Prevent wasted interrupts in dungeons?

Would it be an overcorrection/too much handholding to prevent interrupts from being used/wasted on mobs not currently casting? This would be similar to how you can’t dispell if there’s nothing to dispell, preventing wasting the CD.

In the scenario i’m imagining, this would only apply to PvE. It would seemingly make pugging high keys much more approachable.

Thoughts?

would probably just end up with a large amount of players creating macro buttons or auto hot keys that just continually spam interrupt.

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Ugh, hadn’t thought of that. Probably. But, that would end up punishing them if the first cast isn’t the important kick. Like, on the magus in rise, first cast is ebon bolt rather than corrupting volley. To succeed, players would still need to choose what to kick, but it would prevent players from overlapping kicks.

Im assuming your referring to for example:

Dazar’ai augur casts wildfire
Player 1 uses kick to interrupt
Player 2 uses pummel to interrupt half a second after wasting his cooldown

The simplest solution is since movs cant cast for 4.5 seconds after being interrupted if an interrupt is cast on them during that period then the cd is refunded.

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That would make sense as well but is it developmentally simpler than just requiring that a cast be occurring to allow an interrupt to be used? I specifically point to dispell (dispel?) usage because it seems the game won’t let you use it if there’s nothing to remove.

I dont see an issue with that though im sure there are certain elitists out there that would disagree and say skill issue.

I mean whatever works i primarily pug my +20 keys and it is kinda annoying when my interrupt gets sniped.

As for dispel usage it kinda doesnt let you use it at least for me it will still cast but it will not be put on cd and will still take your mana which for me is 10% of my mana yikes but nitpicking aside yeah it pretty much doesnt let you use it.

Yeah, i would be pleased with either option tbh. Would be a massive quality of life improvement to just prevent wasted kicks

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You could still punish but make it only a 2-3 second cd if missed maybe? Any of these changes would absolutely gutter pvp though so i doubt we would see it happen

Yeah i’m thinking of this as one of those “does not apply to PvP” type things

That’s a good idea actually, to prevent the aforementioned issue of people putting interrupts on a macro.

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I think the proper solution would be to reduce the amount of kicks required in general. Kick mechanics on packs of mobs aren’t a gameplay challenge, they are are UI challenge:

  • You have to remember which casts are important, or install an addon
  • You need to tweak your UI in a way where you can actually see the casts properly without overlap
  • You need to ensure you can select or hover over the target, which is mostly just fighting the UI and tab controls
  • You require communication to properly interrupt multiple targets

I much rather have abilities be telegraphed so you can dodge them instead of having to interrupt. Not saying they should get rid of interrupt, just saying they should add more mechanics than just interrupts and reduce the amount of interrupts required.

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Even with qaazi nameplates making it easier to see mobs that are casting sometimes when i try to click the casting mobs one of the other 50 healthbars will still manage to snipe my interrupt its ridiculous.

Dodges tend to be pretty easy.

If there is minimal important interrupts and the pack isn’t doing a ton of unavoidable aoe damage then we’ll just pull more packs together.

I disagree tbh. Kicks are gently punishing at low keys (can be brute forced and ignored, to an extent) and gradually become less optional as you climb. I think it’s a good system and becomes a hard check to people guilty of tunnel vision.

This too. Reducing dangerous casts requiring kicks would lower the skill floor too much. Alternately, having to dodge conflicting casts in multiple directions could just lead to too much floor clutter, which is arguably less fun and more unfairly punishing than just kicking.

Having to stare at nameplates while also having to stare at my dashboard UI because I need to react to procs every .8s, while also dodging stuff in the 3D world is poor design though. There should be much less focus on nameplates, especially considering how bad they are in the default UI and how bad both the “stacking nameplates” and “overlapping nameplates” options are.