There needs to be a lot more unkickable abilities in m+

I’ve noticed what seperates the top comps from all the others is that they just never allow the mobs to play the game.

Just sigil of chains into sigil of silence into evoker duration increase into dragons breath into mighty bash into consume magic.

There should be more unkickable and uncc’able mobs so the mobs can actually play and its not just a parsathon.

2 Likes

Or could just not have 1-2 tanks be overwhelmingly dominant in this area of keys.

2 charges on cc sigils was a mistake. Paladin interrupt spam should be on another tank.

Could be nice to have DPS/healer interrupt being less important when you’re a priest/druid/evoker healer or mage/lock/priest DPS and have long CD or no interrupt though.

3 Likes

If they let mobs “play the game” there would just be a whole bunch of people getting one-shot, or close to it. I don’t even think you’re wrong, per se, but there are a whole bunch of gameplay implications wrapped up in this idea that I don’t know if you’re considering.

3 Likes

Season one mostly had low amount of kicks but lots of cc requirements. So comps worked around it. Sham/mage/evoker/druid was extremely dominant and brought paladin tank to handle interrupts.

Example azure vaults.

Having dungeons full of unkickable abilities ends up being the healers problem to deal with because that usually means there’s a lot of pulsing AOE or bursting mobs. S1 in DF had a lot of dungeons like this.

Most trash pulls this season only have 1-2 things that need to be interrupted. Its only if you’re doing big pulls with 3+ casters that you need CC chains.

1 Like

People are just too used to being carried by Prot Pally and Demon Hunter tanks. Try running with a prot warrior, then you actually have to do something!

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People are just too used to being carried by Prot Pally and Demon Hunter tanks. Try running with a prot warrior, then you actually have to do something!

This is why warrior tanks are not used.

1 Like

S1 DF dungeons had a lot of uninterruptable frontal / pulsing AoE / bursting mobs. Everyone can play smart and control their character, they were still dead to uninterruptible pulsing AoE / bursting mobs.
The success rate for some DF S1 dungeons was low and it took about 8 weeks for Blizzard to get them to a fair and enjoyable state. They had to nerf on some AoE pulsing / bursting mobs and bosses by 50%-100% in S1 DF dungeons.

yeah steep unavoidable mob damage outside of some real intense spots like TOtt and GF seems much rarer than S1

healing in general felt much more demanding, at a much lower key level misplaying CDs and globals was a lot more punishing imo

now youre mostly left up to the mercy of your group playing smart and tank routing

Blizz actually had good difficulty to rewards in season 1.

Then later they did some big nerfs, and then season 2 and especially season 3 they clobbered them.

RLP was grossly overtuned, you had the giant fire elementals that do massive unavoidable AoE damage constantly with casters who can target someone randomly. Then you had dragons miniboss one kill anyone regardless what you did, they had a tankbuster and put DoTs on DPS / healers with unavoidable AoE pulsing at 50% HP. The dragon miniboss can farming everyone with 0 counterplays because their damage was out of control.
The prenerfed last boss in RLP had a disgusting amount of unavoidable damage during P2. Flamespit on 5 players + Cloudburst + infornocore, that was 400-500k to 5 people. If dragon boss put the 2nd flamespit, the group were dead no matter what you did. RLP and other dungeons were perfect example that Blizzard should not have a lot of unavoidable AoE damage.

#moblivesmatter now ?
whos side are you on, Mr. ?
“Something’s not quite right…”

I’m rolling at “never allow the mobs to play the game”. :rofl:

This is the same kinda thing we scream over voice when Soulbound Goliath repeatedly targets us for thorns. “I just want to play the GD MF game!”

It’d be pain. On my Prot Paly I can do 40+ interrupts in a single dungeon. DHs get silence sigils.

If it was good difficulty to rewards then they wouldnt have essentially undid it season 1 was not very good in terms of difficulty to rewards

Then those mobs and abilities also have to be unimpactful since there’s no counterplay.

It was.

Now there is basically zero correlation between difficulty and rewards.

The counterplay is using defensives.

What we have now is everyone turning off their brains and just spamming every add pack with cc from 100-0 and only actually thinking on boss fights.

Defensive are on 1-2 minute cooldowns, making that solution impractical. How about this, you actually play the game and then maybe you’ll understand how it works.

I’ve timed +20’s this season i’m fully aware of how it works.

That was the entire point of the thread me saying the way it works is cringe and pretty boring to.

Just stacking and burning 85% of the dungeon while its stuck in cc making it more about numbers than anything else.

Which if you like m+ being basically heroic dungeon mechanics with infinitely scaling mob health so that people can measure aoe dps eternally then just say that. But don’t imagine that it takes some unfathomable amount of skill to just aoe cc mobs to death while you parse dps.

And maybe move out of things while you do it incredible.