Quote Originally Posted by squatdepthbroooo View Post
2. this also makes questing/overworld combat less cringe, because it won't feel wasteful to pop giant cds for a mob that will die in five hits, run 20 yards to the next mob, and then not have any cds for the rest of the quest
You know you don't have to do your 2 min burst on a random mob, right? You can use some of your cooldowns on one mob and then your other CDs on another.

Not to mention, staggering CD timers won't actually help this at all, because if you're of the mindset of "I gotta pop all my CDs!" then with the spacing of fights in MSQ, most likely when you get to the next group of mobs all your CDs will be ready despite differing CD timers, you'll press them, and then you'll still have the same issue even though some of your timers (for example) are 90, some are 120, etc. This sounds like an issue you're making yourself.

Then the others:

II: These suggestions are terrible and would either be extra dev for nothing, or a balancing headache. The last thing this game's encounter design needs is less balance, just because WoW does something doesn't mean it's necessarily a good thing to take.

III: Yeah, I think dungeons could do with more mechanics, but considering how some people handled DT's launch, we might need to wait a bit more if we're gonna introduce more of a bump there. I don't agree with having M+ type mats be required for savage gear progression, but some kind of sellable item from dungeons would be cool (and Criterion basically does that to an extent already, mounts are decent money).

IV: Nah. As someone who gets BIS every tier, and then has it all invalidated by the introduction of crafted the next tier, I prefer how it is now. If new crafted was only equal to savage, then with substats/etc there would inevitably be savage pieces that are better than the equivalent crafted, and I'm not a fan of prog from the previous tier bleeding into the current tier.

V: Yeah this gets suggested often enough, it'd be a good idea but I assume at this point SE has some kind of backend issue with it that makes them not want to implement it. Oh well.

VI: "Just make trusts not do mechanics to not have to do extra programming" shows how little this was thought about, considering how many mechs there are that'll kill someone (the player) for someone else's mistake (the NPC). This would be a substantial amount of work regardless of how they choose to implement it. It could be neat though.

VII: Complaining about SE making combat boring in point 1 and then going "yeah take away positionals except from one melee" is quite the take.