So I stumbled upon something I simply cannot understand. People die when Yazma Soulrends, and I put a link.
So somehow, some people are dying. So I expect everyone to receive damage simultaneously. And then the link would work.
That is not what seemed to have happened. Party was at 100%. Everyone but 1 person received damage. Then the link re-distributed the lives of people, and then 1 individual got the damage from Soulrend, 1-shoting him.
Soulrend isnt hitting all at the same time.
I got a video of a weekly dungeon of my holy paladin
https://youtu.be/_yC-DuMIq1c?t=798
Put the speed on 25% or something. When the soulrend cast of yazma ends you see âsoulsâ flying towards all the players. The hunter goes a bit further away and you see the damage on the hunter is later.
Which means you can technicall kill a player with spirit link when some players are hit by soulrend, the health will be redistributed by link and then soulrend hits another player who is not of full health anymore.
I find it really unfair that I cant use one of my most powerfull CDs on a fight in fear of killing someone because I missplaced it 0.01s too soon/early.
It cost me the AD26⌠so im kinda pissed something like this happens.
Well i am basically only saying soulrend does not hit everyone at the same time. You can not stack pixel perfect either. I do not make a conclusion that is fair or not. I am not even sure you can calculate with the timer/castbar when you can place your link totem (like exactly the moment the cast of soulrend is done since it hits faster than the totem will re-distribute but you still get the DR).
I do not have a strong oppinion about it. What i do know is that i can not use one of my big healing cooldowns, revival, on some bosses either when i need to top players between dispells or dropping off debufs since my revival will dispell everyone and will wipe the group. Specs have perks here or there. And i think i accept that (or maybe even think that is a good thing).
When we hit +26âs i also think it is OK we hit some unbalanced wild wild west territory. All dungeons +25âs is 3280 score right now and is top 1.1% of the playerbase. Uda is even higher than that. It canât be completely balanced at that level anymore.
A lot of people have been talking about that one. Apparently, you can get rid of it by stepping back into nightfall again and then stepping out of it⌠which sometimes works.
Wowhead seems to think itâs a consequence of follower dungeons and the need to treat NPCs as either enemies or party members. I suppose it would be wishful thinking to hope it canât be fixed and they have to get rid of afflicted altogetherâŚ
Yeah, itâs mostly OK in organised groups even if you donât have a shaman (as long as you have someone else who can deal with it besides the healer). It makes pugging horrible, though because:
Plenty of healers take a break on afflicted week because itâs just one more thing for groups to blame them for if it goes wrong;
Itâs difficult for any non-dispel classes to get invited to keys, and near impossible for those who already find it hard. (And yes, making your own group is a thing, but if every dps or tank who doesnât have a dispel listed their own key, it would just make the healer shortage even worse to deal with.)
usually afflicted doesnât kill you, even if 2 goes off at the same time.
It can be really bad in certain situations and of course in high keys it probably is deadly, but I had several 20s runs where afflicted went off and nobody died.
Incorp on the other hand will just straight up kill you with 8s no healing and no dmg. Tanks often just flop then because they are reliant on selfheal.
It depends. If the tank relies on high haste to maintain uptime on their mitigation (prot pala being the one I play), it can be deadly. Even more so if the dps rely on high haste to keep doing damage and the healer relies on it to heal. You end up with a tank with less mitigation, healer with less healing, and mobs living a long time.