I know there’s another quaking thread going about removing it from bosses. I just want the hotfixes from several weeks ago to be reimplemented though.
The hotfixes that were done earlier this season were nice but they’ve all been undone so if Blizzard could please fix it today that would be amazing.
SBG 1st boss during find runes/dark eclipse
SBG 2nd boss during shadow realm/add phase (coming out into quaking when you can’t see your friends is just stupid)
SBG worm boss inhale
SBG final boss during Ritual of Bones
NO final boss spear
HoV Hyrja bubble
HoV Skovald during Ragnarok
HoV Odyn pull in
AV 2nd boss intermission
AV 3rd boss during the bomb
RLP 2nd boss
AA final boss pull in
TJS Wise Mari during the spout
TJS final boss add phase
All dungeons during Thundering
A number of these were all quaking free before this reset but these should all be quaking free at least.
SBG has an issue where it hides a lot of the projected textures, and it wasn’t exactly designed with m+ mechanics in mind (since we didn’t have them in wod )
You can spread out enough to not get hit by quaking in the bubble iirc, similar to how you would handle the circle (much larger).
Correct me if I’m wrong, but you can stack quaking behind the shield during Ragnarok because it’s a % damage taken reduction and quaking won’t actually kill you, I don’t even think it hurts you. Unless we ran into a weird bug last night when we were doing keys, we stacked our quaking behind the shield and none of us took damage.
This is an easy-ish fix by just changing the way the damage reduction works for the run - make it flat damage reduction across all damage and not just the boss ability. This will alleviate a lot of the issues for quaking, explosive, spiteful, storming (kinda), and even volcanic.
For these you can just spread it or even just ven diagram the circles. It’s definitely manageable just annoying.
SBG first boss has multiple runes.
SBG 2nd boss - you can spread.
SBG final boss - you can spread.
NO final boss spear - agreed.
HOV Hyrja - you can spread.
HOV Skovald - It’s just a frontal. You can stand 40 yards behind the shield.
HOV Odyn - agreed.
AV 2nd boss - you can spread.
AV 3rd boss - the rune is large enough, and you can spread.
RLP 2nd boss - why would this even be an issue?
AA final boss - Didn’t they already change that?
TJS Wise Marl - you can spread.
TJS final boss - you can spread.
Needing to deviate from community made tactics is what makes it fun.
Why would this matter? You have 15 seconds to manage Thundering and 2.5 seconds to manage Quaking. You can either collapse for Thundering before or after the Quaking hit, and if you get the absolute worst case scenario and Quaking starts 2.5 seconds before Thundering expires, you only need to stack with one person to clear Thundering and one person’s Quaking won’t kill you.
Thundering being so random sucks. I waited patiently for quaking and lines on last boss of CoS hit Tranquility and literally the millisecond I hit the button Thundering procced. I got about a second and a half of Tranq despite putting a reasonable amount of thought and preparation into it’s use.
I can accept mechanics, but Thundering fails on a few basic levels. It’s happens with no warning. It has a build up, but the buff and swirlies are the warning. Because they are not tied to an animation or an event, there is no hint or visual preparation time beyond “it’s happened, deal with it.”
Has there been another seasonal affix that we did not have direct control to activate? Even things like Infested or Beguiling, which we couldn’t control which mob it was on, allowed for counter play to prevent awkward overlaps. We could screw up Prideful, but doing it right afforded us the control we deserved.
Infested - Could be CC’d or burned as desired. Sucked but fully in our control. Fully predictable.
Reaping - Percent based. Difficult in some cases, but fully predictable.
Beguiling - Made some pulls crap, but still afforded enough counter play. Fully predictable.
Awakened - Probably the affix that changed dungeons the most, for the better. Addressed several issues, like rogue shroud being so strong but unavailable to all groups. Fully predictable.
Prideful - Not sure it was anybody’s favorite affix. Could scuff you or you could scuff it. Not ideal but… fully predictable.
Tormented - Not the most engaging affix, but fine. Fully predictable.
Encrypted - Could be really fun on some pulls, but not surprisingly one buff was more powerful than the others. Fully predictable.
Shrouded - Again, not the most engaging, but nobody was mad about getting a buff. Fully predictable.
Thundering - “Thundering is a**hoe”
Why is it ok to need a weakaura to track the seasonal just so I know when it’s going to overlap awkwardly.
Thundering is on a literal timer. And it’s not random, the non-debuff part is just as random as volcanic and storming. If you’re complaining about the puddles, then complain about volcanic and storming too.
Everything is on a literal timer. It’s a computer game.
The game gives no indication and there’s no in-game way to track the affix.
You can tell me you love it, you can tell me I suck, those are subjective. What I’ve shown you with my list is that not a single previous seasonal affix happened randomly without our interaction.
Do you agree or disagree with that statement? If you think that’s ok, I am fine with that.
But trying to tell me “Thundering is on a literal timer. And it’s not random” doesn’t address anything I said and completely ignores the main point I was making.
I don’t care if you argue link a petulant child, but address the points being made. Where in the game is the timer for Thundering that I can see. In my opinion this is not an ability that should require a weakaura. Randomness is a low quality way to design difficulty into an encounter.
Also answer me this: How many affixes, that were intended as buff, showed up when the mobs were at 1% health while you were about to run for 10 seconds to the next encounter?
There is a WA you can get that tracks this for you.
This does not mean it’s a good design, I agree with your points. For a seasonal feature like the +10 affix, we shouldn’t need this. But it’s there to mitigate this point.
Aaaaaaaalso, just because you can predict it doesn’t mean it’s reasonable to design so many mechanics that get in the way of stuff like this. I had this very thing happen to me last night and I have the WA timer. I just lost track of it because I was dodging fight mechanics and dealing with quaking, all of which just add a lot of visuals to my screen.
Honestly, I don’t have an answer here either. The screen is just very busy in 10.0.
Thundering sucks. Even with a WA to track, I do not have fun with it in dungeons. It doesn’t mix well with the dungeons and it doesn’t mix well with the other affixes. 15 second duration is way too short, especially when you add in tyrannical mechanics and stuff like quaking. Then add on the potential of other people screwing you over and it just ruins the experience for me. It honestly feels like when they made these new dungeons, quaking and thundering were not considered.
You can sit here and tell me to “git gud” if you want, I don’t care. But I am slowly losing my enjoyment of Mythic Plus, which btw, was my favorite part of this game. Not anymore, though. This season has kinda ruined it for me. It’s not about how difficult the keys are for me, it’s about how I can no longer enjoy doing the dungeons cause I can’t go more than 1.5 seconds without having to consider crap like thundering or quaking or some unfair combo of mechanics and affixes.
It’s not really random though. It’s every 60 seconds of in combat time. My point really wasn’t about Thundering anyway, it was that there is no real interaction between Quaking and Thundering.
How long does tranq last? If Thundering came out as you pressed it you should have easily gotten 10-15 seconds of it, depending on how alert the rest of your group was.
You have to move out of the Thundering swirlies or you get stunned.
It was simultaneous. Hit Tranq as the swirly spawned beneath me. I stood there for a second, but had to move because my choices were move and cancel tranq, or stand there and have Thundering stun stop my cast and…well stun me.
I’ve used all the in-game queues to assess my situation. The information that I need to work was not available to me and resulted in a garbage overlap that isn’t fun.
I was fine, we didn’t suffer, but it was the antithesis of fun. Even if the game gave us 5 seconds of warning before anything had to be done, I’d consider that a reasonable heads up. As of now, the sky darkens for a moment and swirlies appear.
So are volcanic and storming also not well designed?
As for this:
You can tell me you love it, you can tell me I suck, those are subjective. What I’ve shown you with my list is that not a single previous seasonal affix happened randomly without our interaction.
You might as well complain about prideful and how there’s insufficient warning when people shoot bolts out of them.
Not particularly. But you can counter play them to some degree.
Volcanic spawns on targets at range from the caster. You can stand in melee pretty reliably when you want to use channels that you don’t want interrupted. Thundering doesn’t give a damn.
Storming is pretty garbage too, but despite being annoying it’s not guaranteed to spawn underneath you and it doesn’t stun you if you choose to eat it for the sake of finishing a cast.
Pretty much this. In between mob pulls you got time. But when there is a force stack mechanic on top of bullet hell on the floor… it makes it really punishing.