thatbloke
Junior Administrator
So while perusing mmo-champ (I may not play anymore but i like to keep up with the changes
) 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?
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?