In a situation where missing an interrupt = very high, unavoidable damage, all interrupts should be equal

In other words, it’s deeply unfair for most ranged/caster classes with long interrupts to fight bosses who are balanced around a 10 second interrupt cooldown.

In particular, the final boss of Earthcrawl Mines has two different spells which deal very large amounts of damage over time. They can be interrupted, but a 24 second interrupt cooldown doesn’t allow you to ever interrupt both.

DPS Brann can sometimes get lucky and interrupt one of them, but he will most likely interrupt a Web Bolt given the frequency of casts.

I feel like, if I wasn’t a warlock with pretty insane self-sustain options, I would never have been able to beat this boss with the interrupt I have available to me. Not to mention, using a felhunter means giving up my voidwalker’s tanking ability.

I can’t imagine how it feels to be a mage, MM hunter, or Moonkin trying to deal with these two massive DoT abilities one after the other for the entire duration of the fight.

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Bruh, a mages interrupt is like 6 seconds, melee classes would love to have that.

Is it? Last time I played a mage it was on a 24 second cooldown.

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Well I guess the idea mainly comes from being a ranged dps, so the interrupt is longer to balance it out compared to melee.

It is a 24 second cool down I’m talking about the duration

Plus you can’t just rely on that alone you need to use your class stuns and whatnot

Boomkins have typhoon, hunters have pet stun, mages have that one ability that disorienting targets

You can’t use these on bosses.

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You can’t stun bosses. Derp.

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This makes sense in a group situation, or especially PvP, but in Delves, an option intended for solo completion, it seems like a pretty significant oversight to balance boss mechanics around having either a frequent interrupt or a magic/curse dispel.

I’m left in a situation on my warlock where I have to either use a felhunter for its 24 sec interrupt, or an imp to burn the magic effect off (can’t burn the curse), and in either case it’s just a lot of unavoidable damage coming my way.

It feels imbalanced. I think delves should give ranged classes a special consideration that either reduces the cooldown of our interrupt, or gives us an item/ability that interrupts at melee range on a melee interrupt cooldown.

In either case it’s just strange balancing.

As a Warlock, anything you can survive is fine. Soulburn + Healthstone and you’re back to full health.

If you can interrupt half of the blows and survive the other half, you should be fine.

I am, and I did, but it was a very difficult endurance race while cherry-picking interrupts and dodging one-hit-kill mine carts.

I mean, I did it, but it felt incredibly imbalanced and as said in the first post, if I hadn’t been a warlock with incredible self-sustain there’s no way I could have ever killed it.

Using a stop on a delve boss should honestly either reduce the output or significantly increase it’s cast time.
Even with one of the shortest kicks in the game, it’s pretty rough.
Not to mention Brann usually snipes my kicks and I end up wasting them anyways lmao

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I am just more concerned with the current tanking meta of “pull everything, hold no threat, complain when the healer can’t keep up with the dh tank spamming their leap every half a second and be on the second boss while my group is still cathing up on the first boss”…sure that’s not possible, but that’s how it feels.

Best example is the begining of the Stonevault.
There are about 50 mobs in one room and half of them have a fear.
Tanks keep pulling the whole room and then suprised pikachu face guess who can’t find the right mob to interrupt in time? literally everybody except the one guy who picked the one and only one target they can in terrupt and then still got feared by all the other ones that got their cast off because the other dps weren’t so lucky as to be five feet away from the tank or in range of the cast in question.

Seriously, the meta is causing all the problems and people keep thinking they can just bumrush everything and not have bad things happen.
I have yet to see one of these rush rush rush groups make it through a dungeon without having a solid 15 deaths. Just a steady chain of at least one person running back because no healer can handle the entire party constantly being blasted by one-shot mechanics because none of the mobs are in the same place to be interrupted because the tank never stops moving.

Also I fully agree. We just need to have everybody with an interrupt at 15 seconds. I can’t think of a single good reason why that can’t be so.
Got shadow priests who have to waste a talent point to reduce the cooldown of their silence to a super low 30 whole seconds…instead of the usual 45 seconds.
It is profoundly ignorant design and it has always been a point of contention in the community, and one that Blizzard refuses to even acknowledge that we said.

The first time I had a real issue with the interrupt disparity was in BFA, Shrine of the Storm M+10.

Slicing Blast. I was the only person in our group who was apparently capable of interrupting a dangerous spell, but it required constant interrupts. I was a mage with their 24 second counterspell. So we accumulated about 120 deaths bashing our head against it. If my cooldown had been shorter I could have handled it by myself, but alas, lol

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