Sure, but it comes with requiring more complex logic.
Take the suggestion you talked about. To have it properly trigger, you need to add logic that’ll trigger on cast of the second interrupt, track if the previous spell would have been casting, which means checking if a spell was recently cast, when the spell was first cast, working out any haste or other modifiers that would have affected the base cast of the spell (because some of those have a duration), etc. After that, if all determinations point to refunding the spell cooldown either partially or wholly, apply that.
Then we get into more niche situations like where mobs have long casts (e.g. 3+ seconds, 10 seconds, etc.) and how that’s handled since the lockout could be shorter than the remaining cast time, or mobs with casts of different spell schools so that if you interrupt one spell, they’ll immediately start casting a different one, so you need to “clear” the first spell cast from having a refund window, etc. etc.
If that sort of stuff is firing on every interrupt, or every spell cast, you could conceivably start getting to the point of potential performance issues, bugs, and unintended behaviour. I would think it’s not worth it for the minimal “skill” element of allowing people to waste interrupts.
Hence an existing solution seems like it would fit. The game already has that in two different ways right now:
* Cleanse effects where the spell is “cast”, trigger the gcd, but not go on cooldown if there’s nothing to cleanse. Obviously interrupts are off the gcd right now.
* Abilities that can’t be used unless the underlying condition is met on your target, e.g. Unravel for Evokers.
So you don’t imagine that I could spend most of my time targeting non-casters, then switch to a caster with a high priority spell cast in progress, knowing that I will either interrupt automatically, or still have my interrupt available to switch to the next caster, and again interrupt automatically?
If there’s no penalty for failing to coordinate with the group, then why bother having coordinated group content? Why does the answer always seem to be finding new ways to allow players to win while failing?
You could, if every single trash fight and every single boss fight allowed this exact sequence. The moment the caster mob is the one you need to burn first, there are multiple caster mobs you need to target one after another, you’re fighting a caster boss, the caster mob is the last mob up as you’re going into the next pack, and very occasionally there’s a mob with a cast you WANT to go through, or any of hundreds of scenarios that players come up to across every dungeon, boss, raid boss, etc., this fantasy breaks down.
Even if interrupts don’t go on cooldown if you miss the interrupt (because someone else got there first), there will still be coordination required for group content, specifically for interrupts alone. There will also be other coordination required in the group content. I don’t know what these histrionics are for.
It’s not histrionic. Doubling interrupts on the same cast is a failure of coordination. People are asking to lose the penalty for failure so they can fail without consequence.
Will there? Or will people ask for the next coordination check to be dumbed down?
“People are asking to lose the penalty for failure so they can fail without consequence.”
“Will there? Or will people ask for the next coordination check to be dumbed down?”
Sure, Jan.
I think one thing even Blizzard have acknowledged is that the game is short on tools for quick/effective communication. The ping system was newly introduced for this very reason, but is (obviously) fairly limited. I don’t even know if the in-game voice-chat even still works, or if its underlying tech is good, it’s that unused.
That’s a situation that’s probably not going to be helped by their upcoming addon limitations, because using icon markers, world markers, chat commands, etc., is going to become severely limited. Working around poor communication tools offered by the game is one major purpose addons have had for decades now, and that’s going to be gutted.
again, i don’t disagree with you—but the rest of the playerbase does.
Designing around that to stay relevant and keep the playerbase is what kinda needs to happen here, even if you and I dont like it.
I feel the same way you do on this topic as I do with the stupid AoE tanking/not paying attn to threat/no more CC pulls in dungeons but we lost that battle eons ago.