Unintuitive Interactions and Unpredictable results

I feel like there needs to be more care taken to make tooltips and resulting effects intuitive and parse-able. Hunter Turtle is a Deflect, which implies attacks. Its sometimes an immunity and sometimes not. But it magically works on the acid rain spell on Silken court, and also prevents spawning a mote. Zero predictability that the interaction would work that way.

Similarly. Feign death when talented removes disease and poison effects. Queen Ansurek silken tomb is a root. Disengage removes roots. But apparently you can magically feign death out of the Silken tomb, for no apparent reason as it isnt listed as a disease or poison in the dungeon journal.

There should not be a situation where mythic raiders who have played their class for 5+ years at CE level and spend 200+ pulls on a boss are surprised by the way their abilities interact with basic mechanics like roots on a boss

afaik feign death did not work on Tindral roots, the mechanic is nearly a copy-paste from that fight with only a visual and name change, but yet somehow the interaction changes. Thats not fair to players.

5 Likes

As a hunter main I also feel this way. I wouldn’t be opposed to the boss-guide game journal just listing what class abilities can escape out of things… or just making class/mechanic interactions somehow more intuitive.

I’ll also add to the list that Misdirection is weird and doesn’t really provide feedback to the player if it’s working or not. For example, misdirecting on Brood may help with the ads? Even though they’re fixated or something? It’s just hard to see what’s working.

4 Likes