This affix is really lame. As a class and spec with what should be a high amount of mob control (interrupt, 2 death grips, an aoe disorient), I am basically useless for this affix. The interrupt doesn’t do any kind of lockout, as they resume the cast instantly after, and none of my other stuff works. Some fights have 2 of them spawn at once, for example the 2nd boss in Underrot. Not every class has spammable hard cc that is instant and lasts forever. Why would you design it this way? At least make interrups stop the cast for a while, so you don’t only rely on hard CC, and can use interrupts as an actual substitute. Also don’t make them stationary, that just encourages hard cc fire and forget more. ffs this makes Explosive seem like actual fun
The only 2 classes that can’t solo 1 Incorp add are DK’s and Warriors. Yeah it sucks for us, but it isn’t the end of the world. Our Lock would Bamish one and then Fear the other. I’d Mind Freeze the one closest to me so he could Banish the far one and then Fear the one I Interrupted, allowing everyone else to focus on pewpewing.
They don’t need to move. I’d much rather Death Grip the ranged caster into the melee pile to cleave down instead of having to burn my DG to stop a cast when I can just Mind Freeze it and get the same result since there is no lockout.
This Affix is fine.
Yah and I can’t battle res.
Should I whine about that?
You’re not at all. You’re the one who can stop casts to give the hard cc’ers a second chance if they miss the spawn for some reason. Just because you can’t solo it doesn’t mean you don’t have a role in the affix. You are emergency backup and that is useful.
You can get an engineer rez. Death Knights can’t buy long CC.
Some classes can counter it, but have to out of their way to get CC. This affix is not fine and never will be, even from just the perspective of nameplate bloat.
This has to be a joke take. Most classes are able to hard CC and is so much easier and less work to deal with than explosive.
I think it is too punishing if it is failed to be stopped. It can just completely wipe your entire group if not performed properly. Is any other affix that punishing?If a person dies during a boss fight it compounds that problem ,especially if you have a dk or warrior or both in your group .Spawning out of range during boss fights where positioning is mandatory is also a issue ie last boss of VP .
Yes they can. https://www.wowhead.com/spell=310493/50ul-tr4p
It’s cumbersome to use in this instance, but so is the engineering BR.
Most affixes are that punishing if not “performed properly”.
Which affixes areas punishing as 100% reduced healing and damage?
Again, the key phrase is “performed properly”. If you completely ignore the affix then yeah it’s going to be punishing. Necrotic was that punishing and had less counter-play.
Ignore Sanguine - dead, ignore Bolstering - dead, ignore Spiteful - dead
You would have to let 2 casts go off to get to 100% reduced. Which mean the entire group completely failed to execute.
None of your examples are group wide and the counter play to them is able to be done by any class individually. incorporeal requires the entire group to participate so there is larger room for error.
If 1 of your hard cc party members in a group dies and you don’t have the party composition to make up for it you just wipe. That isnt the case with any of the affixes you mentioned.
No it doesn’t. It requires 1 and at most 2 people to counter-play. They spawn at set intervals with a spawn of 0, 1, or 2. Any CC works and can’t be broken from damage.
Party comp? Nearly every class has a hard CC. The only time you will have a problem is if you stack Warriors and DKs. Which I have never seen happen even before this Affix.
Im not saying the affix is unplayable. Just that it needs to be tweaked. I ran in a group just yesterday with a Blood dk tank and a furry warrior.
It is very class dependent . Not having particular class composition makes this affix lethal rather than more inconvenient compared to the other affixes.
I never said you claimed it was “unplayable”.
Okay? You still had 3 other people who have hard CCs with a max spawn of 2.
So was Raging which pretty much required 2 soothes when pushing. Which is more limiting because you need a Druid, Rogue, or Hunter.
That is if they talent into it. I think it will get better as more people know what to do but I also don’t think it should be impossible to do a dungeon if you don’t have certain talents. Its not good game design in my opinion. But that is subjective.
You never needed a sooth for raging at least not in keys 20 or below tanks would just kite.
I think this is mostly a pug issue. It will probably get better as more people understand how the affix works but it still has problems with certain overlaps in boss fights and trash packs. I would be surprised if it isnt nerfed soon.
This I agree with.
As they should. People should be looking at their talent depending on the situation. This is something that ultimately falls on the key holder/group leader to check before the run.
That’s not true because the danger was Raging unavoidable group damage.
With season 10.1 and the way they seem to be balancing affixes. I feel like incorporeal is much more impactful and strong compared to all the other affixes.
I think a tweak like longer cast timer or maybe lowering the debuff would make it more inline with the other affixes.
You may be right about raging but I never ran into that issue .
I honestly think it’s fine because you have to remember that they completely got rid of seasonal affixes. So instead of pushing keys with 4 affixes, there are only 3. Which means much less overlaps. Like Quaking, Boss mechanics, plus Thundering.