Feedback Request - Tapping Rules

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Community Manager
#1 - April 21, 2016, 9:46 a.m.
Blizzard Post
Hey everyone, we've made a few adjustments to how tapping rules work in Legion, which you've probably already noticed, and would like to get some targeted feedback (and bugs).

Most creatures you'll encounter will now allow up to 5 players on their tap list by default. The mob's name will grey out when you can no longer obtain credit for attacking it.

Parties* are a special exception, as we allow your entire party onto the tap list if one person is on the tap list. Please let us know if you find bugs with this, we want you to be able to progress with your group.

Rare spawns, world bosses, and quest bosses will largely continue to allow unlimited tappers, as they have been previously, both to facilitate large group engagements and to remove potential roadblocks. Raid bosses/rare elites/etc. will continue to operate as they have previously, open tap.

Thanks!

*By parties we are referring to 5-person groups
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Community Manager
#2 - April 21, 2016, 9:47 a.m.
Blizzard Post
Q. Why not make tapping unlimited or unlimited per faction?

A. Once we allow for an unlimited number of tappers, several things happen.

First, loot dropped from the creature is potentially unlimited. Each new person jumping on the tap will increase the loot dropped per server. As a consequence, loot drops might have to scale down to very infrequent drop chances. With a maximum tap limit, we can keep drop chances at a more reasonable value for an individual player.

Second, the "correct" way to play the game becomes a 40-person raid group. While this is awesome for group content like rare elites and world bosses, it would invalidate any interesting spawning or challenge with World Quests that are intended to be completed by a solo player. Limiting the power potential of the group helps retain challenge and gameplay.
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Community Manager
#3 - April 21, 2016, 9:48 a.m.
Blizzard Post
Q. Why does this not apply cross-faction?

A. This is a very good point, let me elucidate the current reasoning for discussion.

Long story short - you're not supposed to like the other faction. You should be encouraged to /shoo them out of the area or initiate PvP, rarely working together unless the threat is a looming and great one (like a world boss).

That said, if there just aren't enough spawns in a quest area, that's a fix we need to make to respawn timers and thresholds and an entirely valid, if separate, point.