Mechanic burnout

Ever feel like things are just getting too complicated? Too much mechanic bloat in dungeons and raids? Even the open world is suffering from mechanical bloat.

Playing a caster feels like a nightmare now. If you get to plant your feet for 10 seconds, it feels like a miracle. Playing a melee is nothing more than dump your cooldowns before you move from the massive aoe and repeat. The game seems more dance dance revolution than mmo now.

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Not really, no. It’s new mechanics to learn, but they can be dealt with.

3-4 mechanics per dungeon boss, some more for raid bosses… Eh, it takes some knowledge, but so far things have generally been reasonable.

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overly mechanized raids are a major problem. 5mans arent overly mechanized, but when you add affixes on top, some feel like it too.

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Name one dragon flight boss that only has 3 mechanics. I’ll wait.

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Terros…what do I win?

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Hello, I see you replied to the thread. Not much, haha:

Thanks for your post and have a great day!

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Blame addons like DBM and WA, moreso WA. The game is designed around these addons specifically. Stupid easy at times and an absolute nightmare in others (mythic). But Classic WoW proved with little to no mechanics the content is stupid easy.

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I find game play has become way more scripted. boss is pulled you have to do a b c d e if you get a mechanic then do g then go back to watching netflix waiting for your cd’s to be up again. Despite this 99% of your dps or hps coming from 15 seconds out every 90 to 120 seconds balance is still an issue. Then we have affixes in dungeons that have become just plain annoying. They take everything away from the actual dungeon so much so the “to keep it fresh” heres 2 from mop and 2 from wod in the rotation lol. I haven’t done a key since season 3 of shadowlands. so much fun clearing fated normal raids when you are 15 to 20 ilvls behind everyone else.

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Ooh, incorrect. But you can get a copy of our home game for playing.

It was a trick question. Azureblade in AV has the fewest at 7, but makes up for it because every one of them will kill you if you don’t do the dance correctly.

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There is a LOT of running around as a melee lol i feel like melee and range experiences are so different but we all experience difficulties.

There are some dungeon fights I swear I hit the boss for 50% of the time maybe if I’m lucky. They jump back, charge, fly away, teleport, all while big AoE effects and whatever else is going on.

I’m just trying to keep up lol

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Yet number of mechanics don’t make the boss hard.

Dorogosa just doesn’t do much. Also only 5? lol. Crawth has 4.

I look at mechanics in terms of stuff that needs to be actively avoided, not the more passive ones that are a dent in a health bar that really can’t be stopped, or simply don’t matter.

Does that clarification help any? Or do you still wish to pursue the subject?

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I guess I stand corrected. She has 6 abilities. Crawth also has 6.

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With the mythic affixes for dungeons i would agree with you. But if you take it at like just a mythic level then nearly everything is super easy

The mechanics typically aren’t a problem the level of key is what makes certain merchanics a problem

For example take Ruby Life Pools one of the casters does like random fireballs and then another does burst damage to everybody near it so avoiding those fire balls is key to living in a 15 or higher.

Where as in a normal mythic is may not kill you depending on your ilvl or running a defensive cd

Not the mechanics that are the problem the level of key is where it’s at but it’s not meant to be easy

Sure, I guess if you don’t count all the mechanics, you can pick 3 and say there are three. The existence of more mechanics doesn’t make the statement untrue, just misleading.

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The OP is specifically complaining about mechanics he has to react to. The caster situation. Plant your feet for 10 seconds if you’re lucky. For melee, the nova mechanics, cone for both… but again, stuff that requires reacting to.

That’s what I was getting at.

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Raids and Dungeons are always going to be, avoid that, do this, and move to there. It’s simply a matter of learning when to do which, per fight :slight_smile:

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I really struggled with dungeon mechanics at the start of the expansion, but they’ve since made me a better player.

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The reason they make it that way is weak auras like someone else said.

Most dungeons / raids aren’t too bad.

Ruby Life and Azure Vaults wear me out a bit as a tank sometimes trying to keep track of everything.

This is definitely not a caster friendly expansion, but melee have had the short end of the stick most of the time as far as mechanics go for a long time.

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:point_up_2:

The devs have gone on record saying they feel like they have to design fights around addond like DBM and WA else those fights becomes a joke as the addons tell people exactly what to do exactly when. This is why we have so many RNG elements now, random swirlies everywhere, debuffs hitting random people constantly through the entire fight, etc. Back in Nathria, vs the Generals, we once had a guy get targeted by both the run out glaive and the stack in mechanic. No one else was dead so it wasn’t just a case of no one else to target, it was just “Screw that guy in particular”

A prime example of a boss being made with an addon directly in mind are the dreadlords in Sanctum. Sure, theoretically you could do that without the WA, but the logistics of doing that fast enough is insane, when you could just get the WA, have everyone press a couple buttons, mechanic solved.

To me, if the game has gotten to the point where said addons are basically requirements due to the game being forced to design around them, then it’s time to seriously consider reducing the functionality or even removing those addons as a whole.

I used to defend DBM from people back in the day who used to say it removed skill and knowledge from the game. I used to say stuff like, good players can do the mechanics without them it’s just DBM is a convenience alerting you the exact moment you have a mechanic targeting you, etc. I’ve since switched camps and want them gone just so we can have fights designed with far less RNG again.

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