[MoP Classic] - possible bugs with celestial dungeon affixes

I’m wondering if some of the behavior with the celestial dungeon affixes is intentional or a bug.

  1. affixes frequently activate 1-3 seconds AFTER a boss dies, which is really irritating.

  2. sometimes multiple affixes will trigger at the same time which can be impossible - for example the super irritating vaccum effect + the amber laser beam that summons slimes = you cannot get out of the laser and just die if you don’t have an immunity to use. (hint combining mechanics that are “get out of this or die” with “you cannot move” is cheap. “get out of this or die” is a test of a player’s ability. If we are slowed/rooted/stunned in the same bad, it is no longer a test of our ability it’s just a cheap kill.

  3. every so often a bug will appear and do a voice line as if an affix is incoming but it doesn’t do anything at all.

  4. the wind bombs are way too hard to see for as deadly as they are. I’ve lost track of the number of times a group just instantly wipes out of the blue and we have no idea why until we look at the combat log and see it was 3 or 4 wind bombs going off at the same time because they spawned right on top of someone in the chaos of a fight and no one could see them through all the special effects flying around.

  5. much like the twilight protocol blobs, it appears that not too much consideration was placed into just slapping these affixes into existing dungeons. There are some bosses whose mechanics when combined with the affixes produce unwinnable situations that just feel cheesy. (For example Lillian Voss. The vaccum one can keep people trapped in flames or unable to get away from the fixate which = dead no matter what the player does.)

1 Like

Adding to this list:
Frequently wind bombs will detonate immediately when they spawn.
That’s an immediate wipe if three or more go off at once. Have seen that happen.

1 Like