Delve question

Does anyone actually get any kind of satisfaction out the air bubble/candle light/health rot mechanics in these?

I get we’re trying new things and what not, but I gotta say – the threat of drowning and being able to be knocked into an abyss is both confusing and annoying. Like… we’re under water… alright sure… but if I can’t swim – why am I drowning lol.

Also – being penalized for moving around simply because jumping around is fun… is probably the most confusing thing I’ve ever seen. I mean, there are certain gaming fundamentals that I think we can all appreciate. Jumping around like an idiot is fun. For me personally the entire reason WoW was popular in the beginning was because you could jump around like an idiot and it was so buttery smooth compared to the other games in the genre.

So now we have these light mechanics in delves where it’s like "you’re not allowed to jump and have fun… also there is no space to move around and you have to dodge these big ole cone attacks while also still interrupting things. Good luck melee! Lmao.

I’m just looking at these like “Who is enjoying that…”

That drowning mechanic is SUPER irritating as melee. I don’t even want to go into underwater delves on anything that isn’t undead, or able to cast underwater breathing.

It’s double scuffed on a DH cause you can’t just bee-line to the air with those big purple circles on the ground… I’ve literally been yeeted by the affix off a cliff while trying to get to air before too… and it yeeted me so hard that by the time I reacted to it and started fel-rushing back in I still had no prayer. I mean I might just be a slow boomer… but that was such a cheesy way to die.

Being a DH in these Delves is like driving a cammed out, choppy af Dodge Viper and sitting in a traffic jam… and like the car is almost chirping the tire when the engine surges… You got all this power and nowhere to use it lol.

Like my buddy is just sitting in the bubble on his ranged toon, a mile away having a great time… and I’m dealing with this shark… two guys trying to sneeze green death on me… one of them pointing at all the formerly safe space… the other pointing at the escape route… I got this big floaty jerk in the sky trying to slingshot me into a canyon… and I’m drowning… Looking at my buddy like… “HELP. ME.” lmao. He’s over there jammin to kpop or somethin… so I dash over to him… to get some of that sweet sweet air… as he watches the last little air bubbles poof out of my mouth as I leave a huge fel colored skidmark on the ground.

Lol. I mean… I laugh it off cause what else am I gonna do. Try harder to suck less next time and get good.

But I feel like a lot of the things in these delves are less “hard” and feel more like the game set you up lol. Which is funny in Souls-likes or tough platformers… but I haven’t really enjoyed in this game.

Am I just being overly critical here? I’m still clearing these, I just really don’t think they’re very fun. Like I’m having to use my imagination to make the scene funny in my head from a contextual standpoint to prevent myself from just being super agitated by a lot of this stuff.

I hated the light/drowning mechanics specifically from day 1 on the beta though and I still hate them. Is that just a me thing? or does anyone else not really enjoy those as a “difficulty/gameplay mechanic.”

Individually I don’t think they’re hard to deal with… I just don’t really think they’re fun I guess.

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I dont like the water one, cuz i remember fighting the last boss, and the bubbles would disappear before i can get to them

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It definitely feels different and a challenge!

I can’t say I love having to go into an air bubble but it is a conditional that feels right for the delve.

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I agree with you in part, as the additional mechanics aren’t really hard, just obnoxious.

Candle/darkness is the worst addition so far to this game, by far, because of it’s binary nature: “oh you’re 1y away from the candle’s AoE border? You’re now suddenly blind, because magic”. It should be a gradation.

The poison is fine since you don’t become useless outside of its range, just slightly impaired.

Breath is also fine and makes sense, it forces you to plan your movement. It’s one of the least annoying.

Add spawning web is annoying but fine. My main issue with that one is unclear borders and even ground effects. I sometimes step on barely visible webs. They should be clearer.

The exploding spores just force you to keep moving when they’re on top of you, so they are the least impactful.

Finally the moving/static circles of AoE doom kinda turn the game into a pseudo stealth game, so those are ok to me, especially since their area is VERY clear, unlike the webs.

I hate upkeep mechanics (hunger/thirst/durability etc.) in any game though.

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The candles I don’t mind. The drowning I despise. The darkness with the light rush ability made me want to throw my keyboard.

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Yes, because I like the variety.

If the breath bothers you enough, get a shimmmer-scale diving helmet, underwater breathing potion, or one of the several other ways to breathe underwater.

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I kinda like the candle mechanic and have only seen the bubbles once and didn’t like them. So far I’ve only been delving on my hunter, so the steps maybe much more forgiving and I’m sure if I’ll like it on my warrior or rogue. Kinda depends on how well those two could actually tank the mobs or do they need to kite… If they end up needing to run alot, the candle mechanic may end up spoiling things for me, but it does seem like the candles respawn fairly quick.

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If you have the rep for it, equipping the Kuluak fishing pole from Northrend to your fishing equipment grants permanent immunity to drowning.

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I was running Sinkhole on my pally yesterday and started wondering why I never seemed to run out of breath. I finally realized I had the Mastercraft Kalu’ak Fishing Pole. Being a pack rat pays off, occasionally!

The candle mechanic was annoying until I realized I could drop the candle and fight/run around without it losing stacks.

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I really don’t get how you think it’s okay to become useless outside of its range.

And for both candle and poison, you can even ignore the step counter of the candle/totem by constantly dropping it, walking a bit, then picking it up, so it’s extra annoying if you want to optimize your range…

I’ve been usuing it exclusively on my warrior since DF. Kind of dreaded a nerf that never came, but it seems over powered to me.

No one else ever seemed impressed with it
:man_shrugging:

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I’m liking these drowning work arounds. I need to get that fishing pole lmao.

I think the light mechanic is more of a conceptual thing I don’t like in the delves. I don’t like the idea of anything trying to restrict or scold me for my movement. Moving around like a dummy is the whole reason I like mobile classes… so it’s more of like… a personal insult to the thing I find fun than it is a hindrance to beating the content… if that makes any sense? It’s silly I know.

The light mechanic in that dungeon can DIAF though 100000%. Not being able to play the game unless someone stops playing the game to go get more light just isn’t enjoyable to me in any regard.

The health rot one is definitely the least annoying, cause I can run out and still pull mobs into the light or what have you.

Lovin’ the comments so far though. Lots of stuff I haven’t tried.

I mean, first, I’m by myself, so either I can do the delve or I can’t… there’s no need to think about “being useless”. Second, like I said, I do delves on my hunter. I can easily stand at the light’s edge and dps. I plan on delving on my prot warrior soon and my opinion may change then… and my outlaw rogue or disco priest… I suspect that’s gonna get rough.

There is. Outside of the candle’s range, you’re useless. Enemies become invisible, you can’t interact with anything.

Poison is almost the same without being that binary on usefulness.

Like I said, you can always drop → walk → pick up the candle/totem and keep a single one for the whole run, at max range.

For water, use nogginfogger or get the fishing pole from the tuskar in North Rend.

For the others, you can put the candle/totem down and move around while fighting and pick it back up to travel

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100% this.

I don’t mind the concept in a raid setting. It’s fairly normal in raids to have a need to assign someone or some group to go handle a mechanic that might not be optimal for overall DPS.

But in a 5-man dungeon setting it just feels bad to be the guy that gets to do 60% of their DPS for that section (and for the last boss) because no one else wants to be the one to lose DPS over doing the mechanic.

It should really be the healer (same for the maze in Mists) to limit disruption. But the concept is still annoying.

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I’m gonna need to figure out where the drop candle button is on my UI – I had no idea you could drop it.

A lot of the time I was just letting it expire, and then running to the nearest candle refresh and pulling all the mobs over to it w/o picking up the new candle.

I’m gonna have to try that out.

It makes me so sad that it shrinks when I jump around like a gleeful idiot. Being able to drop it would definitely help a ton with that though.

Also thank you for reminding me that Noggenfogger exists. Hadn’t even considered it for the underwater breathing. Now I can be smol again. Love it.

The light mechanic does a good job of limiting the space you have to fight in, and I don’t think it’s a problematic enough mechanic to be annoying otherwise.

I don’t like the under water mechanics at all, they are more of a timer than anything else, whereas the light mechanic is one where you think about whether you are going to put down the totem to move freely or not.

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I’ve just been skipping those ones when they are bountiful, not worth my time doing those +8s, there are other ones I can do. They reset daily as well, thankfully.

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It’s either directly under the candle objective on the right side of the screen (Looks like a down arrow) or you just right click the buff off.

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