95-99% of the people complaining here, literally do not use a strat this will hurt often enough to be an issue. Unless you are running extremely high M+ dungeons with a group of consistent and dedicated players, pulling entire quadrants of dungeons at once with extreme precision - this does not impact you.
I get why they're changing this for Mythic content, I guess? But I think this is gonna really backfire, as I think the amount of people that would enjoy the slower pace of dungeons will be outnumbered by the amount that want to go fast. And this REAAAAAALLY sucks for farming old content.
Good change. It will bring balance and order which will be especially good for new tanks. Nothing worse than learning to tank and your overconfident healer starts pulling everything on the map.
The only reason this has to happen is because mobs aren't solid bodies and can clip into one another. I just wish they'd settle on literally reflecting the spirit of this change in what we see.
I think people are forgetting that dungeons are still being designed. I doubt they'll put Shrine blobs or WM worms in a dungeon with these changes. Patience is key here.
Love this. AoE steamrolling got way out of hand.
Perfect change. Now if they can tone down half, or hell, even 2/3 in some cases, of the healing every class seems to do these days, we might come back to balanced combat on both aspects of the game. A more tactical and flexible approach to M+ and an end to the dampening meta on arenas, one can only dream...
Good think actually warriors got cleave and aoe arm is a "sensor word" machine now get ready guys 👦
best change announced yet. the AOE everything mentality is a curse on wow and if you have a problem with it going away it's probably because you've already been cursed with that mentality.
this brings the opportunity for other DPS classes to shine, away from DK-rogue-hunter. It was always the same and it started to get annoying. I approve these changes, they should bring a lot of balance to the game.
The thing is it wont affect the 1% at all. That 1% will find a way round it or use classes that these changes don’t apply too. As i mentioned before I cannot see rogue blade flurry capped so they still have the massive AOE potential like they do now or unholy DK cap on their Death and Decay window burst. This will completely ruin old content clearing as well and will make some classes completely not viable compared to other classes for AOE
basically unsub and show them how f stupid they are
I think this is a terrible idea. One of the reasons i like to play aoe classes such as, outlaw and unholy dk. Is that i can do amazing damage on many targets, and seeing all of those numbers is so satisifying to me. And if they are really gonna cap it for many abilities, like blade flurry that have been nerfed all the way down to 4 targets, is just not ok, and is diffently not going to be fun. If this makes it into the live game, i would be so incredibly disappointed, and i think i would just give up on aoe classes entirely. Please blizzard don't put this cap into the game, its a terrible change, and maybe try to focus on making good dungeon design instead of this crap.
If they are dead set on this nerf, I think they should diminish the damage to targets beyond the 5-8 limit, not completely remove it. If something is in your AOE circle, you should be able to damage it at least a little bit. On top of the damage nerf (which by itself wont be fun), it doesn’t make logical sense from an RP perspective. If a mage uses Blizzard, for instance, it thematically doesn’t make sense that only a select number of mobs are being hit by it. Does that mean the rest just somehow miraculously aren’t hit by the falling ice shards every single time you use Blizzard?
Just a thought: wouldn't it make more sense to just split the base damage among all targets in range? Intentionthis is what I assume Blizz is aiming at