Ok so I’ve been farming a lot of 9s this week in order to get to my crest cap, craft a few items etc, before flinging myself into the wild 10s PuG crowd.
Last weeks affix felt phenomenal to play. Almost no weird interactions, easy to handle for a single player and if someone misses 2 orbs due to the timing, another one can help.
This weeks affix, Oblivion, on the other hand feels atrocious during a lot of boss encounters.
It’s absolutetly fine during trash (for the most part) but there are a lot of bosses in this seasons pool, where this affix has horrible overlaps with mechanics.
Just to name a few:
- First boss Dawnbreaker: Orbs spawning while you have to fly away (at 50% hp) is just an omegalul moment. Have fun surviving the next Obsidian Beams as a tank, with the 100% dmg amplifier on the boss you had no chance of counterplaying when the normal Shadowbolts of hers already chunk you for 70% of your HP. GGs.
- Second boss in Ara-Kara: Orbs spawning during Eye of the Swarm (AoE in which you have to stand in a circle and move with the boss). The boss always stands on the very edge of the safe spot and has a rather big hitbox. In order to soak those orbs during that phase, you either have to have a dps player pop a major devensive and run into the void zone, or you have the tank to turn the boss like crazy, most likely resulting in most PuG players to get hit by the void zone. HORRIBLE overlap.
- Last boss Grim Batol: Orbs spawning during Shadow Gale. Not only do you have like 3 square feet of a safe spot, you also have to spread due to Abyssal Corrpution to not bomb each other away AND you literally can’t get behind the boss to soak incoming orbs. Plus tentacles everywhere. Pretty similar to Ara-Kara, just worse imo.
- City of Threads second boss: Guys charging and teleporting around like Son Goku 2.0, basically causing orbs to zig-zag like they’re drunk and just straight up dashing through them. Not hugely problematic but … annoying and odd.
- City of Threads last boss: Not that huge of an issue as the other bosses but you’re constanly moving the boss because of the balls. The orbs of the affix kinda spasm out a bit when the tank moves with the target of the orbs. Feels weird, not as problematic as the other bosses though.
- Stonevault 2nd/3rd boss (Mechanics): Orbs overlapping with cube explosion/exhaust vents = big nono. Your already have basically no room to move at that point. Orbs spawning behind/in the cube become almost impossible to soak.
- Mists of Tirna Scithe last boss: Also not that big of an issue but depending on the phase it can become quite problematic due to the huge hitbox of the boss. With all the voids on the ground and during the Consumption phase, the orbs are pretty hard (not impossible) to soak.
All in all I have to say that the affix mechanic itself is interesting and would probably be fine to play but I don’t think Blizzard had the current boss mechanics in mind while desiging this affix.
The affix is even fine during those boss encounters for the majority of the time but there are certain key overlap moments thix affix becomes hugely problematic in my opinion.
What do you guys think about this? Did you also have these or other weird overlaps?
The overlap in Dawnbreaker yesterday just was the final nail for me to create a topic about this.
I think this affix either needs to be reworked or they need to make it unable to spawn during certain boss mechanics.