Interrupts

Blizzard, can we please shift the design philosophy within m+ away from the difficulty being in spell casts to the point the majority of the difficulty comes from watching nameplates like a hawk, and having interrupt orders and callouts being the gameplay element.

It would be way more interesting having the gameplay be focused much more on the environmental artwork and enemy models that you guys put hard work and effort into. Shift the design philosophy more to mechanics and environmental difficulty where the players focus is on the actual battlefield, rather than just on nameplates.

A world does exist where you can achieve the same level of difficulty within m+, in other forms other than interrupts that would be a much more enjoyable and engaging experience for everyone.

I mean you guys want to get away from addons and weak auras playing the game for people, that already screams the need to shift to more telegraphed gameplay mechanics, especially considering the emphasis this season on making mechanics more visual of where the safe spots are. So maybe this is already something being considered and is on their radar.

In no way am I advocating to dumb m+ down and make it easier. I want the difficulty shifted elsewhere within the mode

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Lol, anything that causes key to fail will be complained about.

Do you really want endless dodging of swirls?

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Where else should the difficulty be shifted that doesn’t already exist in M+? Can you provide any examples or suggestions?

For every cast removed there is now an equal amount of bombs, fixates and traps that are tossed out. Better?

Instead of interrupting those smites from miniboss in priory, you’ll now have to kite the boss, kill an add, and dodge the traps it throws out every third second.

Dunno about you but I’ll take using my interrupt, doing all that other stuff seems much harder.

I agree, mythic plus has mainly turned into PvP where your primary goal is to interrupt as many casts as possible and CC the mobs as much as possible.

At the same time, PvP has becoming more like mythic plus with CC durations being nerfed and PvP tier sets having the same bonus as PVE tier sets.

There is absolutely a way to make mythic plus more challenging without so many interrupts.

When the primary difficulty of mythic plus becomes the interrupts, then the meta shifts to classes that have lots of interrupts - VDH, prot paladin, boomkin, resto shaman.

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It’s allegedly more immersive heh.

(Really, I think this is a disguised ask for a nerf to content.)

And the multiple threads start.

Is it safe to assume when these show up in droves it’s the same person? Or just cheap gains at an already emotional topic and others are piling on? I sure do wonder.

It has to get old though having the exact same conversation eventually evolve out of it all. And half the time it’s the same people getting trolled lol. Wth

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As long they only target melee :wink:

Tell me you didn’t play vanilla without telling me you didn’t play vanilla. The whole game was about CC and single-target burn downs of enemies in priority. If you were a DPS and you weren’t bringing a CC, you were going to be looking for a group for a long time.

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You are advocating to dumb it down.

Interrupts are a useful tool. And the fact you watch name plates like a hawk… you don’t have too. You don’t have to interrupt every spell and it’s not designed that way.

I didn’t play vanilla, no.

But I am familiar with vanilla dungeons.

You didn’t use aoe CC to stop casts to dps the whole pack down at the same time.

You literally used long term CC like polymorph or sap to fight one mob at a time, which was incredibly easy and boring.

Into the actual mechanical gameplay. Might not be a great comparison but it’s the first thing that comes to mind, look at a game like Elden ring… that game is difficult, yet the difficulty is coming from the combat itself and you’re engaged with the actual fight. We’ve normalized difficulty in wow being tied to stopping a bar before it fills up and your attention being on screen elements that aren’t actually on the fight itself.

I’m not saying I want the dodging and attacking style gameplay of Elden ring, just an example that difficulty can be done in other ways.

Personally I think Blizzard removing weekly rotational affixes caused them to compensate that difficulty loss from playing around them, to more casts and interrupts being the danger.

M+ as a whole right now is mostly, interrupt these casts being spammed all dungeon, and move out of a million different variations of on ground circle effects throughout. It’s not exciting, and will get stale quickly.

I mean if you want to redirect one lazy gameplay design to another than sure. That’s not solving the problem of making the combat more fun and interesting while still making it challenging, you’re just shifting it to another boring playstyle.

Again, that’s not interesting but is it any less interesting than pressing interrupt on a bar that’s filling up? And thinking that’s engaging gameplay?

I guess if it’s being brought up by enough people maybe it’s an issue that should be looking into then?

You clearly didn’t read then. If you find pressing an interrupt every 15 seconds on a bar filling up as fun engaging gameplay, I’m happy for you. If putting that difficulty into gameplay oriented mechanics as opposed to a filling bar is dumbing it down, you’re entitled to that opinion

You clearly don’t run keys at a decent level then. You can get away with not interrupting things like “smite” or “fire bolt” casts up to a certain point but eventually they start to overlap with other mechanics that will kill players in higher keys.

I think kicks are at a good level this season, except for Priory. Priory has too many kicks in packs that also have large burst AOE.

I’m going to assume you’re a new player, because this is what they did with affixes pre-TWW and the community cried incessantly about it.

It’s just to serve a point that the alternatives there are for this game are much worse, and that you don’t have a clue about what you’re saying.

On top of that, you still haven’t given a single example of what difficulty you’d like to see instead of interrupts.

Really sounds like a poorly camouflaged request for big nerfs.

Also:

Aren’t you doing like 15s? There are a lot of casts you can ignore/miss in those key levels.

I am not a new player lol, I’m over 3300 IO and have been tanking since legion. The problem with affixes was it created such a drastic difference in difficulty week to week that made some weeks not even worth playing, and other weeks where all your IO would come from. All while providing the same score, it was a flawed system.

If IO scores reflected the difficulty of the affix the system would have been nowhere near as bad

Why is it always the guy posting on a level 10 with no reference to their main or what content they are running, that always acts like they know everything about high end content

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Some people complained about the system, but the overwhelming majority complained about the affixes themselves. The argument was, verbatim, “why do we need affixes to make dungeons more difficult? Just make the difficulty come from the mobs.”

Now people are complaining about the difficulty coming from the mobs.

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Because they’re an EU player (tank) that has done 17s.

The only thing I dislike about Interrupts is if 2 people use the spell at the same time, but if player one is .0005ms quicker than player 2 then player 1 gets credit but both people lose ability till timer is done

I remember it used to be refunded, but not now, and IDK why it was changed

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It’s not that interrupting, by itself, is difficult.

It’s moreso that when a mob requires three kicks to stop all their casts and four of those mobs are in one pack (top floor of rookery for example), one needs to design a group comp around not having 12 kicks.

Brewmaster with a priest healer and no boomkin is going to struggle while VDh with a boomkin and restĂł shaman get to largely ignore it.

Think second boss of necrotic wake - the fight is entirely trivial with a prot paladin and a dps dk.