#0 - Aug. 31, 2010, 11:45 p.m.
I was under the impression though that the design changes to instances/raids was going to focus more on heavy CC (at least until you greatly outgear them) and less on the zerg-rush AoE fest that most instances/raids are currently.
I don't have an opinion one way or another on whether or not returning to heavy CC fights is the right choice, because more damage is always fun and more strategy needed to win is also fun, but if you're trying to tone down the AoE zerg rush like previously stated, why the increase in damage? Won't that just encourage people to forgo CC all together, or are the dungeons designed so that if you attempt that, then your tank will get face planted instantly? Just kinda curious on the philosophy/concept behind the damage increases.