Bursting affix in Everbloom is unreasonable

We learned it. Tactic now was to pull as big as possible destroy adds completely and do one wipe :slight_smile: was bette rthen pulling slowly like a snail

well or dps stop pew let stack drop off so healer cen keep u health 10 stack bruting whit out mass dispell cant be heal

Usually I agree with this statement, but bit wuth 6 identical adds with equal HP. You have no control over which adds your AoE/cleave hits and usually they die at roughly the same time because of it. I can either hit 1 or all of them.

I’d agree with your argument if the packs consist of mobs with different HP levels and priority targets.

I sometimes have a zugzug tank that never ever stops no matter what.
Even healing through constantly applying 3-4 stacks is incredible taxing on mana and then also sometimes requires your CDs to waste for this because nobody cares about healers anyways.

Aoe healing was quite nerfed and picking up a group from near death 10 times per pull is quite hard over the course of the whole dungeon.

I do not like bursting very much even though I have quite some tools on my monk, the groups still manage to stack to 8 so often that my CDs are not nearly enough to always recover.
It is even worse when the DDs slowly stagger stacks instead of hitting instantly 8 stacks

Ever heard of SINGLE TARGET spells and yes your dps will hurt alot so what surviving is better then being dead!

Forcing single target spells in a dungeon is the dumbest argument ever.

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Forcing players to use their brains is the dumbest argument ever?

Forcing players to ST packs of mobs is the exact opposite of what makes dungeons fun, don’t be disingenuous

You do not have to force players to single target packs for bursting. That is so much exagerating. Next to that most specs also have priority targets or cleave next to aoe.

MORE DOTS now …fix it.

For most specs it’s all or nothing.

For sure it isn’t.

The specs I play:

  • Augmentation: you don’t really have a choice on what to hit, it’s mostly just everything
  • Devastation: you can actually cleave and focus target, but you have no control over which secondary target are hit
  • Outlaw: It’s 1 or 8 targets
  • Havoc: It’s all targets

There’s no real 2 or 3 target cleaving here, nor is that actually fun to play. In fact, people prefer to just ensure everything dies at the same time, because 6 stacks of bursting is easy to deal with when it doesn’t refresh.

The problem is that this setup isn’t friendly to inexperienced players. The problem isn’t that on higher keys people can’t deal with it. This whole argument is pointless because nobody is going to bother not nuking down those adds on burst. Inexperienced players will die and complain it’s too hard, experienced players shrug it off because it’s not a real challenge.

Current Affixes suck, it’s just annoying at this point and not fun.

I mean i am the one getting bullied because of being the healer, not being allowed to use aoe healing spells since they are needed for the bursting, knowing in Everbloom the dungeon we talk about are mobs doing a crazy amount of aoe damage. And then commiting all my cooldowns on the bursts and still we wipe :dracthyr_shrug:

But my frost DK just obliterates and uses death and decay and is by that prioritising 1 target with cleave. My fire mage is casting spells on 1 priority target. Etc etc etc. Most specs can just prioritize and stop dpsing.

Idk what to say about that. I don’t pug often and when I do the healer never gets blamed. If anything it’s the DPS getting yelled at by the healer and tank.

There’s a nasty overlap with the abominations and the flowers yes. Most specs also have some form of defensives to deal with this though. Doesn’t mean it’s a good game design, especially not when they put bursting on larger packs of equal HP mobs, but there are tools to deal with outside of just relying on the healer.

There are a lot of different solutions, but so far I haven’t heard any attractive solutions. Doing this will just slow the key to grinding halt.

The game isn’t about looking good on meters. I understand for a lot of people that is the game. But well, i am the healer so i do give a damn about finishing the dungeon in an efficient way, and do not care at all about the meter. I way more care about doing mechanics.

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When you’re pushing keys you’ll care about DPS a lot more. You don’t want to waste 5~10 seconds per petal pack. Not only does this make it less efficient because of cooldowns, some specs that rely on CDR can’t do their full rotation and lose a lot of momentum because of it.

In the end taking it slow can easily cost you 30~40 seconds in a dungeon, and if your team is playing like that it won’t be the only pack being played overly cautious.

Did you already runned keys where the timer was a problem? Our only problem is staying alive and having steady runs. Every dungeon done steady is multiple minutes in time.

Timer is always a problem. Did an 18 earlier where neither the timer nor survivability was an issue, but if we were to pull the way you suggested we’d probably not have timed it.

Not being disingenuous at all. I just did a couple of keys on my feral druid. I routinely switch to ST finishers in a pack where one mob has more health than the rest to help them all die together so we can move on quickly. There’s no reason not to do the opposite if needed to prevent extending bursting.

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