

There's plenty of room in the first room for kiting, and maybe some intrepid mages can still find a way to AOE down large packs, though, likely without the technicians. They can still kill the packs with improved blizzard. Really, what this change means is mages can't solo all the packs at once. I see this as the same as ZF XP grinding since you basically just loop in a circle while CCing the packs. Usually when that happens, mobs will evade and eventually reset, making it impossible to level from terrain exploits. While I don't have any issue with solo dungeons to level, I think the difference here is that the previous method was abusing terrain in an unintended way. Mages are probably the best example of why #nochanges needs to be done away with because it's literally a 30 minute job for the level design department to load up WorldEdit and make the necessary tweaks that break these mage farms. In SM Cath they probably would have just made a minor modification to the fountain ledge to ensure the mobs could path correctly up and down the ledge instead of having to loop back and forth. In ZG they probably would have made some modifications to the rope bridge to prevent players from jumping up on it. You wanna take a guess at how Blizzard could have fixed the Maraudon boost back in 2005? I'm not a betting man but I'm pretty sure they would have considered fixing up the doodads that mages stand on that cause the mobs to have to loop back on themselves. The devs who created this game decided to add a slow effect to frost bolt, and they also created a talent that adds a slow effect to Blizzard presumably because they wanted mages to be able to manipulate how quickly monsters are able to move and to be able to kite stuff around.Īs much as mages are powerful, this is also a case of bad level design. R/WarcraftLore for anything related to WoW lore including current and old. R/WoW is everything you'd ever want from WoW related news to current WoW affairs. Guidelines for Content Creators Weekly Threads

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