"... found workarounds to continue pulling 6 mobs at the beginning of the maze, as pulling 2 mobs is inefficient and not very fun."Thats the point why PUG groups are completely broken and "not very fun" to play.Sad.
A new undocumented changes post stating fixes for these "workarounds" coming in 3... 2... 1...
Mobs become untargetable until the walls go down in 5... 4... 3...
And use spell that boost your movement speed before potion of hidden spirit will get you out from stealth immediately. Nice undocumented "fix".
I wish Blizzard would just make a dungeon that's a giant open field full of mobs with 3 or 4 bosses around the edges and you can pull however much you want at once before taking on any boss you want, or even fighting multiple bosses at once, provided you can survive it. That would be entertaining to see speedruns of and dungeons wouldn't take forever.But oh, right, Blizzard's pride is more important than player fun, so we can only tell them "what feels fun, or what doesn't feel fun" and they may or may not listen, ever.
No clue why they added this, the dungeon already feels so restricting with pulls, it's a shame that Blizzard made such a pointless change.
Yeah its definitely the pull size of packs that makes PUGs unfun. Removed
Currently PUGs are unfun because of KSM toxic players.- ToP: KSM healer couldn’t heal the group in a single pack, leave.- HoA: KSM DPS after cursing the entire dungeon pulls an extra pack during first boss and leaves.Be sure to ignore all those. They and their alts will be blocked to you permanently.
Anything that makes the game "more fun" for minmaxers and tryhards, is usually doing exactly the opposite for the other 90% of players.
"as pulling 2 mobs is inefficient and not very fun."Speak for yourself Wowhead, I like small pulls. Don't try to presume what others feel about it.
Eh. Why have a mandatory 2 low hp mob pull in any dungeon that block you from moving forward? Imo it's much better to have an option to scale your pulls up when possible. Especially in a part of the dungeon where you cannot speed up at all and that has zero difficulty (if the maze is difficult for you the other parts of the dungeon are bound to be worse). Sure, pulling from the closed room is clearly not intended, but having an "intended" 2 low hp mob pull that is unskippable is quite awful design. All that pack does now is waste time. You wouldnt use cooldowns for it in any situations nor can you die or save time on it. If anything it's gonna be a trap for people who use all cooldowns as soon as they come up.
Just remove the mob count % requirement. Clever tactics to kill as few mobs as possible was a lot more fun and did not require you to kill packs you really dont have to kill nor addons to count %. The change just made the tanks life miserable.
I must admit, how I was impressed by the dungeons and literally everything when shadowlands launched and had a hope that finally pvp and pve both will be fun. And well, 3 months later, here we are again, undocumented changes, pvp being broken, people quitting wow and stuff. Looks like made the right choice by going back to classic.
That should be considered as an exploit