If you're going to nerf stops, stop making every damn mob spam painful casts.
Ah I see the armchair developers are out in full, always quick to tell everyone why something is bad but rarely any creative solutions to the problem. As a tank I guess I do not see the big deal with Sanguine ... I just pull the pack out of the pool. The new affixes... my only complaint is it means I will have to teach PUG DPS a new route each week, I am a little sad to see the stop change because it is hard enough to teach a PUG to use any form of ability that is not DPS. Hell I cannot get healers to HEAL half the time because they are too busy trying to DPS. I digress I am one of those players not pushing the "upper end" or whatever ... I play for fun not to compete. I am also the annoying tank who sets the pace for the dungeon as long as we beat the timer and get rewards I do not take extensive risks on massive pulls because I PUG. Here's to a new expansion, new trials, new challenges, and the same problems we have every time.Here is my creative solution.Have three positive and negative affixes that rotate every key. Raging, Bolstering, Sanguine, whatever. But KEY specific you can key down to reroll affixes.So you end up with a Tyrannical, Raging, Attuned (ignoring the kiss part of this affix for this suggestion). That has like a 10% dmg buff to a dmg type, 15% movement speed increase, 5% haste for the party (looking at Remix and BOA gear for inspiration here).If you hate that key and you just don't want to do it, do someone else's key or go level it down and reroll all the affixes.TLDR: Tie affixes to the KEY not the Week.
Kappa Blizz... kekw developers ....no brain, no care for game.... u just care for money... soon is coming the end of wow if u continue like this
I think a good solution would be to let players swap affixes, with extra rewards for affixes that the system identify as being least played currently, as well as for the ones featured that week.That way groups that don't want to deal with a mechanic on a dungeon can forego the extra reward for it, and those who are confident can try and get more out of the run.As I see it, it is a possible solution for several of the points mentioned, like the different approach of different groups and the "dead" weeks.It also might make players feel more interested in beating the harder affixes. It does suck that some affixes are way more troublesome than others but give you nothing for the extra trouble compared to the easier ones.
Just make thorned not kill my melee ass instantly as soon as i touch a pack of mobs
Ok hear me out. He wants to keep affix schedule for lower key runners because they aren’t as impacted but it makes higher keys feel dead on certain weeks? What about keeping affixes until 20 when you get portals so they still have that challenge and then removing them from anything higher? The only other achievement is .01% anyway so just make each key scale harder with no affix so anyone can push it and people aren’t taken for their class utility against an affix? People still complain? Of course, there will never be something that makes everyone happy, but wouldn’t this fix what he’s saying is the issue in the article at least?
they do not play their own game
this wont change anything about how keys are run at high level or even mid level. changing the way abilities work with stuns doesn't do anything about AoE silence effects, or cc chains of stun > silence > fear > etc. people will always pull 4-5 groups all together and AoE with a cc chain regardless. and then when nerds watch these routes their tech becomes "meta" and everyone running that season better pay attention or they wont get groups :p. Is the current system fun? not really, but making the game easier by removing some casts from mobs doesn't change how we play. group up as much as possible, stun it to take as little dmg as possible, and burn it down. The only solution I see is to make a bunch of things fully cc immune or combine DR to avoid full cc but again is that fun? not really. The top tier teams would blow through mobs with big numbers anyway and then its only the %^&*ters who are left to struggle even more. Is there actually a real solution to this that everyone would agree to? imma say prob not