Interrupts don't seem like a fully developed concept
Alright, I'm a former wow player, so bear with me here. In WoW interrupting casts was one of most important aspects of PvP, it's no exaggeration that interrupting a heal or a spell which would take you or your partner out of the fight for the next 10 seconds was the most important thing you could do in most cases.
So it should be no surprise that as I try to get better in this game I try harder and harder to improve my ability to interrupt casts, and I've come to the conclusion that interrupts in this game have some fairly major issues, so I have two questions for you guys:
- First, and most importantly, are interrupts supposed to be important? Has my WoW experience just unduly raised my expectations for interrupts as a gameplay mechanic?
- Are interrupts fun for you? Do you get the same gratification I do when you interrupt a hammer slam, snipe, fireball, etc?
- Most casts are too short to interrupt. It's technically possible to stop a heal, but given that many stuns/interrupts have short cast times themselves, it's just dumb luck if you actually get something with less than a second long cast time, and for some characters even stopping a Fireball is impractical.
- Most cast animations are too subtle. I think Hammer Slam and Mass Charm are perfect examples of how more spells should look.
- Now I realize most players don't want to see resources diverted into new spell animations, but if they just tacked the swirling effect from casting Mass Charm onto every casted ability, would that be annoying for you?
- Interrupts are too versatile. I don't have a good solution to this one, but take Pounce and Penitence, as examples. Sedna's and Oak's damage and utility are extremely dependant on using those abilities every time they're on cooldown, only in extreme cases do people actually save them as interrupts.