Yes, another Killing Spree complaint post. I just wanted to highlight how absurd this ability is in this season, it’s worse than last season by multitudes. We have moments in basically every single dungeon that pressing the button, which is integral to the function of the hero tree you’re forcing down our throats this season, will get you immediately killed.
Cloak isn’t going to go onto the CDR list, as its just too strong to justify granting it CDR just for this button. Instead, maybe use the provided fix from WoWToxic and remove the damage stagger component from it.
Just the list of bosses that this button is going to be more of an issue than normal this season:
Cinderbrew:
- Brew Master Aldyr- If the tank is too slow kiting after the first intermission, you can’t hit it as the jumps will throw you inside of the stun tornado and kill you.
- Goldie Baronbottom- Basically half the fight it’s unusable as it has a tendency to throw you inside of fire puddles as they are going out.
Darkflame Cleft:
- Waxbeard- 1/3 of the entire fight, as getting hit by charge or the carts is lethal. It seems to almost intentionally place me in their line of fire when I’ve attempted to finesse this.
- The Candle King- Basically the entire fight if the tank isn’t cooperative. The stun on the statue instantly hits and drops the ability. The ability shoves you so far from the boss that you nearly can’t touch it if the tank is trying to slow kite to save space.
Priory of the Sacred Flame
- Baron Braunpyke- The amount of puddles and AoE effects on this boss make it basically impossible to use KS at any time without getting clipped during the fight, unless the group stacks perfectly and baits the hammers.
The Rookery
- Kyrioss- 1/3 of the fight is spent dodging the lasers, and 1/3 is spent dodging swirls and de-stacking. You can’t hit the button without Cloak being up most of this fight.
- Stormguard Gorren- This entire boss, need I seriously explain? Between the constant leaping, puddles, the pull, and refusing to move to the tank half the time, you nearly CANT hit the button on this fight.
Operation: Floodgate
- Big M.O.M.M.A- Basically any time adds are up is risking being hit by their line as you’re in the animation, otherwise it’s fine.
- Demolition Duo- The frontal, the charge, targeted knock up, and the floor swirls… You’ll be pocketing the button half the fight.
- Swampface- Any time you’re linked, so 60% of the fight, and you will kill yourself AND another player in the process as it rips them to you. It’s like they entirely designed this fight without this ability in mind.
- Geezie Gagazap- The frontal, the orb chase, the AoE. You’re unable to hit the button like 1/2 of the times you’d have it up.
Theater of Pain
- Gorechop- This boss was always a massive pain running Killing Spree. The hooks become an issue with personal timing, and sometimes the adds will die and clip you with their AoE. Otherwise, not severe.
- Xav the Unfallen- The entire intermission with the 3 hits. Using it there is immediately lethal, and that’s basically your time to get a ton of damage in as the banner prio and PVP parts make doing so painfully difficult. Or, you can pocket it and rip it in the PVP part but it’s half a waste with it being such high damage value.
- Kul’tharok- Going to go out on a limb and state that this rework is markedly worse than the original. The orbs flying around make using KS in most of this fight an absolute miserable experience for us or the healer. Either we need constant healing, or we do far less damage. It’s horrid.
- Mordretha, the Endless Empress- Most of p2 is an insane crap shoot as to using this, especially with the supercharge bonus. 3ish seconds of no control can immediately put you in a puddle or charge, and those placements are entirely out of your control if they overlap poorly.
Operation: Mechagon (I loathe this dungeon)
- Tussie Tonks- The frontal, the hammer, the charge, the bombs… Constantly things are going off that could literally one shot you if you’re caught in them with the animation. This boss isn’t the worst on in Mechagon, but I hate it nonetheless.
- K.U.-J.O.- Not risky for you per-say, but the ability can affect the leap and cause a party wipe in a way that’s a bit asinine, it if hit a box.
- Machinist’s Garden- 2nd worst fight in here. Gears and the rotating fire are the bane of this ability. The fact we are getting clipped by mechanics that do 80% of our HP solely because our damage button forces loss on control here is just actually stupid. The gears are problematic enough WITHOUT the rng of this horrid spell.
- King Mechagon- The orbs in p1 make him a miserable experience as he refuses to move half the time, creating large windows that you WILL take damage if you use it there. P2 makes an additional problem of being entirely out of your control, as the tank standing in the spot you go to for the animation can literally kill you or lock you from using this for the rest of the fight, and you had zero control over them being there.
The MOTHERLODE!!: Probably the best dungeon for allowing you to actually hit the button. Most of the bosses have fair windows and aren’t huge problems. The only thing I can think of is…
- Mogul Razdunk- 1/4 of the fight between the frontal and the missiles. You lose a few casts, but it’s generally an acceptable trade compared to most bosses.
Liberation of Undermine: Now for the raid, which isn’t as bad about it as the keys.
- Cauldron of Carnage- Not as bad as anything else, but the frontal on Flarendo and the adds on Torq can be problematic. The intermission is a crap shoot as well, but a few health potions usually covers off most of these. The Flarendo frontal is just hilarious as multiple of us are tracking 2m+ HPS on this fight solely because the stagger is tracked as healing. You can frame perfect the cloak after being hit and it looks like you out-healer your healers.
- Rik Reverb- Basically the entire fight is an issue. The frontal can and will clip you during it and the swirls that are constant will do damage when you’re using it.
- Sprocketmonger Lockenstock- Mostly an issue on Heroic/Mythic. The mines are an actual problem here. Another fight that the player gets thrown so far from the boss’s hitbox that they become a detriment to everyone else.
- One-Armed Bandit- Most of this fight is risky solely because the coin stun. You have to constantly be timing the use around your team and the casts as it will pretty consistently drop you INTO the coin lines and stun you.
- Mug’Zee, Heads of Security- This fight is really bad about it. Using KS during the add knockback can break all of the walls around it. Using it right before gives you knockback immunity but you still break them for a second or so after, which can cause issues. You can’t use it during any frontals, or the intermission spins. You can’t use it when bombs are out and within 10 feet of melee as you’ll hit them in the animation. You can become the most detrimental thing to your raid with this button on this fight, there are FAR too many things that are an issue here.
- Chrome King Gallywix- The floor is lava and you are a lava magnet. Using the button literally any time on this fight is a risk as there’s just too many floor mechanics constantly going off that this thing seems magnetized to.
Don’t get me wrong, each of these examples has work arounds or you can cloak it. My point is that basically no content this season is moderately safe for control loss, and over half of the bosses total, are problematic when hitting Killing Spree solely because we lose control.
Disc priests got movement control during their “uppies” spell. Not a single other class loses the entire control on their character for upwards of almost FOUR straight seconds. There is zero reason that Outlaw needs to be punished as the sole inheritor of poor design here. Loss of control is understandable in mechanics failure and CC, it is not understandable or remotely acceptable as a component of an ability when the content has been tuned to be so hyper-lethal for mistakes.