Originally Posted by
Tojara
All of these can be avoided and give visual and sometimes audio alerts when they're about to happen.
You know what? I thought they were bullshit the first couple times I did them too, until you actually play with them enough to know how to game them.
Scorched feet - Standing still will never cause you to jump. If your feet are burning your next movement is going to cause you to jump. Use this time to decide where you want to propel yourself. Can totally game this one, also only happens in the easier zones.
Entomophobia - Bugs VERY VISIBLY attach to your screen and shortly after you hit five, you propel forward and get feared. Either watch the bugs or your debuffs. Will never happen if you jump shortly after hitting five, or anytime before. Also, you can control the direction you're feared so yeah, your input matters.
Split Personality - Screen glows purple, and a couple seconds later you're surrounded by by images with a gap. When you see the screen glow purple, you literally stop moving. Will concede that there are times the gap is near a wall and you can't pass through, but you have to decide if waiting it out is worth it or not.
Leaden Foot - This ones annoying and essentially requires you to limit movement, and stutter step.
Three of the ones listed above can be dealt with if you're actually intelligent, and none of them are actually random bullshit. They can all be played around and your failure to play the mechanics is your own fault. They aren't RNG they aren't bullshit, you just suck. Something people should keep in mind, is that both the zones that leaden foot and split personality happen in (in both Orgrimmar/Stormwind), are in zones where you want to limit movement anyway. Most of the trash in those areas are too hard to pull mass amount of mobs at once, so these madnesses basically fit with the theme of these zones.
It's sort of hilarious because many of the familiar faces in this thread are the same ones who post about how they want content that doesn't rush them, when a few of these madness effects literally do just that. You for the 'most' part can take your time in visions and as long as you avoid sanity damage, you will be surprised at how far you can push them. The madnesses people have the most problems with are literally designed to make you slow down, in a world where people just want to 'go at their own pace', which is sort of ironic.
Solo play versus group play is entirely dependent on what classes we are talking about. I've cleared 5 mask in both zones on a blood DK, as have UH DKs, DHs, stealth classes, mages, BM hunters and rogues (to just name a few). The only aspect of solo that's more difficult is that if you fuck up, you're basically done, whereas groups have the option to bring you back up. I won't sit here and say they'e perfectly balanced (they're not), but every class should be able to 5 mask at some point.
Is there an emphasis on speed? Yeah, slightly, but I think it's very overblown. Somebody who mass pulls and takes sanity damage is going to be doing just as well as somebody who pulls in 2-3 pulls, and avoids everything. Visions are about locating mobs with dangerous abilities, and literally nuking/CC the ever living shit out of them, while saving your big boy CDs for the bosses that give you problems. Most of my runs where I fail are a product of me pulling far too much and taking too much sanity damage. If I can 3 mask solo as a balance druid in 445 gear with a 415 weapon and not even 3 minors, so can you. This is literally a class with few interrupts and terrible AoE.