Also, the proper usage of defensives separates trash from people too. Hunters are no longer the squishiest class, and it irks me seeing hunters die with 2 charges of survival of the fittest (30% dr), turtle, exhilaration, potion and health stone all available to be used.
Omni CD is great, lets you see when/if people ever press their buttons xD
yeah, i think the “X have it easier in all situations” point always comes from people who play only ranged or only melee. people who play both know better.
I only find it “not fun” when the packs you get have 2, 3 and 4 interrupts to hit and you feel like you’re just scrambling around trying to hit them all.
I think Blizz needs to calm down on the amount of things that require interrupts.
Unless you’re overpulling, you’re only going to have 1 or 2 priority interrupts per normal M+ pulls. And if you’re overpulling, or doing very high keys, coordination via voice chat (which is provided in game) makes it lightyears easier. But nobody in pugs wants to use it. Missing one non-prio cast in low keys doesn’t mean death. Missing all of the interrupts can. And you’re going to have 4-5 players in the group with interrupts and other forms of cast interruption.
If all 5 players know what they’re doing, keys are a breeze. If 0 of them do, you’re going to have a terrible time. That’s why coordinated groups always are better than using the group finder.
The only ranged that has it easier than most would be BM hunter, no cast times and they retain full uptime even when doing mechanics. But in turn, they become the mechanics worker and have to do more than just dps. My guild has 2 hunters doing bombs for gallywix for example as well as coin duty for one armed bandit. The reason? no loss of dps while getting mechanics done
I find it partially hilarious, us players are basically gods, we have stopped many threats, and killed many higher order beings, yet despite all that, trash mobs which are very numerous kill us very easily xD
Mythics are meant to be a test of your skill as a player, and not a damage check to see how quickly you can kill something I mean, what’s the point of having interrupts if you’re not going to ever use them? Frankly, for far too long dungeons have all been about solving any puzzles by throwing out more damage to a boss then he can react to. That’s a very boring way to play. Now we have to (gasp) think and plan. Horrible, I tell you, just horrible.
You sound as if you want an I Win button, but the only ones in the game are broken. Sorry, not sorry.
I’m ok with that. I think “more interrupts” is not the way to go.
Bring back some CC. Not a crazy amount like we had early in the game, but maybe a mob here and there that you both CAN and SHOULD lock down to defeat a group of mobs.
I think it’s good to have something else to react to besides being targeted. But I would limit it to average 1 kick per pack. It sucks not being able to pull more just because we don’t have enough kicks to handle it.
Alternatively, having mob abilities go on CD when the cast starts instead of finishes was a great change for DF. Reverting it to counter large pulls was dumb. The epitome of hubris by design.
Big important ones sure. Bosses with a kick rotation can be fun to plan around with different classes interrupt durations.
Mass mobs all spamming out mid tier kicks that eventually scale into oneshot territory not so much. Then its not so much about interrupts and more about chain aoe stuns which is how we get DFs cc changes and reverts.
Interrupts in WoW remind me of debuffs in Path of Exile.
So in PoE, when you get debuffs, it shows them like in WoW at the very top left of your screen, completely out of your eye line and it will have like 20 debuffs with zero text, just icons scattered in a horizontal line across the top of your screen.
That’s what interrupts in WoW remind me of. You have like 10 mobs in a clump, 4 of them start casting at the same exact time, your UI is now fighting with you to be able to target the specific mob you need and interrupt it, let alone knowing ANY information whatsoever about the spell you’re about to interrupt, if you want that info you need to consult external and frankly niche websites to see how much damage the cast would’ve hit you for in your +9 key or you can just get hit by it and look at the combat log and screen shot it, have fun doing that mid key.
They CAN be fun, but not with this game.
You know what I found fun? When BDK was my main in Legion, I found the OG Explosive affix to be fun. Why? Because they had no HP, they could be 1 hit by any ability you used, so I could basically solo them, it was optional for the group to do them, at least in my keys.
With how bad tab targeting is for getting to a specific target quickly and how finnicky targeting a nameplate can be in a mass of nameplates (even with the behavior changed to stacking instead of overlapping), no, I don’t find it to be fun.
Interrupts as a concept are fine.
But with how we do pulls in modern WoW, it’s less dealing with a mechanic and more fighting the UI, which is why it feels bad.
It’s not fun for the same reason Explosive wasn’t fun. Things get lost in the sea of mobs and if there’s a solution it ends up being an obnoxious targeting macro.
I think if we had the FFXIV “enemies in combat” list that you could target from, and it showed casts on that list, it’d be a lot more workable (but still pretty janky from a new player perspective - the issue is really just how much the game encourages massive AoE pulls).
But Blizzard specifically nuked that from orbit when it was created as an addon for a bit, because it was too convenient for multi-DoT specs or something stupid like that. Because Blizzard wants us fighting the UI I guess.
Imo the game needs more smart tech. I know the devs absolutely detest and despise smart heals and smart tech, but smart interrupts might actually be a good idea.
I’ve been suggesting a support spec that has smart interrupts for years now.
Mobs in M+ need to do something, and casting spells that require kicks/stops is something for them to do. Now, is that particular mechanic over-used: a bit. Ideally there would be more un-kickable casts, and more unique mechanics, so that every pack doesn’t get reduced down to the same stack of mobs that does nothing.
It’d be a lot more fun if I could reasonably do it on the base ui when doing large pulls. With the addition of the tww stop changes I’d say it actively leans into unfun territory, but not to an extreme extent.