Do you Find Interrupts in Mythic Keys to be Fun?

Interrupts are part of the challenge of a timed M+ run, and the basic challenge is fun. The specific challenge enjoyment for interrupts is going vary between those with a short interrupt CD or multiple interrupts (generally melee DPS & tanks) and those with a long interrupt CD (generally ranged DPS). Unfortunately this kind of drives the composition to always have at least one melee (3 ranged can be done, but it’s not as easy imo).

Given the statements above, I think all specs should have the same CD for interrupts (I don’t care if it’s all 8s CD like melee or an “average” of the 8s and 24s CD for ranged, but don’t bias towards such a large population like “ranged DPS suck at this.”).

Maybe the devs think it all comes out in the wash since there have been boss fight designs that require melee to run out (0 DPS) while ranged are just plugging away (yes, I know, about throughput, not specifically interrupts, but I think the devs consider balance across all aspects of an encounter not balance of individual aspects in isolation).

I’ll have to try that. The reason I haven’t yet is because I often lose track of my curser with all the crap going on with spells and healthbars. Even using a rainbow trail WA for my cursor doesn’t always help. Maybe I’m just getting old.

Interrupts are one of the few things separating trash from dummies. Landing kicks, knocks and CC is more fun than just DPSing

And in contrary to that there are fights where a lot of lateral or circular movement is required, meaning the melee can strafe run while hitting the boss and the ranged are left running and using suboptimal damage abilities until they can stop again. Generally it evens out over the course of the raid.

It takes practice. I wouldn’t expect to have it nailed down after one run because you have to break the old muscle memory but once you get used to it it’s much more efficient. Plus with mouseover macros it adds the benefit of not having to leave the target you’re currently casting on.

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kind of, just because it gives another thing to compete about on details!

i can cope with not being first dmg dealer by being first
@interrupts or last @dmgtaken hehe

it makes me feel real good when im first at both dmg and interrupts and last at damage taken. pretty rare tho.

I do when its used in moderation.
If every pack has multiple non-negotiable interrupts then its not fun at all.

Interrupt as mechanic and in general is imo fine.

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Is not such a bad thing to interrupt, but it shouldn’t come at the cost of wiping if you fail to do so. Myself, I find it’s too much anxiety and stick to delves rather than the toxic nature of M+

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The change to stops and casting was one of the dumbest things they ever did

Mythic plus is barely toxic and the people who say it is are usually the problem.

Besides delves should only give veteran gear up till 11

this. ~170 m+ ran to completion this season and the most toxic thing ive seen is
“imagine dying, couldn’t be me!”
which i thought was pretty funny tbh :slight_smile:

Exactly. I don’t understand the people who want dungeon mobs to be target dummies.

Like…go hit the target dummy, then, if tunneling makes you happy. You can screenshot your damage meter and everything after you’re done.

But in dungeons, I like being given groups that make us use our utility. This isn’t limited to interrupts. Purges and soothes are a big deal and it irritates me how often I see classes with a spammable purge refusing to use it.

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interrupting on melee is kind of annoying now unless you’re on shaman. in df we had multiple melee specs with +3yd talents that applied to their interrupt and that was soooo amazing to have when there’s ads that plant and cast and won’t move. it’s a shame they didn’t just make it standard for all melees! i would have been okay with +1yd or +2yd talents (so that you would have to be standing at max melee and still consider your positioning so you dont stand in bad/in a pb aoe)

that aside, i love having aoe ones like imp trap, blinding sleet, blind, grip, and gorefiends. and to answer the question, i find the concept of “interrupt this or something bad will happen” to be pleasing and is a general indicator of awareness (which generally suggests that they are also likewise skilled)

on monk too. since the set wants me to finish FoF, i cannot interrupt while FoF is going. my interrupt game has been lacking ever since i got this season’s 4piece.

would be nice to be able to interrupt without breaking channeling but we can’t have fun around here.

i typoed that, i meant to say unless you’re a shaman for that sweet sweet ranged interrupt

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When I catch an interrupt, it makes me feel good.

When I catch an interrupt that someone else shoulda caught but didn’t, then that’s even better.

If you play a Pally you should be an S tier interrupter tbh.

i remember when i was a new player. it was bfa, and i finally understood how interrupts worked and had my first nameplate addon, which i still use to this day. i learned about interrupts basically the same time i learned about everything else. similar games all have similar dps rotations, etc. but what sets wow apart is the trash mechanics and the need for stops. so i do think we would miss it. however, that being said, they have gone WAY overboard with it. i would much prefer if there were significantly less stops necessary

What I find un-fun about interrupts is that a big pack with lots of casts is made trivial by a boomkin and VDH while it is torture for any other comp.

I played Rogue back in the day. In Burning Crusade, using my utility stuns, CC, interrupts, felt great. Knowledge of the dungeon and where that utility would be best used made for impactful and fun gameplay. Hitting a Blind on a caster outside of player AoE range could be the difference between a wipe on a pull and a success. Add that I knew I could hold my interrupt a few beats to further only cast Kick in the last MS of a cast… well, it always felt good.

Nowadays? It’s just a baseline assumption that every DPS can do it, so encounter design plans for it. Fine enough on its own, but they’ve done so without any substantial UI or UX improvement for how it works. Overlapping frames which need an addon and a seasonal Plater profile to properly manage? It’s just gotten a bit absurd. I can manage it but I wouldn’t call it fun. Interrupt as expectation vs. utility are just different styles of game play.

Add to that the fact that the majority of runs I’m in are PUGs with minimal coordination and it just leads directly to wasted interrupts and blown CDs.

Interrupts are good, but there’s waaaaaay too many of them. Casters just spam stuff over and over it’s too much whack a mole to feel like it’s fun.

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DF was the anomaly with how stops worked.

TWW changed it back to…how it worked in literally every other expansion

It’s not a coincidence DF was the “stack aoe stop” expansions either.

Blaming others for your misplay is what you meant to say xD