Interrupts

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.