In vanilla, there were mobs immune to dots (like mechanicals in westfall for example, they were immune to bleeds). And it kinda made sense, from a roleplay point of view.
But today, some classes are really relying on these kinds of gameplay mechanics to deal damage, while other just deal direct damage.
At the same time, mobs immune to dots are very less frequent in retail. One example, right now, is the buried statue event in uldum, that you have to destroy. It’s immune to bleeds. Sure, make sense: it’s a statue. But then, every amathet should also be immune to bleeds, and that would be an issue for Dot/bleed based classes.
In the future, that would be nice if there were no mobs like that again. Or if every class had some dark areas where part of their skills are useless.
Not immune to dots, immune to particular damage types.
The mobs that were immune to nature were also immune to wrath, and arcane immune mobs were immune to moonfire and starfire, but not wrath. So ‘dots’ were not a problem
I thought it was much better in vanilla when you couldn’t fight fire with fire…etc. But I guess somebody somewhere cried loudly enough and this type of thing was removed.
Yep, I kinda liked it from a RP point of view. That helped with the immersion.
But at the same time, the content was not really thought to balance all classes, so some classes that only dealt direct physical damage were typically advantaged.
This! Also a couple of the giant anubisaths before Skitra function the same way, it’s pretty cool and I like the idea that some mobs are immune - it promotes people to try another spec for a small change or even work together with other players.
One of the most famous monsters in wow that resists many attacks
Skittras - giants are nod to the AQ giants, and I quite like it and I gladly support ideas behind partial immunities or particular challenges in phases What i am speaking against, to be clearer is - “full immunity” against full core of player specialisation. I.e. in modern days frost immune mob would mean that a frost dk would do 0 damage, or shadow immunity would lock out some warlocks, and some dks (again), but if a mob would gain vulnerabilities and immunities as phases or other creative solutions on those lines, I would welcome it on open arms. I.e. rotate high resistance to frost or higher damage taken to frost to even it out.
I can understand why we don’t see such thing as resistance and immunities as much but that kind of micro management has some appeal to me too (I can completely see why others would not too).
It could completely pump some relevance into proffessions too, like how frost enchants are a possibility for Viscidus, I guess like most things it’s down to how well it is implemented but I wager many would not see it this way and chastise blizzard for poor design regardless (and again… they will regardless anyway lol).
Also resistances is a fun concept, building your class to potentially counter another is cool and RPG like.
Not sure if we will ever see it return but I guess classic fills this to an extent.
I’ve scoured the Scourge, burned the Burning Legion in their own felfire and stared down the thousand eyed horrors of the Void. But that thing? It scares me…
Its a cool concept and i would be all for it in the open world and where you can skip it, but in instanced content it would just be a big middle finger to certain classes like , ‘‘Oh this boss is immune to fire, sorry Timmy but you’re perma benched for this boss this tier for playing fire mage, sorry’’.
I’m sure you’d complain too if you had an instance with mobs immune to Fire, Frost and Arcane. You’d be literally dead in the water and out of a raid spot.
Why would I complain about something I think is important in an RPG? I didn’t complain back when it WAS a thing - I just adapted. Something you kids seem not to be able to do.
If a difficult enemy is immune to fire damage then you work round it by NOT using fire damage. That’s RPG. I came from desktop D&D though, not modern brainless hack’n’slash.