Should 1 shot mechanics be removed from M+?

I just got KSM in my hpala alt like an hour ago. While getting there I noticed that there are a bunch of mechanics in trash mobs (and some bosses) Which for all intent and purposes are 1 shot mechanics.

You don’t ‘aoe’ interrupt/stun/knockback mobs (cloudburst in VP), or you don’t dodge 1 swirly, you dead! While I can see why some mechanics should be 1 shot (the charge from the first boss in Brackenhide), I don’t see the point in having ‘trash’ mobs having oh, you missed a single interrupt, ‘I guess you dead now’ sort-off mechanics. Maybe I’m missing the point or something?

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You’ll never remove one shot mechanics from a system that never stops scaling. Abilities will always reach a point where it just takes you out.

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It’s infinitely scaling content.

Eventually the swirly just kills you.

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The game has basically next to no one-shot mechanics in M+ at this point in time

I think so because there’s more dangerous abilities and when combined with higher key levels + Tyrannical/Fortified they will hit harder on specific weeks

A dangerous mechanic combined with the mathematical implication of scaling means that at some point, not account for abilities, gear, and other things such as that; some stuff will be able to one-shot you at one point or another and that’s per design

You can’t avoid these mechanics? Then you aren’t ready for a key level combined with a particular affix to reliably clear those mechanics unless you actually try to counter said ability (stun, interrupt, line of sight, etc.)

I don’t recall any trash one-shotting folks on my way to ksm. Some boss mechs, sure, but that’s expected.

If people are timing 27s, then “one-shot mechanics” don’t TECHNICALLY kick in until 28s.

Since you’re talking about the mere KSM range, then no… there are no 1-shot mechanics. People that get 1-shot in the 0-18 range are just bad/ don’t know the mechanic that they’re complaining about.

If you get 1-shot in that range, take the rez … and once done, tab out and learn what killed you and HOW TO AVOID IT.

Swirls after the brige in Freehold can do it

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I don’t remember mobs one shotting omw to KSM, though it has become a thing as I’ve started working towards KSH (one annoying one is in Freehold, where a few times I’ve had mobs yank me into an ettin’s big ground smash ability).

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I mean it is infinitely scaling content it is inevitable you past 500 something thousand at some point to one tap people.

Honestly, I would argue some abilities should scale separately and reach the “one shot” threshold earlier to actually punish players in lower keys instead of making it actually salvageable (and expected) by the healer. You can get to like upper teen keys before mechanics like failing to break chains on Chargath actually wipes you and that is insane to me. Healers adjust though amirite?

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Uninterrupted Cloudburst from Vortex Pinnacle can (will) 1 shot most groups as well. But it does rarely happen though.

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Each squall can only cast cloudburst once. It doesn’t one shot but as they are pulled in large groups then you might have 2-3 go off at once. A singe one doesn’t do that much until the mid high 20s.

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I mean, Neltharus is my favorite dungeon this season. Around 90% of pugs I’ve done in all key levels from it, people do the chains mechanic.

Yes, I do NOT think that there should be one-shot mechanics in PvE content, with some exceptions:

M+ is an infinitely scaling system, yes, we all know that. But relevant rewards stop at 20, arguably at 16. One-shot mechanics should not exist at or below that level. I don’t think anyone really cares if there are one-shot mechanics in a +27 or whatever, as the only people doing those are masochists and number chasers.

If there is enough warning, then a one-shot mechanic can be acceptable. If you are just standing in a huge obvious frontal-cone that lasts for several seconds before the mechanic actually hits, then that’s plenty of fair-warning. The real issue are the one-shot mechanics that hit quick with little warning or during times when you are intentionally distracted by several other overlapping mechanics.

It was just an example. Another one is people failing clearing mushrooms on Sporecaller in UR so you either have to heal someone taking 6 stacks to salvage it or you have to heal the whole group on the harvest cast.

There is also a gear level assumption implied.

Should a 420 be 1 shot? A 445?

When the season launched people did 20s week 1 with 415 gear. Should the damage be low enough to not 1 shot them?

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Not totally sure I agree.

Because what I hate is you just face-roll your way through content, never really knowing what’s a buster or not … until you’re instagibbed.

And then everyone is annoyed because “you don’t know” … but how WOULD you know, since nothing is a challenge … until you’re instagibbed???

If anything, have the busters be MORE punishing, MORE grueling at lower levels … but … extend the timer by 5+ mins. Why does everyone rage-quit? Because they know the key is busted. But if you know you can wipe 7-8 times while you’re learning, people won’t leave because … the key isn’t busted.

jfc why does this GAME … PUNISH people??? lol Why does no one appreciate that simply losing the time invested … is PUNISHMENT ENOUGH???

I think we’re missing an important distinction here. In M+ every one shot mechanic is avoidable via interrupts, stuns, LOS, etc. If the one shots were unavoidable, then that would be a different story. Although as Amarlly mentioned above there are a few where RNG definitely comes into play “(one annoying one is in Freehold, where a few times I’ve had mobs yank me into an ettin’s big ground smash ability).”

But pretty much every dungeon has multiple mechanics. You are acting like damage is binary, that it either instantly kills you or it’s irrelevant. If you get hit for a mechanic that takes you down to 20% health, that is absolutely relevant, especially if there are other frequent mechanics occurring that can potentially shave another 30-50% of life off of you, in addition to potential rot damage and affix damage.

When people take a big hit, the reaction should be “damn that hurt, I should try harder to avoid that”, not simply, “Damn, I’m dead”.

I’m absolutely not advocating for content to be trivial. I just think that when people die, it should generally be a result of damage from multiple mechanics, not just one. Given how many overlapping mechanics we have in most content these days, I don’t think that would be an issue… And healers could go back to actually having potent heals again. Healers should have the ability to save people on occasion, even from their own mistakes, as that is part of the fun of being a healer. Can’t heal a one-shot.

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Many one-shot mechanics don’t give much warning, or occur during times when there are many overlapping mechanics occurring at the same time which make it difficult to focus on avoiding any one specific mechanic. In situation where you have 3-5 simultaneous mechanics occurring, as long as you are able to avoid MOST of the bad mechanics, no individual mechanic should do enough damage to kill you.

And that’s why I said “not sure I TOTALLY agree.”

In short, I think we have a similar point of view, we’re just approaching the same issue from two different directions.

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