Greetings,
I was running this level 80 Prot Paladin into ZF to farm some Flasks of Mojo. I do the pull and all is going to plan. I get trapped into a stun lock. So I use Divine Shield and I get out of the stun lock. However, After I get out, I am immediately put back into the stun lock while the bubble effect is on me. This ability is the only ability to prevent anything to you and yet I was being hit for 1 sec stuns from the elite mobs.
**Edit addition: Also the bubble effect wouldn’t work when I clicked it at the start until I proc my ardent defender which brought me back to life after I would of died from a hit, making me temporarily un-targetable. I could not activate Divine Shield during the stun lock. My assumption is that when I am knocked prone on the ground, I am unable to cast spells.
This is a coding issue that has been in the game forever and I do not believe I am the first to mention it and if I am; can you fix it?
1 Like
This is an anti-boosting mechanic Blizzard implemented. It’s intentional. All mobs will stun lock you if you take too long to kill them.
6 Likes
What you’re running into is a mechanic added to stop people farming low level dungeons so easily - if you take too long to kill things then they will start stunning you, even through divine shield and other protections.
It’s not been in the game forever and it’s not a bug. Although whether this feature should be in the game is another argument all together.
4 Likes
This is the dumbest thing I have ever herd that a developer implemented.
Here is how you stop boosting: If a player that is 10 levels higher than you, you get 1 exp per unit. Solved. Want to solve the solo mage? Have them reset after a few minutes.
But this endless stunning is a terrible design.
3 Likes
OP you’re right.
It is the dumbest thing ever.
But people begged for it.
2 Likes
That’s also implemented, and it’s equally dumb.
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Oh you believed you would have that 12 seconds of immunity as the tooltip says and your class has functioned for YEARS?
Well surprise!
Yeah these mechanics were a terrible idea.
Yes, it is incredibly dumb. Thank Brian “big brain” Birmingham for his amazing insight and developer skills.
3 Likes
The only people that begged for it were neck beards. They did the same thing for Cata after WotLK success. Guess where WoW went? Oh down the crapper.
Attention Blizzard: Neck Beards are trolls. They are out to ruin the game for all and they come off as we want to keep the culture and integrity of the game. It is a false narrative. They want to ruin the game for everyone. Stop listening to the Neck Beards.
Will of the Forsaken grants immunity to Sleeps/Charms/Fears yet there are countless examples of this being ignored by certain abilities/encounters.
I mean boosting was a major issue… every chat was full of it.
You can even see in this thread, no idea is liked and Blizzard can’t win.
Birmingham has done a lot of dumb things. This is just one of many.
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Right, human Will and Tremor Totem and pvp trinket as well.
PvE encounters are hard CC more often than not.
Still, nothing should interfere with a paladin being immune besides a priest or warrior.
I actually don’t agree with it at all, we should be able to use our abilities in basic scenarios for more engaging gameplay. Popping a cd for no result feels really bad.
Exactly, to me this is just another example of hard CC. Why be bothered by bubble having exceptions if other ‘immunities’ like WotF are treated that way too?
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Absolutely, but nerfing the xp when mobs are gray to someone in the party was enough to work. Groups did pop up afterwards and it was good. Especially when Joyous came out.
But there were problems. The dungeon changes were arguably too heavy handed in cases, where normal groups got screwed over if they had a big level spread (like doing every wing of SM ranges 30-40). Or mages unable to provide any root/snare CC for their group if the tank was overwhelmed and trying to kite, or died.
When the nerfs cut into ordinary gameplay, which they absolutely HAVE, it is necessary to go back and rectify it. Figure out something that better targets boosting ONLY, like the XP nerf but at a 7-10 level spread, not 5. But they won’t bother, set and done whether we like it or not.
#classicchanges
They were also targeting max level boosting though. Not just the low level stuff.
In terms of spam that I saw, it was mostly max level. In fact it got so bad that people were pretending they were real groups. They’d get you out there then open trade.
Given how widespread it was Blizzard would be unwise to listen to player complaints about nerf effectiveness.
I like these changes :3
LAUGHS IN SWIPE AND GLYPH OF MAUL AND BERSERK AND NOT TRYING TO PULL THE ENTIRE INSTANCE AT ONCE
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The harsh reality, this “they will auto stun you” is a rage effect added to every mob in a dungeon.
Lets say the game recognizes when you have a group and when you 're solo. For those who want to keep this terrible mechanic in the game to prevent the so called boosting.
- you are solo in a dungeon, you should not be punished for playing the game as a solo person as in case what I was doing: farming materials. This system directly slows down my progression that is not hurting anyone.
- system acknowledges that I have someone with me (as it does already) puts in this auto stun mechanic.
In short, there is another way to stop boosting without hurting the player that wants to play the game solo. This is a failure mechanic that can be fixed; if the Developers did their DD.
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Certainly, but this type of thing has always existed: the Strat UD Banshee boss’s Possession, Scarlet Monastery Whitemane’s Deep Sleep, AQ40 Mindslayer’s on-death AoE fear+manaburn. WoW immunities have always had exceptions.
This enrage wasn’t added just to combat boosting. It purpose, whether we like it or not, is also to combat dungeon farming. Certain mobs gaining slow/root immunities and teleportation after the enrage triggers is evidence of this.
The hyper-mobility counters mage farming while the knockdowns counter the tankier classes. It’s intentional.