Over 50+ interrupts per dungeon

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?

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Are you saying you don’t enjoy pressing your interrupt every time it’s off CD?

At least as a DK mine is ranged lol

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I found myself pugging that DG as destro just for the free stuns to have a better chance. It’s definitely TOO MUCH

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Laughs in Rogue CC

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Why? Interupting is pretty interactive.

Good way to separate good DPS from the ones just following what their WAs tells them to press.

I do wish Healers had better access to them though.

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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.

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Yes, please.

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There are a bunch of things like the spiders that can be solo kicked by a melee. Assign 1 person to kick a spider and use other cc on bats.

They are incredibly easy to manage if people don’t freak out and all spam kick.

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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.

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needs to be at least double that, feels like

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.

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Guessing the fifth was a boomkin not talented into solar beam?

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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.

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Just wait till Tuesday when interrupts will be overshadowed by the first boss in RLP and her whelps that spawn explosive lol

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Wait… do the whelps actually spawn explosive? surely blizzard wouldnt spawn explosive based on a pack of like 25 trivial mobs spawning at once?

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Blizzard only knows 2 ways to make content hard.

  • Add a timer.
  • Add one shot mechanics that must be interrupted or dodged.

In the past, maybe they had more skill. I don’t know, I wasn’t here. But now they are not actually very good at this. Or just not creative anymore.

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It’s such a poor form of difficulty.

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On paper they shouldn’t. They don’t spawn any other affix specific mechanics like Spiteful.

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).

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I was talking about TBC and Wrath like Sunwell and Ulduar. People seem to find those hard and still loved them.

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this is true, id say this is much harder than early cata now even.

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