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. The only players who use CC these days are the skilled players who already clear the encounters. |
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tl/dr Fixed |
Then bosses are just bosses and dont matter in the grand scheme of things. If you cant clear the trash then you cant down the boss. |
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Edited by Noctemtenchi on 5/3/11 3:12 PM (PDT)
If you think coordinating CC is what brings "challenge" to the game, and therefore fun. You have a serious problem. Sorry that there are those of us who enjoy team work in group based content and prefer it over hurp derp AoE spam. Maybe your right, WoW shouldnt be a diverse game, it should only appeal to a single mindset. |
That is exactly my point, thank you sir. |
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. How does this hurt you? How is the game 'ruined'? |
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This change really doesn't change any major part of gameplay, but it will change how the game is played/approached. It is a step in a direction that moves away from requiring coordination in groups and not requiring it. This change itself isn't too toxic, but I, and probably most others, are worried that the next "biggest nerf ever" might actually be game breaking.
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The boss is where the challenge is supposed to be, so actually they do matter. |
So true. I think people do raise valid points though about the game shifting away from large group play to more and more solo play. WoW isn't so much an MMO now as a lobby where you wait for your que to pop, teleport to where you need to be, and have your teaqm preassembled. |
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This makes me sad. New strategy for pulling groups in Uldum dungeons: 1) Wait for trash group to patrol as far away as they will go 2) Casually sheep, frog, and trap whichever ones you want 3) Wait for remaining trash to patrol back over 4) Kill them at leisure. No need to reapply cc either! 4a) When the healer falls asleep, tie his shoe laces together. Or draw the horde/alliance (opposing faction) symbol onto his forehead with a marker. Fill his hand with shaving cream and tickle his eyebrows. Dip fingers into a bucket of hot water. You get the idea. |
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Edited by Lissancy on 5/3/11 3:52 PM (PDT)
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. You know, I'm not one to pretend leetness or preach about how the game used to be so much harder or blah blah blah, but this seriously sounds like the biggest easing of game mechanics ever to be considered. I mean CC pulls and agro management create some challenge. It makes people have to think about how to do things. Now it'll just be mark, mark, mark, CC, CC, CC, and then kill one mob at a time without much worry. I guess all the self proclaimed elites that have been claiming they love the added challenge in cata are about to soil themselves on this one. |
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Community Manager
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Edited by Zarhym on 5/3/11 4:21 PM (PDT)
Oh, the hyperbole! I firmly believe kittens around the world are now crying because of the doom and gloom in this post. Is this what you wanted? Do you want to make kittens worldwide suffer? That's what happens when you make hyperbolic statements. The cat population dies off from despair.
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. It sounds like you're rockin' in this expansion. Presumably you even have an organized group of players with whom you play regularly. Maybe you even use vent so that marking and pulling targets is second nature. Perhaps if others aren't on your level of experience or play, they deserve to fail. Serves them right. We disagree. Dungeon Finder has suffered in Cataclysm because many of the Heroics are quite difficult for uncoordinated groups. That point is almost impossible to dispute. Some of the more elite players may say, “Good! Dungeon Finder was a stupid idea.” If you don’t adhere to that argument -- and we don’t -- there are basically two choices: make the dungeons so easy that they don’t require communication, or make the communication easier. We like for dungeons to be challenging, but we don’t like when the challenges are logistical in nature. You still need to know which targets to CC, which creatures are immune to which forms of CC, make sure you don’t break the CC, etc. And that is ignoring all of the many ways to fail that aren’t related to CC (such as say most boss encounters). Related, even with Call to Arms, tanks are often in highest demand for Dungeon Finder, and we think this is largely because tanks are expected to lead and set the pace of a dungeon run. It’s a ton of responsibility. A tank I work with said recently, “I don’t even mind doing all that, but it’s just such a pain to have to manually mark targets every single pull while the other players just wait around for me to tell them what to do.” With this change, there is less need to sit down and try to communicate about which is the sheep target and which is the trap target. And if someone CC’s the wrong thing, there is more chance for recovery. It’s the way Sap has worked for years, and you don’t generally see players calling for groups with 3 rogues just to make the trash that much easier. We promise that the average group will still wipe in dungeons even with this change. We have plenty of data to back that up that supposition. |
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5/3/2011
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Oh, the hyperbole! I firmly believe kittens around the world are now crying because of the doom and gloom in this post. Is this what you wanted? Do you want to make kittens worldwide suffer? That's what happens when you make hyperbolic statements. The cat population dies off from despair.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. Is it safe to say that you have had it with this noise? 'Cause I think it is. |
