Do you have a source?
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Dev straight up said WP was working as intended. not much you can do to argue about that. also it's not on a weekly lockout so it's not unbalancing anything if people do lockout mobs. The problem with T2 isn't what it does to T2, it's how it destroys pugging T4.
I agree here, please explain how rage moding T2 destroys T4 pugs.
Because last I checked anyone that has coil unlocked can, at any time, tag along on any turn without any previous clears, where the only consequence is that you are being locked out of the earlier turns for the remainder of the week.
For now, the only "dire consequence" I see is that people are getting some Turn 2 drops. The humanity!
[Insert a highly exaggerated rant on how the picture of my prefect world is destroyed and my dreams are being smashed.]
I don't have that answer to that and I still expect it to be fixed.
It's just a question of when.
I'm curious on where everyone here sits with burning down Caduceus before the stacks become a problem, since by the logic that's being passed around here; you're technically bypassing a mechanic there too.
To explain the T4 problem most tanks don't want to lock themselves out of T2 until they have cleared it for the week. So if 10 groups clear using the enrage strategy, 5 double heal, 5 triple heal then you would have 25 healers, 10 tanks, 45 dps that are then looking for a turn 4 group. To form those into T4 groups you could make 5 groups of 2 tanks, 2 heals, 4 dps. That leaves 15 healers and 25 dps wanting to do T4, but left with no tanks that have cleared T2. So they can either a) hope some of those players have a tanking off spec, b) try to convince some tanks to skip T2, c) hope they are part of players that actually get groups. For anyone that consistently Pugs T4 there are now far more groups forming for T4 then there are tanks wiling to do the content. On some nights on my server I see as many as 6 groups in party finder will full DPS, full heals and no tanks. So more than anything this is why I hope they do something to adjust the fight to require 2 tanks, no matter what strategy is used to beat it.