specs, the way it is right now does make for a nice design.
I don't mind it if all the classes followed the rules. Can't have class A doing 30k dps AoE and class B doing 420k.