Yazma Wracking Pain No Longer Interruptable

Why… why do they do this.

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Probably because the dungeon was the easiest…but with this week being tyrannical, the change will likely make it the worst or one of the worst

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yes the dungeon was easy, there are a multitude of other ways to make it harder than doing that however which they did. unavoidable damage is already unfun, and honestly it’s going to suck discovering some runs are actually literally undoable cause of wracking pain at the very end of it.

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Yeah. The ability to heal through it will definitely create a progression wall.

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I guess they saw that there’s literally no damage on that fight aside from soulrend and people standing in spiders (which kills you), so if the boss just shoots out these that hurt but don’t kill then it’s…something to heal?

Of all the changes they could make I’m actually so confused about this one, though, omg. :dracthyr_crylaugh: Like, maybe it’s fine, but I’m not really sure if it needed to be adjusted.

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There are multiple ways they could’ve handled it. Make soul rend harder, more spiders I guess, make wracking pain require more attention. Just straight out making it an unavoidable mechanic isn’t it imo. I don’t get it.

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Can’t just buff the dmg of this too much I think.

Already a ton of these.

They could’ve maybe increased the amount of casts so a single person can’t get it, I guess? I don’t know. We’ll see. Gonna be funny if this week is just people getting executed from 500k hp by the casts, though.

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yea. might be like how tides was last week for me lmao. just a skip.

From how I read the change:

  • Yazma’s Wracking Pain can no longer be interrupted and is no longer a curse effect in Mythic Keystone difficulty

“Is no longer a curse effect” could mean it’s now magic and dispellable by any healer, but also could mean it’s a single damage ability and no longer has the DoT. I’m hoping it means the latter.

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So somebody loses 40-80% of their health and if not dispelled insta die (if they weren’t topped prior to the RANDOMLY TARGETED CAST GOING OUT, then they die immediately)

I’m sure the few people still playing healer will hate this :dracthyr_lulmao:

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As a healer, yes, I’m certainly anxious about what this change actually does, but I’m interested to get in there and find out this week.

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This is a pretty lame change and you know why? Because tank just stands there.

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I’m subscribing to this hopium as well. We’ll see if I come back to the forums salty or not later though.

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I’ll meet you here!

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I think you’ve just got to pay attention to when the cast goes out to make sure you’ve got everybody topped or a button to top the person being targeted.

Aren’t we tanks still gonna stand there, except now without a thing to interrupt? Lmaooo.

Here’s a crazy thought.

If the fight design BOTHERS them so much…

Maybe they shouldn’t have picked the dungeon to add back to M+?

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Yeah. I was able to keep it there and take care of interrupts while dps and heals did their thing, now it’s not even that.

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or just redesign it. They completely changed the last boss of TOtT

I was hoping wowhead would have datamined the changes at this point to get clarification cause thats the only way we find out for spell changes half the time. If its just one big chunk every 20 seconds im fine with that, if its fully magic and now every healer can dispell it im fine with that too.

If its a random big no counter affect thatll 2 tick someone imma be pretty pissed. Yah a dps can use a defensive, but blizz has a bad habit of letting these affects trigger on the same person 3 times in a row, my unholy dk will be able to tank it fine, my shammy not so much if they get it back to back.

yeah if they put more spiders, we literally would have nowhere to walk.

also if they made the spiders do more dmg, that wouldn’t matter because a spider is already a one shot to everyone (except maybe not tanks)

yeah i think this is the reason because the fight literally has no heal requirement whatsoever… a little bit of dmg when soul rend goes out but thats it.