I get having to interrupt high damaging spells like the spiders in SBG’s necrotic poison and things like that but I just came from a RLP where there was over 50+ interrupts charted. Twenty between myself and an enhance shaman and ten split among an evoker/priest who have LONG interrupt cooldowns.
If you don’t interrupt 90% of that dungeon, it’s a wipefest. Azure Vaults is similar. Can we just… like… tone this down? Interrupt spamming dungeons is what… an attempt at including melee classes for their interrupt?
I don’t always check, but the one HoV I did that failed the timer, I did about 24 interrupts while healing. I was also about 70% of the DPSers damage, so that says a lot too…
Having a ranged interrupt is crazy good, and I agree that in some dungeons there are too many to do. Not only that, but mobs will randomly cycle through interruptible and non-interruptible, and I can’t put my finger on the basis for why they are like that.
Too many casts, especially on my demo lock who has a 30 sec CD (and I stun them too so I can’t even use it on sanguine week half the time…)
Too much inconsistency with allowing us to interrupt.
Too much crap going on to get a clear view of nameplates in some areas with low ceilings.
Wouldn’t say this ruins M+ for me, but they are issues that could be improved upon.
IMO interrupts are overtuned, especially if you run an all-ranged group. Leaves almost no room for reactive actions if one cast goes off for whatever reason.
Yeah, these dungeons need a SERIOUS nerfing. I got hit for 682,400 damage earlier tonight from a NON-boss. That’s three–yes, THREE–overkills in one shot.
Like I said, I don’t mind having to interrupt CONSISTENTLY on a single set of mobs but almost every pull is garnering 4-5 interrupts from me.
I wouldn’t mind so much if a missed interrupt didn’t harbor damn-near wipe-like events. Where we lose a dps who could also interrupt and then it’s game on for a set of three mobs. Three.
I’m fine using all my tools in my kit, that’s why they’re there. In our group, the priest was using their psychic scream effectively, the evoker was doing whatever evokers do. It wasn’t a bad group.
We had a holy priest/spriest/evoker/enh shaman/warrior tank.
The person who formed the group didn’t form it on the basis of interrupts and that was the cause of the brick on the key.
People who played Classic quickly discovered the “In the past” devs and game were quite trivial. So trivial, most people were overthinking it. Hence why the Classic “Fury Tank” meta was the thing.
This great “era” of “difficult” wow never existed. What you have currently in Retail is the hardest the game’s ever been.
And yes, that involves timers (which are more akin to dps checks) and awareness (interrupts and dodging mechanics).