If you count every single(won’t kill you if you oops) ability as a mechanic then you’re right but I see a Terros fight as the Awakened Earth, soak circle and tank beam as a mechanic, Annihilation as a mechanic and that large damage circle as a mechanic, sorry I forgot the name of that one.
If it doesn’t cause significant issues in the encounter I really don’t see calling it a mechanic.
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I think it’s pretty comfortable and easy at the moment but I’m relatively new and was only shooting for KSM which I’ve done.
If it’s anything higher than a +15 I don’t have experience on it yet. Ton of 11-15 experience though.
Boss abilities aren’t really mechanics if they don’t have any effect on what you need to do. They’re not turning any gears, they’re just filler.
MOST bosses in dungeons only have like 2 or 3 relevant mechanics that dictate how you play.
2nd to last boss in AV: Move out of Ice, move away from group if laser beamed, stand in bubble for big aoe.
Last boss AV: Move as little as possible, kill crystals, dodge breath.
Kokia: Dodge rolling ball, kill add, interrupt add.
Last boss RLP: Stop casting during whatever to avoid interrupt, dodge fire, dodge breath.
Most bosses are like that.
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nope, not really.
list off the raid bosses that makes you feel this way?
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Raid bosses can have too many mechanics requiring 100 weak auras just to attempt a boss.
Dungeon trash is more complicated than dungeon bosses for the most part.
Fix: Bring raids down a bit, current dungeon bosses feel good, bring down dungeon trash mechanics. Take a look at affixes, cause most of them are just garbage
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Personally not a big fan of it. I’d prefer more deadly things(one shots) and less “minor” things. I think it helps people learn and respect mechanics or certain abilities. I don’t want to see a ton of abilities and whatever just for the sake of having them. Streamlining.
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You could boil every boss down to “don’t stand in the bad” if you want to be pedantic about it.
Except there’s more to it than that. Baiting the add in the right place, baiting the boulder in the right direction. The bolder explodes it hits anything and does a 15 yard one shot. The add chain casts, so it needs to be interrupted on a rotation, one person can’t hit them all, oh and it melees if the tank isn’t next to it. The difficulty for the tank comes with not going to fast, lest you bait the boulder through the add, but faster than the melee dps so they don’t get splattered, while simultaneously popping some major defensive for the tank buster from the boss. You have to do this exactly right about 6 times over 4+ minutes.
The positioning requirements are the most important part of the fight and you didn’t even mention it.
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AV and Nokhud are both obnoxious dungeons with the amount of area denial when combined with affixes combined with vital kicks/interrupts.
Those are honestly the only two I have problems with. Neither of them bother me nearly as much when I play range, but good god are they tedious as melee.
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It’s so bad that trash mobs are harder than the bosses.
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Never understood why so many packs of trash need to be interrupted so frequently.
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IMHO, mechanics are what makes the raid challenging, which makes it rewarding, which ultimately makes it fun.
A target dummy is not fun.
At least that’s how I see it. I play pretty much solely to raid.
And I know a good amount of people see it the same way, because I am constantly seeing people list bosses like Sennarth and Razageth as their favorite bosses from the raid—I agree, these are the fun ones, because these are the ones with more interesting mechanics.
Makes it feel like an actual battle, an epic clash, the more creative the mechanics.
So much of this game is “go click twelve items” over and over and over. I am glad the raid is challenging with these mechanics.
I wish there were more bosses like Sennarth, Raz, Kurog, and Heroic Dathea that require extended coordination and precise movement. The other ones are kind of boring this tier.
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OP,
I agree, it’s very annoying chasing the boss around the room. Been this way since SL
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Yes it’s getting absolutely ridiculous at this point with the reason apparently being the fact they’re designing encounters with people using DBM or Bigwigs in mind.
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I have mechanic fatigue, vault farm fatigue, profession lvl fatigue.
Breaks help
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I wholeheartedly agree op.
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Raids are fun because bosses are fun. People death skip trash in raids because trash is obnoxious (and still not as bad as dungeon trash). Can’t skip all trash in dungeons.
In the future I’d like to see mini raid-style bosses and a whole lot less trash. More 15-20 minute dungeons, less 40 minute dungeons.
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The feeling between arcane mage, resto druid and dh are so different. Màge feels annoying asf to try to even get close to maximizing 1 dps rotation… Resto druid feels like I’m cheating. And dh as well. Casters seems awful in mid to high m+keys
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IMO it is meant to be that way to challenge the skills. What’s the point of having mythic raids if it is at LFR level? Might as well just hand out top ilvl gear from world mobs.
Plus I think it seems like a lot because all mechanics is taken into account. Whereas in reality, you don’t deal with tankbuster mechanics as a DPS, or dispels as a tank, or interrupt as heals. You could, to help your party/raid go smoother but it’s generally problem for other roles to deal with.
Me trying to learn a new class/spec tbh lol
I’m too old to learn a new optimal minmax dps sequence i just want to press glow up buttons
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Playing the game on the final patch of expansions dont help either.