There are a non-trivial amount of players that don't push buttons. You know all the stuff you do? When you're doing that stuff they aren't doing anything. I don't mean they're doing the wrong thing. I mean they aren't doing anything. GCDs are going unused one after another after another. Resources sit unspent and good abilities are not put on cooldown.
There was a discussion on reddit about how they could make interrupts more widely used. A bunch of people were on the boat for getting a DPS boost out of it, which is a good idea. But I also think there should be much more punishing mechanics for some mobs. I want to see an NPC that casts a spell that is specific to DPS and Tanks. A spell that has resilience enough that it needs multiple interrupts on the same spell to interrupt it. So a trash mob would need to be prioritized over others and needs 2 interrupts on that one spell, a boss needs 4 interrupts etc. with a 45 second CD on that spell being cast again. Either it wipes the group, or kills the individuals that it targeted and didnt interrupt it. Damage boost, sure. But until people start dying and complaining about it, then its not going to change.The easiest way to see this is to track how many interrupts each person in the party is doing. Even being off GCD doesn't matter to a lot of these kids. They don't interrupt shit.
There was a discussion on reddit about how they could make interrupts more widely used. A bunch of people were on the boat for getting a DPS boost out of it, which is a good idea. But I also think there should be much more punishing mechanics for some mobs. I want to see an NPC that casts a spell that is specific to DPS and Tanks. A spell that has resilience enough that it needs multiple interrupts on the same spell to interrupt it. So a trash mob would need to be prioritized over others and needs 2 interrupts on that one spell, a boss needs 4 interrupts etc. with a 45 second CD on that spell being cast again. Either it wipes the group, or kills the individuals that it targeted and didnt interrupt it. Damage boost, sure. But until people start dying and complaining about it, then its not going to change.
Make those spells start at Mythic 10 if the concern is about casuals. As a tank, I have to learn shit to do 10's so everyone else should too.
Now that you mention it, I believe they did have something similar. But like you.. I didn't stay around very long in that game past max level either.Isn't that basically what Wildstar had with their interrupt system (spells had a "shield" that required X number of kicks to break, then the spell could be interrupted)? I don't remember it being particularly popular, but I also didn't stick around long with that shit game.
Isn't that basically what Wildstar had with their interrupt system (spells had a "shield" that required X number of kicks to break, then the spell could be interrupted)? I don't remember it being particularly popular, but I also didn't stick around long with that shit game.
On casting packs in high keys, interrupts are already a pretty big thing, not sure how you could make them even bigger.There was a discussion on reddit about how they could make interrupts more widely used. A bunch of people were on the boat for getting a DPS boost out of it, which is a good idea. But I also think there should be much more punishing mechanics for some mobs. I want to see an NPC that casts a spell that is specific to DPS and Tanks. A spell that has resilience enough that it needs multiple interrupts on the same spell to interrupt it. So a trash mob would need to be prioritized over others and needs 2 interrupts on that one spell, a boss needs 4 interrupts etc. with a 45 second CD on that spell being cast again. Either it wipes the group, or kills the individuals that it targeted and didnt interrupt it. Damage boost, sure. But until people start dying and complaining about it, then its not going to change.
Make those spells start at Mythic 10 if the concern is about casuals. As a tank, I have to learn shit to do 10's so everyone else should too.
When I'm thinking of mechanics to add/change, I'm not necessarily thinking about the keys past 12+. What I want the dev's to figure out is how to get the players that don't focus interrupts to start doing so. Whether by baby steps or otherwise. It really doesn't affect you or I, but whenever I take my g/f through a dungeon.. occasionally, I see some outstanding dps. But they really give shit all about an interrupt. They would be valuable players to have if they felt like they had to give a shit. Get them to be on guard/ready for an interrupt that is required and I anticipate that they would more often than not interrupt a random NPC. At least that's what I "feel" would be the right direction towards closing the gap.On casting packs in high keys, interrupts are already a pretty big thing, not sure how you could make them even bigger.
Interrupts on bosses are a little too easy but bosses have lots of other mechanics to watch out for.
I can't imagine there's a huge audience of people who think 16+ keys are too easy and need even more mechanics to react to.
When I'm thinking of mechanics to add/change, I'm not necessarily thinking about the keys past 12+. What I want the dev's to figure out is how to get the players that don't focus interrupts to start doing so. Whether by baby steps or otherwise. It really doesn't affect you or I, but whenever I take my g/f through a dungeon.. occasionally, I see some outstanding dps. But they really give shit all about an interrupt. They would be valuable players to have if they felt like they had to give a shit. Get them to be on guard/ready for an interrupt that is required and I anticipate that they would more often than not interrupt a random NPC. At least that's what I "feel" would be the right direction towards closing the gap.
I want them to change their goal in order to be more inclusive. Being that I feel like the goal should be closing the gap between casuals and hard core, not separating them from my skill level or higher.
The fact that Blizzard after all this time hasn't even cared to improve the base UI tells you all you need to know.A better UI wouldn't hurt either, as well as some way of telling what the fuck abilities do on trash.
As a casual myself, I think the easiest way to ingrain interrupts is to make the mobs they encounter most, leveling and probably outdoor WQ mobs, really hurt if they don't interrupt. Mobs that complete heal, take a huge chunk of health or put on a big dot, root/slow, or an annoying 5 minute debuff. Classic has a lot of those types of mobs, especially while leveling in the 50s.
But casuals aren't talented enough, or don't know, or don't care about the punishments of not interrupting now, will they really start paying attention if it changes to benefits instead?Yup - because that will make the game fun to play. Totally not just frustratingly annoying of preventing you from pulling multiple mobs, etc. The game is nowhere near what it was like in classic and trying to adjust it based on what works in Classic is a recipe for disaster.
The solution was already elaborated upon above, make interrupting a benefit to the player. Want to have DPS smash that button and beg to be first on a rotation? Add a % modifier to their damage when they successfully interrupt something for 20 seconds. Higher M+ is already about interrupting (and knowing what needs to be interrupted). Reward Jimmy casual by making his numbers go higher when he hits the button as appropriate and he'll use the button (albeit probably at the wrong time), which is a heck of a lot better than adding annoying as fuck abilities to random mobs.
Torghast also has a bunch of these mobs. For people who aren't super geared, a bunch of those spellcasters really hurt, and the bosses, oof.As a casual myself, I think the easiest way to ingrain interrupts is to make the mobs they encounter most, leveling and probably outdoor WQ mobs, really hurt if they don't interrupt. Mobs that complete heal, take a huge chunk of health or put on a big dot, root/slow, or an annoying 5 minute debuff. Classic has a lot of those types of mobs, especially while leveling in the 50s.
Of all the mobs they nerfed in dungeons the one most people annoying they left alone. Those gorgons are just plain brutal. 2 stacks of their bleed and I start running away kiting to soothe them.Torghast also has a bunch of these mobs. For people who aren't super geared, a bunch of those spellcasters really hurt, and the bosses, oof.
What they need to do is make it clearer which mobs can be interrupted by stuns. A lot of people don't even try to stun trash mobs because half of them are randomly immune to stun and half aren't and there's no clear designator of which mobs are stunnable or not.
Loyal Beasts is not kickable, but is interruptible by stuns, and this is not clearly communicated to the player for such an important trash mechanic for that dungeon.
The same goes for other spells that can be used as interrupts on some mobs but not on others. Disorients, etc.
They left them alone Because they are counterable in multiple ways. The stuff they nerfed were things with uncounterable super high damage abilities.Of all the mobs they nerfed in dungeons the one most people annoying they left alone. Those gorgons are just plain brutal. 2 stacks of their bleed and I start running away kiting to soothe them.