Remove Interrupts or Rework Them

There’s some really frustrating mechanics throughout the game which require interruption, and it’s just so annoying as an experienced player to have only one interrupt (For the big guys at least) whilst everyone else has one too, but never uses it.

To name some of the worst places where interrupts are important:

Shrine of the Storm. The enemies after the 2nd boss, which spams shadowbolts and deals increased damage with each cast, is really frustrating, especially in Mythic Plus.

In Tol’Dagor, there are those guys which either do Handcuffs, or the shout which reduces the damage everyone deals by 50%.

There are many others. My biggest issue with interrupts has to be that there’s only one. And if you misuse or someone interrupts milliseconds before you, then it’s gone. To clarify, I’m not in a high end raiding team or anything. I haven’t done end game content in ages besides Timewalking. But the most frustrating thing is missing an interrupt or it being wasted. Why can’t interrupts just be refunded if they miss? (Minus Shadow Priest and Prot Paladin). I don’t understand it. It makes it feel like the interrupts are only there to wall progress. It doesn’t help that they are impactful either. I wouldn’t have a problem with them being impactful if everyone actually knew how to interrupt.

It’s really annoying. Plus, the casts that need interrupting nower days are so weak. I liked the idea of those ogres in Slaughmaul Mines? The WoD dungeon. Where they have an ability to stun everyone. Frightening Roar and Subjucate. Both are annoying, but neither really punish the healer (Unless the healer is stunned by Subjucate). It’s really unfair to punish a healer for a mistake that isn’t even the healers fault. This is partly what discourages me from healing and what makes me always go for a max healing output tank build. (Speaking of which, Brewmaster sucks. There’s only one healing ability and it does nothing. So I have to use the Healing Elixer Talent. Easy fix would be to make Vivify an instant cast and cost no energy after 3 tiger palms or something).

I find the interrupt system the way it is feels really unenjoyable.

Or we just leave it as it.

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lol sorry to laught but removing interrupts is the last line to remove any kind of brain usage in dungs

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It requires coordination with your party. I have a WA that automarks the mob that is going to need interrupting but players do need to know what is important to interrupt.

I also have a WA that tracks who interrupted and how long until they are off c/d.

The worst thing that happens is there is no coordination, everyone interrupts the first thing, triggering their c/d and then no one can interrupt the next thing in time. Voice comms make this a lot easier. We tend to use Discord for all our needs.

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Give Demo one without having to change pet.

Leave them in - if your group has good teamwork/comms you will be rewarded.

Interrupting is not meant to be enjoyable.

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I… i … actually like strong and deadly game mechanics that can be avoided or interrupted compared to low damage or one shot mechanics that cannot be avoided. I like how there are deadly abilities in-game that force player to think beyond their damage dealing rotation, but also important is also the ability to deal with those deadly mechanics.

For example I really dislike TD 1st bosses upheaval in M+ tyrannical weeks because I feel I have absolutely no control over it. However the lady with tornadoes in shrine ? Well i dislike the encounter in general, but I like how a lot is actually controlled by players.

i find it extremely enjoyable when ur team properly uses CC (interrupts, stuns, slows)

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I love how this is also rewarded by feeling “how easy this is” - and you know it is because 5 people played together to make it feel so easy. I love it!

So as some people don’t use them they should remove them? I don’t get the logic of that. I don’t get the logic of giving you more because others don’t use them?

If they’re not interrupting a key spell then say something in chat. Encourage people to play better without being a dick about it. It always seems to work with me.

I considered for a while if they could work like dispels, that is if yours didn’t actually do the interrupt then the CD doesn’t start, but I think that would make them too easy mode.

Communicate with your team if they’re not doing something you think they should, some people won’t ever listen, others will.

Those weakaura interrupt should be default in game.

Only one thing I want to change for interrupt - if person waste inturrupt on nothing - his interrupt cd reset in 1sec. So people don’t overlap interrupt. That will make pugs 50% more successful.

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I must be doing it wrong then :smiley:

Course it’s enjoyable as a protection paladin, we have a ranged rotational interrupt and silence, a full on interrupt, a stun that will interrupt, and a aoe daze that interrupts too. Guess they should remove them though if they’re fun.

Perfect idea Vulpera

People often forget that not everyone are dungeon delving heroes and know each dungeon and mob by heart - so some players genuinely have no idea what spell is dangerous and what is not. And sometimes a spell is dangerous to one player and again more casual player may not know it.

This is a popular game and has always people rotating in and out. Kind reminder can go a long way, as you say.

Heck, I am a veteran and I still occasionally have brain lag about fiery enchant and wildfire and I often even forget who did it and target wrong mobs.

Interrupts are fine as is. Dps are already being monkeys enough. This is the only thing they have to really do in a higher key that actually punishes the group.
People can communicate, use a weak aura to track interrupts. And you dont all have to use your interrupt on the first cast you see as some trigger happy dps.

Removing it does not solve a thing just makes the game boring. What i would rather like is making interrupts somewhat more equal between melee and ranged plus throw a bone to boomkins, spriests and warlocks. I wouldnt mind that. Even if its a talent to reduce beam cooldown and making it single target. Sometimes having a 1min interrupt just sucks. And look at demo locks with 0 interrupt. They wont ruin their whole dps just to be able to interrupt a spell by changing pet in 99% of cases.

And no, brewmaster doesnt “suck” they are very strong tanks just rely on a healer a lot more. If you want a more selfsustaining tank there are many around to choose from.

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Add more spells outdoors that do 35% hp to force dps to learn to interrupt after 15 years of gameplay.

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If you don’t like interrupts then play balance druid :neutral_face:
As others have mentioned, using coordination with your group is important, and it pays off in the end. For mechanics that require strong communication we go so far as to use voice comms on discord. IMHO, this is how WoW is meant to be played - not farting through content solo with zero engagement with other players.

if you want people to use their interrupts then Blizzard should just make the technique more damaging if it won’t be interrupted by lazy people. They’ll soon interrupt it then. Just like they did in Cataclysm.

But you know what REALLY needs to be changed?

Lazy healers not rezzing people. “Oh just corpse walk you lazy so and so!”

I could point out the absolute idiotic fallacy of that but I don’t want to be removed from the group…

THAT needs to be looked at.

Edit. And i’m saying that as someone who constantly uses her mind freeze and Asphyxiate to stun/silence.

And as someone who has had to battle rez after a boss fight because the healer couldn’t be bothered.

Communication is a thing, you know…