Imo, if you kick after a spell is stopped or kicked by someone, but your kick happened during cast time would have otherwise occurred then it should be reset.
This would drastically improve kicking without a lot of pre-planning (especially pug groups).
That would lead to everyone trying to interrupt everything including filler casts because there’s no downside. Which… yeah that would be an excellent change of pace from not bothering to kick anything at all.
That would actually be amazing. Make it behave like a dispel. When I cast Remove Curse on a target but someone else beat me to it, the ability doesn’t go on cooldown. Could be the same with interrupts. Or at the very least a highly reduced cooldown would be nice!
all i’ll say is that i’d love this because my interrupt has a 45 second cd, if i’m a hare slower than 15 seconds mc interrupt man, mine gets to sit there for the rest of the pull doing nothing (And no, the silence aspect of it means nothing when they’re already stopped from using that school for longer than it’s duration in the first place )
Buddy these little little stuff matters that how you get know each other ,bond with other. cohesion with each . You communicate , you set roles , you set action and keep tabs via voip or macros
You just further kill the social aspect of game as you automate everything, because why bother our kicks will reset let all do it.
It seems like a pretty good change for the pug environment. Even this expac with the dungeons being the way they are most keys are still pugged I’m willing to bet. It’s probably close to 99% even.
Failing doing something like this, bring back the idea of a reward for kicking. Like a small haste or crit boost for landing a kick correctly. Heck, make it apply to only the dangerous spells, and put something to make what is actually important/dangerous in the base UI so everyone has it without a plater profile. Addons and weakauras have done the legwork for them they only need to steal the ideas at this point.
I wonder if a kiss curse wouldn’t be a better way to handle it. When you interrupt an ability using one of the normal interrupts listed below then it goes on it’s full cooldown, however if you fail to interrupt anything the CD is reduced by 80%. That would still put a 3s CD on the 15s interrupts, 6s on the 40s CDs, 5s on the 25s CDs. Then that way coordinated groups have a reward for being coordinated (not being put on CD at all).