Why are interrupts not on the DR, still?

Why is it that to this day, there is not a DR for kicking? They keep pushing this idea of “tanky casters” (warlock/SPriest) and continue to remove the tankiness part, leaving us to hard cast with hardly any mobility, and to top it off, if you have more than 1 guy one you, you basically can forget about ever casting between kicks that fill in the gaps of stuns/other CC. Gone are the days of peeling, some classes really can’t be “peeled for” when they’re always running at 50% speed with little else in terms of mobility.

I just don’t understand why, at the very least, kicking isn’t diminished. Absolutely nothing compares to this as a melee.

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Because faking kicks is part of the game.

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I’m not going to lie, between stuns, disorients, silences, incaps, and kicks on top, that’s really a BS answer these days. Once upon a time, casters had tools to escape, faking casts in clutch situations was a thing. Standing there pretending to cast but not for 2-3 seconds, you’re still not doing anything. That’s maybe more accurate for Healers, but for warlocks/priests, it’s not engaging in the slightest.

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Your solution to this is to make the game easier by making kicks DR?

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I guess so, if you want to ask loaded questions… Did they make the game easier when they made fear DR after Vanilla? Prior to Cataclysm, half the melee that have interrupts didn’t even have interrupts, and even further back they were on the GCD. The game has changed SIGNIFICANTLY to benefit the ease of kicking. There has been nothing to make casting not feel archaic. If anything, it has gotten worse as classes lost abilities, such as baseline Demonic portal, Spectral Guise, Gust of Wind, etc. This is not a situation that was created in a vacuum, nor are all classes equal in impact. Shadow and Warlock ends up essentially useless after being kicked, where as others such as Ele and Balance at least have multiple spell schools.

Point is, a LOT has changed over the years, it’s time some sort of revision on how casting works is definitely due.

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lol are u srs right now

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lolyeh x)))

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You shouldn’t be rewarded for making a mistake in my opinion.

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I agree with this, I’d expand it and say mistakes should be punished (obviously).
From the other perspective, missing kicks isn’t close to as punishing to the melee as not faking a cast for the caster though, while fakecasting is harder imo.

Missed kicks should increase the kick cd, that should balanced the risk-reward better.

Not that blizzard gives a hoot anymore.

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I somewhat agree with your premise here that missing a kick should be punishing to the interrupter. But I don’t think increasing the cd is the way to go, I believe we need to reward the casters by increasing the effectiveness of casts, whether that be increasing the healing output of casted heals for example. It’s difficult though when you consider the kicking of CC for example, I feel that the pusnishment of missing a kick on a CC ability is generally already quite punishing on the team that misses the kick as that could often end the game. Whereas missing a kick on a heal not so much.

Furthermore they’ve made every caster this Street Fighter 2 esque fill up your gauge bar before you can actually nuke.

be it astral power, maelstrom, icicles, soul shards etc all of them require you to nuke with paltry hitting fillers that used to be our main methods of dps.

Sitting fake casting a dps spending all that time doing nothin on weak nukes only to get pseudo interrupted by anything else

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I feel like I’m either thinking of a dream or falsely remembering, but didn’t a class have an interrupt like this? It was a set cd and if you interrupted it was reduced by like 3 seconds or something…

https:// wow.gamepedia. com/Glyph_of_Kick

I thought I was gonna be slammed for a minute for falsehoods, thanks for the memory jog and the nostalgia of the glyph system.

Yeah, I really liked the glyph system, particularly in WoD. You had a bunch of choices to customize to a situation. One I remember fondly was for bear’s big defensive cooldown. We could glyph it to halve its cooldown at the cost of halving its duration. Which was perfectly if you knew exactly when predictable big bursts of damage would be coming in.

interrupts aren’t the problem per se

melee having near infinite up-time and ranged interrupts/displacements/stuns/etc is what makes trying to cast cancer

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i used to feel the same way. when a melee cleave just tunnels u and cycle interrupts, srtuns, while the shaman healer on their team windshers you on cd, its frustrating and it feels like you cant do anything. but there is a solution for no skill comps like this. run comps where you cant allow any caster to free cast. double fire mage, double destro, destro/fire. moonkin/fire (spam clones*) etc. ele/destro is strong too.

Lets ask for cyclone and fear to be on separate DRs, which would fix the issue you’re talking about of melee being incredibly low risk high reward instead of stripping down the game further.

Where is that gnome mage where you need him.

Cardi fardi in her rari