Mechanic burnout

I do not think any of the raids have been to bad, Most bosses IMO are not to crazy when it comes to mechanics (keep in mind I have pretty much only done heroic and a few of the starters on mythic)

I will agree depending on the week some M+ dungeons can be bad, Nokhud is a prime example before the dual boss. some of those large packs can be rough considering each mob has its own mechanic you need to look out for or interrupt on top of things like tornados, spirits, explosives etc etc. You can get some bad luck and wipe on something that is really no one’s fault.

I understand the point of the affix as they are meant to spice the dungeons up in higher keys and make it so its not just the same grind for X months but I feel like they need to go one lane or the other. The dungeons themselves need to be dangerous with multiple mechanics to deal with or make it reasonable with the affixes mixed in.

Blizzards overall silence and negligence towards the entire community is what’s ruining the “decent” expansion. The community council was exactly the sham I said it would be 2 years ago. Blizzard and the devs don’t care, it shows in how they build the game, it shows in how they refuse to accept criticism, it shows in the radio silence from the entire dev team. At the very least put the blame in the right spot.

I think the easiest solution to this is to increase the time between each dungeon affix by 25-50%. They would still be difficult to deal with, but you’d deal with them less frequently. This in turn would make players feel less stress about dancing the mechanics. And yes, it’s not even fun. It feels like a job, not something you want to do after work.

Not the mechanics that are difficult really, it’s the lack of telegraphing present in the rest of the genre. Or the bloated FX even on lowest settings. Very annoying and busy looking.

I feel like one of the main issues is that mechanics are overwhelmingly stuffed into a couple of very limited categories that have a huge amount of overlap and lead to confusion and sensory overload.

The giant bird in Academy, for instance. I forgot its name, too lazy to look it up.

Point being, if you did a +10 or higher last week, that boss has: Flame swirls on the ground from its own mechanic, explosive orbs spawning from an affix, blue swirls from thundering, blue swirls from its own mechanic, forced wind movement via its own mechanic, and a faint, pale gray/white cone that basically one shots you if you get hit by it.

When you’re watching all the different blues and oranges and the wind is blowing while thundering is going off, sometimes your brain doesn’t register the faint imprint of gray on the bottom layer of the floor, and you end up getting one-shot by the boss’ basic abilities.

It really is a lot, and not all dungeons are created equal. Shadowmoon is very easy by comparison. The mechanics are straightforward and readable.

I’ve spoken out against excessive overlapping ground-spam mechanics since Legion. They clutter the play field and make the game much, much more annoying to play when they stack 3, 4, 5 different colors and indicator styles.

Court of Stars final boss is another example. They had to change the color of one of the one-shot mechanics because it was too hard to see, but that doesn’t solve the issue of feeling like I’m running around like a chicken with my head cut off.

I feel like M+ difficulty is too focused on hitting you in the face with sensory overload and not on making the fights more creative or challenging with good design.

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Ranged player complaining about dodging stuff. That’s new…

But yes, there is a lot of crap to dodge, but would rather have that than simply unavoidable Damage

Yes, we like to cast on the side of dodging mechanics, who would’ve thought.

There’s definitely a lot more baiting happening this expansion, i find myself running around with burning rush quite often in m+.

It’s not all sunshine in rainbows out in ranged this xpac, tbh. Last expansion sure, I would agree but not this one.

I definitely sang payphone in ranged all of SL, and this expansion you really do have to fight for uptime and not missing gcds

Tell me you were not around in vanilla wow without telling me you were not around in vanilla wow.

Be thankful you werent…

Well I am not sure how to remedy that, but hopefully it brings you comfort to know that melee is having a worse time. So things can be worse…

Yeah no doubt. Melee is rough too. There’s just a lot going on in general on some of these fights. (crawth lol)

But yea like I definitely think that ranged is in a weird spot, especially when casters rely on tight timers and if you miss a gcd, well… rip damage for the pack.

I mean the leaderboards show this, melee is just dominating.

This is probably my biggest dislike regarding where they’ve taken the game.

Every new raid, every new dungeon has more and more movement required.

DDR is an extremely valid criticism!

They need to step down from their high horse and tune everything down.
Reduce kicks in packs drastically.
Rework every frontal cone to have a red visible V cone in front of it like ffxiv does.
And do the same for every damaging aoe, it has to be red with zero theming so it can be easily spotted during the chaos.

Other than that im fine with actual mechanics.
id rather have them give casters the ability to cast while running than turn the game into vanilla again.

And no, keep weakauras, dbm etc as it is, if people want to use them let them be, what blizzard has to do is make every mechanic extremely visible without us having to tunnel healthbars and auras.

I keep saying this to the friends in my guild and they just shrug it off and say ‘nah, it’s a you problem’. Last xpac, was not feeling the same playing the same class.

This, the addition of designing around WA is what is garbo. I wont even use WA cause i dont like it, and i know alot of other people dont as well.

I don’t undserstand how people are complaining about too many mechanics. Thier were making it way too easy to and all you had to do was grind rep/ gear no skill involved. I’m glad they are making it harder and adding more. It’s more interesting now.

I saw some saying casters couldn’t stand still for 10 seconds and to me that is the challenge and seperates the good from the bad.

Anyone complaining has become too lazy and wants the easy way out.

You truly have a bad take. Here’s your crown.

clearly u never played melee

spread to not spread, spread to not spread, spread to not spread

I agree with you here generally, but not your delivery. I think the challenge for blizz is how do they give m plus players mythic raid gear while matching the same difficulty level. If you can’t progress on keys, it means you are probably not performing at mythic raid level

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I would be fine with a challenge but I have less than 1/4 the problem with my melee, if you don’t want casters to cast then also have an un-interrupted mechanic that prevent melee from attacking that is present 85% of the fight no matter where they stand or move, make boss/mobs drop all aggro every 5 seconds and force tank to chase and rebuild aggro.

Well then playing melee might be your cup of tea instead of ranged. I have had the opposite reaction. Alot of people who rerolled to ranged said it is so much easier and they feel less stressed.