Massive change to PvE in 4.2

thatbloke

Junior Administrator
So while perusing mmo-champ (I may not play anymore but i like to keep up with the changes :p) I saw this as the first patch note for the 4.2 PTR:

4.2 PTR Notes said:
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.

Do you think this change is good or bad?

I know that WoW has changed massively over the years but changing what has been one of the core mechanics that require group co-ordination, and often is the measure of a successful or failed dungeon group in such a way seems to strike me as a little... off.

Whilst this will certainly aid tanks, it seems to me like it could make DPS/Healers somewhat more lazy (DPS particularly)...

Thoughts?
 

Traxata

Junior Administrator
So while perusing mmo-champ (I may not play anymore but i like to keep up with the changes :p) I saw this as the first patch note for the 4.2 PTR:



Do you think this change is good or bad?

I know that WoW has changed massively over the years but changing what has been one of the core mechanics that require group co-ordination, and often is the measure of a successful or failed dungeon group in such a way seems to strike me as a little... off.

Whilst this will certainly aid tanks, it seems to me like it could make DPS/Healers somewhat more lazy (DPS particularly)...

Thoughts?
They didn't change the Warlocks Fear though ... ;)

Only Succubus' seduction and banish a demon creature...
 

Chuchurocket

In Cryo Sleep
Itll make pulling a little less stressful, being able to take your time over setting up CC rather than having to rush it as soon as one mob is CCed. I guess one case could be say one pull requires a Polymorph and a Freezing Trap. If the poly lands first the mobs will be dragged toward the mage which may then cuase the mob to path away from the freezing trap.

I can imagine being a group of mobs just chilling when all of a sudden...."Dude, did Bob just turn into a sheep? Thats weird...oh well back to our conversation."
 

magosreborn

New Member
How the hell does that apply to entangleing roots as thats also a DoT, and won't damage instantly make the mob aware of the spiky roots wrapped around it, causing it to tell its friends to go pound the shit out of the druid ?

Over all I think its a good change as its not having to time pulling and CC, then having PP run in and concecrate all of the mobs any way :p.
 

Xylak

New Member
Pfft, it's probably because all the easy-mode puggers couldn't get their head around how to deal with cc properly. This would include lame tanks who can't aggro and lame ccers who can't cc beyond the first cast.
When we first started in Cata instances it was refreshing to HAVE to cc some mobs. Hell, I was doing [Fear], [Banish] AND DPS to a single group of mobs sometimes (THAT keeps you busy!). Frustrating and demanding, yes, but also challenging and fun. Oh, and this was all made easier with the lack of diminishing returns, too.
It took me a while to get my head around it but with the help of a couple of simple macros I wrote (fear target, set focus / fear focus target) it became a bit easier and is now simple to manage.

Using crowd control generally means tactics. Take away any need for tactics and you have "Faceroll Easy Mode".

Meh.

Oh, and why only succubus and not [Fear]? I can't see an argument for any Warlock to use a succubus any more. Felhunter for Affliction, Felguard for Demonology or Imp for Destruction.

I can see a technical explanation being along the lines of "the mob you hit doesn't know what, or who, hit them as they are immediately incapacitated" and that would exclude [Fear] on account of "technically" the mob is afraid of you. But, then, why is [Sap] not on the list?

tl;dr : Either make ALL cc non-aggro (for the lame people that can't play) or leave it as it is (for those of us that can).
 

thatbloke

Junior Administrator
I suspect not Fear because although it's CC, all those other CC's listed either roots people to the spot or when CC'd they move mo more than a couple of yards from their starting position. With fear it's easy for the mob to run into a different group and pull that group...
 

Xylak

New Member
I reckon theyll modify the Fear glyph so it groups it in with the rest.

Possibly. The arguments made so far make sense.
Still...

ccforretards.png
 

Ki!ler-Mk1

Active Member
Forgive me if this is wrong, but i beleive there is already a CC which when wearing off doesnt trigger agro?
 

thatbloke

Junior Administrator
I reckon theyll modify the Fear glyph so it groups it in with the rest.

and on mmo-champ today, the following is present:

Fear functions very differently. It's a bit wonky to allow a target to run around aimlessly under the effects of Fear and not drawing aggro from anyone. What we might do is add this CC change specifically to the Glyph of Fear.
 
Top