Bursting fails!

No it is 14% spreaded over 4 ticks (3.5% per tick). But there is a refresh mechanism in. When you kill a mob when you have bursting stacks, these stacks get again 4 ticks, even when they already ticked 3 times.

Don’t refresh the stacks and don’t pop more than 4 enemies without personal defensives. It’s not that hard.

I do agree that it feels overtuned for low keys cause people are clueless and probably don’t even have nameplates enabled.

Started using my CDs late in the pull and it helps a lot with bursting. Sure, dpsers litter the floor after some pulls, but I can’t really do much more in pugs TBH.

Bursting does not tick for 3.5% hp per sec and stack. It’s definitely overtuned/Tooltip is wrong.

Bursting + Quaking (with players not moving the heck away from each other) + Green muck in AD is a priest healers worst nightmare, one I went through tonight. My heals on bad fights were circa 30 to 32 K and still keeping people up was next to impossible at times.

not saying that the other healers cant do the job. its much ¨easyer¨as those 3 healers compare tho the rest (especially druid with theyr broken mastery) havent done 2 much keys this week bcs im a casual slacker. freehold 11 is the highest on my monk and i have had no problem with healing bursting. shaman can still heal 10+ keys with better team cordination, but i’ve only healed 7+ with shaman this week. as i said earlier, some healers AND tanks are just better in diferent weeks.

Shrine of the Storms: multiple times many stacks are generated (like 7 or 8) :smiley:
King’s Rest: sending someone to suicide and kill the fear adds (instead of whole group)

Wipes from mass stacks weren’t uncommon this week :slight_smile:

It does. 4 ticks of 3.5% = 14%. Groups are just refreshing stacks, making the damage a lot more. And indeed, the tooltip is wrong, since it says 5% per stack total instead of 14%.

Most of the M+ affixes are garbage, combined with Vanilla style dungeons and a timer, it makes M+ unbearable copared to Legion.

Affixes that needs reworking/nerfing:
-Sanguine (from the easiest affix in Legion, to one of the hardest, why?)
-Bursting - why was it buffed to 14% from 10% is beyond me.
-Quacking - just remove it.
-Bolstering - makes a lot of keys - dead automatically, like SotS and ToS.

It shouldn’t be. I get that specs must be different to make sense otherwise is a single class game, but if you make a spec too good at something, everyone will want to play that to get a spot.
I don’t remember the last time i saw a prot warrior over a +5, or a shammy healer over a +8.
Guild groups aside, where there are other factors in play, it’s basically getting mandatory for high keys to have a dk/brew tank, a rouge to skip everything possible and a mage to pull timewarp.
This is a bad design.

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I see this all the time. But i do not step into 15+ dungeons cause i do not like getting 1 shot by mobs.

Prot warrior is the best M+ tank right now.

I really don’t, and i normally run much lower keys. Neither the bears. Even DH tanks are a rare sight mainly because they’re so good as dps.
Blizz can’t touch the classes otherwise the gameplay will be squished even more, but they should improve dungeon design. Less stupid stuff like the traps in sethraliss and more fight were individual tanks/heal abilites can shine.
Still good but much simpler solution will be randon affixes on the key (maybe with different rewards?)
Sure there will be keys much preferrable, but at least there will be more room for everybody, harder keys for the usual suspects, easier keys for everyone else.

I did a 9 Waycrest on Wednesday or Thursday. 7 ghost at the start of the dungeon. 1 died before the others so that’s one extra tick of 3.5%. So after every other ghost died the 7 stack bursting would tick for 24.5% of our max hp per sec. Everyone died after the 2nd tick even with Spirit Link. I get that to be 3.5% for the first tick, then 24.5% and lastly 24.5% again when everyone suddenly died. A total of 52.5% of our max hp. Sure 7 stacks of bursting sums up to 98% of a player’s max hp over those 4 seconds but taking into account a Spirit Link, chain heals and most likely a healing stream totem, we should’ve lived through those 7 stacks no problem. Yet we all died after the 2nd tick. Something doesn’t quite add up here.

It is possible there is even a bug with it. Blizz made mistakes with bursting before.
As a healer myself I know how painfull this week is. Especially with pugs.

Let’s just also drop this post here.

OP is the usual typical example that dev’s only caters too.

‘‘You need to buff bursting damage. It is doing to little’’.

Dev’s buff’s bursting

OP: Now it’s too much damage, go back to nerfing it.

It is this same mentality why this games decision making continues to go down the pipeline.

OP is just another example. World of CommunityEntitledVocalMinority**rons.

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It’s because this is not what actually happened. Your scenario (7 stacks of bursting sums up to 98% of a player’s max hp over those 4 seconds) is only valid if you kill all of the 7 mobs at the exact same time. But you probably didn’t, so you had some time with 1 stack ticking, some time with 2 stacks ticking, some with 3 and so on until you reached 7 stacks. The exact dmg you received from bursting depends on the time it took between mob kills. But you can be absolutely sure you got waaay way more dmg than 98% of your max HP.

Bursting is the kind of affix that can be completely nullified if done right, but can also be a devastating force that will wipe your entire grp on every trash pull if you overlook it. You can even make insanely large pulls and still not even feel bursting if you don’t kill more than 3 mobs every 4 seconds. You can still aoe the sh!it out of them, just when mobs start going lower kill 1/2/3 at the same time, then pause for 4 seconds, repeat. But if you overlook the affix and kill 5-6 mobs in a staggered fashion where each mob dies like 3 secs after the other you’re dead. And even if you survive your healer will prolly have to sit down and drink on every 2nd pull so you’re not saving time either.

I might say I also think it’s a bit overtuned, like 10% is completely fine imo, but the bigger problem with bursting is that it doesn’t scale with key levels. it does the same dmg relative to characters HP on +2 and on +20. So it’s very punishing for inexperienced and not-so-skilled players doing low levels while for the top-end M+ runners who know how and are able to not stack it more than 2-3 stacks at a time it’s like -1 affix in the dungeon.

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Bursting + Quaking basically adds unavoidable damage on top of the already high damage goin out when doin high keys. Add fortified on top of it and you are looking at deaths no matter how you try it.

Bursting itself is okay, but a few more stacks combined with Quaking is extremely frustrating. I would honestly prefer it if they switched Quaking with another affix to change an easy and a hard week to 2 acceptable weeks.
For example instead of this week Bursting+Volcanic and for another week Raging+Quaking(instead of Volcanic).

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can’t make it too easy for the healers. Gotta implement 1 week of absolute hell where you’re not allowed to drink for 90% of the run.

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