I haven’t seen this idea bandied around in a couple of years:
With TWW, it seems like interrupts are even more important than they were in DF. There are apparently more important casts to interrupt in every pack, and with tanks being nerfed, those missed interrupts can hurt a lot more.
Why not make interrupt abilities’ cooldowns work like cleanses? If the ability actually interrupts something it goes on cooldown, but otherwise it does not. It would alleviate the near-impossibility of coordinating interrupts in PUGs and the tedium of doing so in organized, voice-comm play.
I would personally prefer not having 137 things to interrupt per pull, but if we’re stuck with that, the above should make it more tolerable.
I don’t think that would be necessary. If someone is spamming a kick off global cooldown, it would just be an unnecessary and distracting button press for them that wouldn’t really accomplish anything.
They might want to remove the ability to macro them, but then again, if you’re macroing your kick to other skills you’re giving up the ability to interrupt selectively. That would be a big sacrifice that I don’t think many players would choose to make.
for the tradeoff of having kicks not go on cd if we ‘fail’ them, it makes the game more complex and rewards good coordination and decision making with higher damage
noone can tell me that a gcd on a global isn’t worth the reward of most likely saving your healer several gcds, or save a death or prevent CC etc.
PvPers can now also use the gcd lock strategically
Oh sweet Sunwell, YES!
when everyone is actually paying attention and tries to interrupt the first cast, then noone has an available inturupt for the 2nd cast that always happens before our kick comes off of cooldown.
Pretty sure they Hpel means is that for the game to understand it was a misfire, the GCD side of things is required.
Which… Isn’t really that big of a deal. It sucks having to deal with GCD’s, but if we want M+ to become harder, then pre-planning rather than constantly reacting could surely be a thing.
We already pre-plan a lot but that doesn’t mean we can’t do it more. All it would mean now is the kick/whatever doesn’t go on CD because someone else took care of it.
Though I’m not even sure I agree with the whiff-no-CD idea.
And this immediate gets followed by the healer blaming everyone for not interrupting. Except their friend that padded their interrupts on unnecessary abilities because they were tired of hearing it.
And something a little more subtle…
Don’t have abilities based on target switching, especially on melee specs.
I swear the left hand doesn’t know what the right is up to when it comes to encounter and spec design.
Tip number one with interrupts. Suck.
Suck and nobody expects much from you.
Or make kick spamable up to 10 or 13 times.
Imagine kicking a mage 13 times in a row?? OMG the rage on the other end would be hilarious.
I don’t PvP much, but I would think that if anyone did that the counter play would be to bait the interrupt with something useless, just like it is now but without any player agency on the part of the kicker.
There simply needs to be a better mix of dangerous stuff to interrupt, and dangerous stuff that can only be stopped with CC. And more emphasis on single-target CC like Kidney Shot, AOEs should have a far longer cooldown if not remove a good half of them.
it would become problematic in pvp, though. because then interrupts can just be spammed and healers/casters could no longer fake cast to juke interrupts.
blizzard does have a lot of tuning specifically for pvp such as this ability only does 30% dmg in pvp combat - they could change it so that when you are in warmode, battlegrounds, or arenas that your interrupt will go on cooldown every time you use it regardless of whether or not u interrupted something.