4.2 Biggest PVE Nerf ever?

90 Pandaren Mage
11950
Many crowd control abilities no longer cause creatures to attack players when they are cast. The creature will not attack the player when the crowd control wears off, and nearby creatures will not become hostile to the player either. However, if a visible player gets too close to the target creature, the creature will remember and attack the player when the crowd control effect wears off. The intent is to make it easier for dungeon groups to manage crowd control assignments and pulling packs of hostile NPCs. The abilities affected by this change are: Hibernate, Entangling Roots, Wyvern Sting (will still cause hostility when it begins to deal damage), Freezing Trap, Polymorph, Repentance, Shackle Undead, Blind, Hex, Bind Elemental, Banish, Seduction.

No coordination is needed for clearing trash in instances anymore, why even have trash anymore, just make the whole dungeon/raid bosses!

If this change goes live, assuming that each DPS and possibly the healer can CC, every pull of trash will be one mob at a time, setup way ahead of the pull just to be leisurely aggro'd by the tank.
Gone will be the coordination of planning the attack of the enemies facing your group.

Is this a good idea? In my opinion this will take all the challenge out of 5 man dungeons and raids. Rouges used to be valued for their unique ability to sap and setup one mob for a pull, that always made a pull easier, imagine everyone in the group with that ability.
>>>>Homogenization anyone?<<<<

Maybe Blizz really wants the game to be a faceroll and to be only about gearing people up for raid content. I know a few people in my guild share these thoughts, I was wondering what the rest of the community thinks about this.

I started the game near the end of ICC raid content and the content of the game I've enjoyed the most is the Zul'Aman remake with its focus on teamwork compared to the dissaster of ease that plagued WOTLK content. I'm worried that the game is starting to navigate back towards that easiness for the sake of pleasing people who don't want to learn how to be better players.

tl/dr
blizz is ruining the game by caving in to casuals who say ZA/ZG are too hard and need a nerf
90 Pandaren Mage
11950
05/03/2011 12:51 PMPosted by Sáramus
I don't use CC on anything so I really don't care

well you are level 69 i don't expect you to need to.


[quote]
O.o ZA/ZG require the lest amount of CC in cata instances, maybe 3-4 pulls in the entire run.

Trash for panther,dragonhawk, and lynx should use CC, and I'd like to see someone mess up that group right before dragonhawk after this change.
90 Blood Elf Paladin
16810
OP: I really don't see your point.

let me restate the original post, again, so you can re-read it and beat yourself up over your mistake. The important parts are bolded.

Many crowd control abilities no longer cause creatures to attack players when they are cast. The creature will not attack the player when the crowd control wears off, and nearby creatures will not become hostile to the player either.

However, if a visible player gets too close to the target creature, the creature will remember and attack the player when the crowd control effect wears off.

The intent is to make it easier for dungeon groups to manage crowd control assignments and pulling packs of hostile NPCs. The abilities affected by this change are: Hibernate, Entangling Roots, Wyvern Sting (will still cause hostility when it begins to deal damage), Freezing Trap, Polymorph, Repentance, Shackle Undead, Blind, Hex, Bind Elemental, Banish, Seduction.


This will have almost no effect on pug runs, besides making the actual CC situation vastly easier. CC mobs, then have the tank pull. I really don't see the problem with that.
Edited by Walls on 5/3/2011 1:05 PM PDT
85 Worgen Priest
11950
Many crowd control abilities no longer cause creatures to attack players when they are cast. The creature will not attack the player when the crowd control wears off, and nearby creatures will not become hostile to the player either. However, if a visible player gets too close to the target creature, the creature will remember and attack the player when the crowd control effect wears off. The intent is to make it easier for dungeon groups to manage crowd control assignments and pulling packs of hostile NPCs. The abilities affected by this change are: Hibernate, Entangling Roots, Wyvern Sting (will still cause hostility when it begins to deal damage), Freezing Trap, Polymorph, Repentance, Shackle Undead, Blind, Hex, Bind Elemental, Banish, Seduction.

No coordination is needed for clearing trash in instances anymore, why even have trash anymore, just make the whole dungeon/raid bosses!

If this change goes live, assuming that each DPS and possibly the healer can CC, every pull of trash will be one mob at a time, setup way ahead of the pull just to be leisurely aggro'd by the tank.
Gone will be the coordination of planning the attack of the enemies facing your group.

Is this a good idea? In my opinion this will take all the challenge out of 5 man dungeons and raids. Rouges used to be valued for their unique ability to sap and setup one mob for a pull, that always made a pull easier, imagine everyone in the group with that ability.
>>>>Homogenization anyone?<<<<

Maybe Blizz really wants the game to be a faceroll and to be only about gearing people up for raid content. I know a few people in my guild share these thoughts, I was wondering what the rest of the community thinks about this.

I started the game near the end of ICC raid content and the content of the game I've enjoyed the most is the Zul'Aman remake with its focus on teamwork compared to the dissaster of ease that plagued WOTLK content. I'm worried that the game is starting to navigate back towards that easiness for the sake of pleasing people who don't want to learn how to be better players.

tl/dr
blizz is ruining the game by caving in to casuals who say ZA/ZG are too hard and need a nerf


ONE NERF

ONE BLOODY NERF

To a boss that was confirmed to be bugged.

Seriously.
85 Human Paladin
13065
yay hunters don't have to trap first now.
90 Pandaren Mage
11950
ONE NERF

ONE BLOODY NERF

To a boss that was confirmed to be bugged.

Seriously.

what? this change affects every bit of content in the game, what boss are you talking about?
85 Human Paladin
1970
I think they continue to 'dumb down' the game to accommodate the casual player. They have been doing this for quite some time.

At the beginning of Cataclysm they talked about wanting groups to use more CC rather than the 'plow through' method of the WotLK days. Unfortunately, they seem to be going back on that with each new dungeon that is released.

However, the biggest thing this change would do is allow bad tanks to flourish even more. Since it makes the need to monitor mobs and threat pretty much a /yawn fest.
90 Pandaren Mage
11950
let me restate the original post, again, so you can re-read it and beat yourself up over your mistake. The important parts are bolded.

This will have almost no effect on pug runs, besides making the actual CC situation vastly easier.

Yep thats about right. "vastly easier"
85 Blood Elf Hunter
8380
this is even better for multiboxers x 5

Go do some searches you dont even need to use a tank for 5 man heroics, za or xg, use x 5 mages = face roll
85 Undead Mage
3790
Frankly, without in game voice chat this is a great move.

In a guild run it's easy to communicate and time CC. In a pug it's a pita and DPS is typically stuck trying to figure out what the leader wants. CC pull? Tank pull then CC, are they done marking? Should I CC now and risk wiping the unready group or wait and risk the "CC GOGOGOGO" from the tank.

This may not be the best solution to the lack of communication in the game but it's one that works.

In the end it won't really matter any how. Someone will run in and AOE everything. Gotta make sure you top that DPS meter...
85 Human Paladin
8250
05/03/2011 01:08 PMPosted by Provaporous
what? this change affects every bit of content in the game, what boss are you talking about?


The forum riot about Akil'zon. His damage got mistakenly buffed and it was next to impossible to clear with healers pulling 14, 15k HPS.

Easier isn't the right word. Neater is better.


This. CC was easy to do, even before this nerf comes, but this nerf will allow players - in PuGs, most especially - to have a bit more coordination with crowd control. "ready [shaman-notmyserver]?" "ya" *traps* *no frog* "shaman wtf?" "oh didnt no we were pulling"

I don't deserve to die for that.
Edited by Megafierce on 5/3/2011 1:31 PM PDT
90 Blood Elf Rogue
9825
Heh, from a mechanic point of view, it's better this way. Allows to create better dungeons.
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