In some cases, for anyone that has to cast, this week’s quake coupled with thundering is too much, in addition to mechanics within new dungeons
Example: ruby life pools, last boss….those that cast have to
Get moved around for half the fight (rune of power for mages is hard to stay in, and has to be an additional hell)
Avoid breath
Avoid fire
Avoid the silence from boss
All while
Match affixes for thundering, which melee refuse to help with
Avoid a second silence from quake while avoiding the overlapping
AND ITS TYRANNICAL WEEK
Last boss in burial grounds
- the aoe pillar, which hits like a truck in high keys, targets ranged caster (not healer)
- frontal cone is huge and you can’t group on boss due to the pillar
- reign of bones movement
But question on this boss is, why does the pillar only target ranged caster?
I’m all for making the content hard, but the experiences of difficulty should be similar no matter what you choose to play.
The specs that have to cast, including the healers, are at an substantially unfair advantage
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Agreed, especially for an average player such as myself. gets more ridiculous every expansion.
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Do y’all doing M+ actually find this fun?
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Personally I find it much easier and less stressful to play a ranged dps than a melee.
It is frustrating to have casts interrupted so often for sure, but melee has sooo much more “dance or die” happening.
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Been doing Mythic+ this expansion, was finding them challenging but ok… only up to level 13… but good enough to give a few upgrades and vault stuff…
Then this week happened. Last night I spent 3 hours with nothing to show for anything but less gold… start with a +13 Nokhuld (sp?), did ok got to the end boss area… group apparently had only 1 kicker… we got feared all over the place over and over and over. Combine that with the affixes this week, where I feel like I have to constantly move out of the way of a swirly, a lightning, or a spirit coming after me… and well, warlocks don’t do good dps moving all the time. #makewarlocksfunagain
People quit on the final boss after attempt number 5 or 6 I think it was… we all left, tried again, got into a another 13, this one went even better, got to the final boss and for some reason stuff went sideways between the 2 phases, healer kept dying, 1 person eventually left, and the run was over. Literally 3+ hours of my night wasted.
I have done this mythic plus numerous times in the previous week without failure… so this sucked. Think I might just avoid this week, something about how these affixes are lining up are not working out real well.
really? the players i see most often refusing to move for thundering are hunters
because healers won’t be able to keep up if it targets melee
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Because they can bait it to the outside and only have one person take damage and have to move? What? You want it to be able to hit the 3 people in melee for 2/3 their health and require EVERYONE to move?
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That’s ok though - bring less melee. It’s called balance - because we all bring less casters.
Not sure about anyone else but when pugging, only ranges I’ll bring is a hunter. Others are a risk because you gotta be top notch to do well.
Melee can sidestep everything, and often move with tank(which naturally keeps them safe) while never stopping their attacks.
Imagine the outcry if next seasons affix was something like, “x melee attacks applies a disarm for 8 seconds.” Or on these bosses with silence, applies a disarm if melee stop attacking.
Then I think it would be equivalent to what casters, who have to cast 90% of the time to do damage, face.
It…certainly can be a pretty hectic amount of stuff going on. Especially with the seasonal affix.
Yes. That is exactly correct.
What is “this”? M+? I love M+. The interaction between thundering quaking and other mechanics? Not particularly.
yep, and that’ll continue to be the case as long as they continue designing dungeons where every other trash pack needs 5 kicks and 2 stuns.
Heh - then there is that…although some casters have it harder than others in that department.
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I think its possible that some bosses combined with M+ affixes probably suffer from ability bloat and make the encounter way harder than it should be for certain classes. This is something Blizzard needs to take a closer look at potentially redesigning boss fights or changing how certain M+ affixes work.
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You do realize that even if it targets melee you STILL have to move as ranged right? The boss is going to have to get dragged across the room which will probably be out of your range or closer to you where you will just have to move for the next one as to avoid getting nuked by the pulsing damage.
Mechanics like this or the last boss of Court only targetting ranged make them significantly easier to accurately bait and not have them all over the arena willy nilly.
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The issue is Blizzard only addresses SOME interactions. Fairly certain they made the last boss of AA not auto wipe you with quaking, yet that change somehow missed the last boss of NO where I bricked a key yesterday from an unavoidable wipe at 10% due to us all getting vacuumed into a quake.
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Which would be better than today’s implementation. I’m not sure why they changed it where it won’t target healers if a ranged exists (or I was told they did so could be wrong)
I was watching a poor mage try to cast yesterday in an 18 smb…I laughed so hard.they got so rng’d by mechanics…it was like watching melee train a lock in PvP. But at the same time, they shouldn’t have to experience something that horrible.
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Every healer in the game would disagree with this. Having to heal 1 person is significantly easier than 3 or 4 especially if the one person is consistent and you can just load them up with HoTs/externals pre-emptively.
I’ve been playing my SPriest more recently and in a lot of SMBG I am the sole “winner” of the laser beam. Just plan for having to move for the laser with DP/Void Crash/Divine Star/whatever and shield yourself beforehand and it is a non-issue.
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This is honestly what I want but also targeting the imbalance at melee because it should be a shared thing so that when things are too out of whack, we got a lot more voices. Things should impede gameplay for all.
Currently it’s like, ok - I just don’t run with certain classes/specs unless I know them. We have an escape hatch from bad design.
It used to be that raids were more caster friendly compared to melee, and I’m not sure that is the case either. Definitely not anywhere near as bad as mythic
Disagree, I find hunters to be the riskiest ranged class to bring out of all of them. Too squishy. They flop to just about everything.