The tank being able to be picked for this mechanic is poorly thought out. What about all the frontal busters, cleaves etc. that make it absurdly risky to ever step onto tanks?
In the initial news post for this rework, it was hilarious that so many people were worried about the fifth person out always getting stunned. If this was based on Anduin's Blasphemy, one person will always be left out.
Is this a confirmation that stun actually lasts 8 seconds if not cleared?
Players who will be hated the most if they don't pay attention.Double jumping demonhuntersDeep breathing evokersDisengaging huntersCharging and jumping warriorsBlinking magesChaining and shadowstepping roguesRolling monksDruids doing somethingPallys, priests, shammy's, dk's and warlocks unite! This is our season :')
do the devs even play the game?
This is clearly a healer problem, just like everything else. PI ME.
I've been very positive to all the news about Dragonflight and all but... Thundering stunning and killing somebody while walking back sounds absolutely awful. What is the group supposed to do? Let the healer run back to heal him before he dies to Thundering while just standing around for them to come back? Depending on the dungeon that will cost an awful lot of time.I'm still hopeful this gets cleaned up because this time it is actually terrible for it to go live.
The affix actually doesn't sound that bad, although 8 seconds seems a little overkill for something that comes every 75 seconds. Also if that stuff activates after someone died and is running back.. how's that gonna work?
Remember in the 1st pass of the rework, where everyone said 'There's no way it'd be an eight second stun'? Yeah.... Great. GJ.
8s stun for messing it up? why not just permaban me lmao
While it's passable now, I feel like this affix isn't worthy of being called a seasonal one.A seasonal affix affects your entire route. You have to look at the dungeon in its entirety if you want to optimize your run, thus being able to save time, and thus being able to time the key at higher levels and/or while being a bit undergeared.Awakened was BiS. It was both easy to use for pug groups, but also rewarding for coordinated groups with the whole risk/reward aspect of it (either take a shortcut and fight a rare, or skip it and fight the rare at the end.)Prideful was amongst the most punishing affixes, but at least all the planning and practice paid off. It required true mastery of every aspect of each dungeon. While not as flexible as Awakened, it served its purpose of changing up the entire dungeon run experience considerably, for better or worse.All other affixes affect the gameplay in the moment. They are isolated effects that can happen regardless of your progress through the dungeon.Thundering is such an affix. Just like Quaking it can affect you at inconvenient times, and it can happen regardless of whether you fight normal enemies or bosses.The seasonal affixes from Shadowlands season 2-4 are no different: They are all just stat boosts that merely add mandatory rares to the route. Tormented at least tried to bring back the risk/reward aspect of skipping the rares, but it's all just a numbers game in the end. There is no real routing or mastery involved, you just fight and pick up your borrowed power.I'm certain the new and old dungeons in DF season 1 will be fine, but the affixes themselves are not interesting in the least.
Honestly I think if they nerfed the stun duration by half, or maybe even shorter then it would be w nice affix. I do think it's a bad idea to let it go on the tanks given how some trash and bosses work. Which is why I think it should also be dispellable in case anything goes wrong with the tank clearing. Given it can be incredibly punishing, and I feel like the meta will be to melee stack and simply cleanse it immediately in lower keys.