I am NOT asking how good you think you are or your characters level and how many interrupts you can do. I am asking do you find the mechanic to be fun? I really really do not find it to be fun. It’s an annoyance at best in my opinion. I would be happier if there were far fewer interrupts. I think it would make all content more fun. What do you guys think? Am I way off base? And if you think I am please share why.
Thank you for reading!
Have a good one!
4 Likes
I wouldn’t mind fewer interrupts in keys, it would probably make the average pug more enjoyable. Caster mobs are also annoying to group, and I use my ranged interrupt more often to bring casters in than to interrupt something interesting.
Lots of casts look like they need to be interrupted but are fine if they go off, make sure to use Quazii’s plater profile because it highlights what matters to interrupt and what is a boring tank bolt.
I think interrupts are fine but I would like less CC to be available to our characters, especially AOE stops. Right now everyone and their mother has some sort of AOE stun or AOE silence or AOE knock up or AOE disorient or something. It’s too much power, cc should be more deliberate.
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I think it’s fun. It’s an added element of challenge when priority targets are different from priority kicks, making you need to switch or be quick to locate the enemy. Like for me, arcane mage I have to put my touch of the Magni on a target that typically isn’t priority and will stay alive the entire spells duration to get the maximum benefit of it. So I know often that the enemy that casts a spell is usually not the one I’ll be focusing but I’ll be ready to target it for interrupts. It can be tricky, but it’s fun to coordinate with a group and figure out what’s the best approach with different players in different situations.
I dunno. It’s an extra layer of danger in certain packs!
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I find them fine when the casts aren’t lost in a sea of shifting nameplates.
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If you think the game would be more fun having less to do consider playing a lower difficulty that has less to do.
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Ya they are a boatload of fun. Especially when the spell that needs interrupting has a short CD and multiple group members have to decide who gets the first interrupt and who gets 2nd etc… Unless we can all use our Pumped Up Kicks on the boss.
Part of the “player power” aspect of this game is understanding and utilizing your entire toolkit to defeat enemies. So yeah, imo at least, becoming proficient on using interrupts, stuns, silences, knockbacks, roots, etc is a lot more fun than just mind numbingly clicking your 4-6 button dps rotation.
If half of the dps players in this game understood they’d actually be better players by learning when and how to use their entire arsenal of abilities, we’d have a whole lot less threads on here complaining about how M+ pugs suck for sure.
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They were good, originally. They’re… OK now, I guess? Sometimes a pain, sometimes fine.
I think there was a bit of an arms race between more dangerous casts/casters and more powerful stops/silences which has ended up with some specs having too much power in their kit while others have very little.
Two (three? Idk) tanks have some very good tools to interrupt casters so there’s a bit of an imbalance of expectation in pugs for ppal and vdh to shoulder more of the work.
Some healers have interrupts and some don’t, which is also sometimes a consideration.
Having some mechanics to watch out for is fun, they’d be really boring if it was all tank & spank.
But I do wish they’d revert the CC changes. I didn’t mind lacking interrupt on a priest when a hard stun would do the same thing most of the time, but now it really sucks. If there’s too much AOE CC in the game then like… CUT DOWN ON THE ACTUAL PROBLEM EH.
Not every class needs to have an AOE stop and they certainly do not need multiple.
Yes. I like them because it shows who knows how to use their full tool kit as a team, specifically in m+. Let me explain. It is not a unknown thing that some specs outperform other class specs. So. If I get a player that floats in third place for dps, but constantly hits the mark for kicks, situational awareness, and team assists, BOP etc, YEAH… I will take them over someone that misses kicks and simple mechanics all day every day without question. So. I suppose, it’s not just a kick thing, but I can assure you, I watch kick and dispel meters just as much as I do DPS. If not more.
1 Like
Yes , but it’s not because I enjoy pressing the interrupt button any more than I enjoy pressing any other button.
I enjoy them because there are several different types of casts to interrupt. These can come at different cast rates, and any given pack of mobs can have multiple types of casts that we concern ourselves with. Some require a basic kick. Some require a knock-back/knock-up or incapacitate/disorient. Still others require a full stun.
I enjoy the dynamic of learning which is which and how to prioritize them, and I enjoy the coordinated teamwork and thought required to handle it all well.
It’s an excellent cognitive puzzle solved by a group in a game setting.
Yes, I find interrupts in M+ very fun, indeed.
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Yes - anything that makes the gameplay more interesting than just pushing your rotation like a braindead bot.
Personally, I would like to see more buffs / dmg increases that come from successfully interrupting / purging / etc.
Having a 45 second cooldown interrupt it’s mostly other people’s problem.
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Yes.
The opposite of no interrupts are the Sharpshooters in Priory. And they suck.
lmao.
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Kicks that go on an ICD for a bit after being dealt with? Awesome. Every ability should respond like that. It makes kicks feel like they meant something.
Kicks that are just spammed back to back repeatedly, casters in Rookery for example? No. Having enemies chain casts that half health players and can’t be moved because of it are just flatly irritating. Any spell like Web Bolt last season is just not fun to interact with when most packs that have them, have 2+ of them. Even with a group of full 12 second interrupts, you’d fail to cycle the 3rd set of casts without CC. And if you overlap kicks and CC two sets in a row, someone it getting smote out of existence on the 3rd.
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Whenever I press tab to switch target to interrupt a mob’s deadly spell but it switched to the wrong target and put my interrupt on cooldown over nothing it’s a healer’s problem.
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Not really. Mind you, I know why they are there, it’s part of situational awareness and is an important part of a challenge. That doesn’t mean identifying the one danger spell and just being ready to press 1 button when it comes up is fun, though.
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Yes they are fun. It adds to the challange and cordnation in a key. Now stop complaining and just push the button.
You guys have interrupts?
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That’s your skill problem actually.
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