Why don’t they make it so everyone in group gets the buff, getting bad rng and never getting damage buff will feel pretty bad.Make it so you get two buffs. One that gives the damage buff and will stun you if not removed.And one that stays on for 15 sec allowing others to removed their buff. That way everyone in the group gets the buff
So we get a positional mechanic which is definitly going to conflict with boss-mechanics.It provides a damage buff, as a kiss-mechanic. But in between boss-mechanics, class mechanics, the need to cleanse it, the relativly short duration of the buff, & the random timer it's probably going to be largely wasted quite often.The punishment for failure is pretty much a guaranteed death sentence, if the debuff doesn't outright kill you being stunned for 8s and getting hit by a mechanic probably will.Executing the mechanic succesfully is mostly dependent on the party as a whole, your own actions are relativly meaningless if the other guy just runs away, or even when something silly happens, like party being inconveniently split by a mechanic. One troll (or idiot, or inconveniently split party...) and you are looking at a wipe every 75 seconds....It's going to continue to proc while out of combat, so have fun seeing some extra deaths after a bad pull killed 2 players. Or even stupider, what if the healer dies and noone can ress him? Everyone runs back to go get him? Not to mention how this can turn a fight with 1 or 2 unlucky deaths, that should still be salvageable, into a guaranteed wipe.O, and there's some bonus extra swirlies to dodge within those 75 seconds, cuz why not add in more random nonsense.So what about this is supposed to be fun? At best it's more annoying crap to dodge at inconvenient times, at worst it's going to deplete keys on entirely on its own.Why are nearly all M+ affixes so awefull? Why do they so often conflict with the base-design of the dungeon? What's the point if they're never incorperated at a baselevel and are always just tacked on nonsense that gets in the way of the actual dungeon?
Tank and heal should get the buff without consequences and unremovable after avoiding blue swirlies. The DPS should be able to clear their debuff by running to tank or heal.
Whole mythic plus changes are cool. Nice ideas prevent beginner to join.
I would say it's an ok affix but I am pugging and I know how people can mess up the easiest mechanics in this current "I get carried anyway" meta, so I already know this is going to be a desaster at best
The movement required to clear the debuff sounds like a nuisance. Especially on some bosses as plenty of people already mentioned.If Blizzard is set on this affix iteration I'd like the debuff to also increase movement speed by a comfortable percentage to decrease the risks of getting screwed over by things you can't do anything about (f.ex. boss mechanics).
This is worse than a bad affix its the result of a confused dev team
Can't wait to see melee dd, Fistweaver and holy paladin don't get invited cause affix.
All these weird and annoying affixes. Just let me play the dungeon.
People are treating this like it's a plague from the bible. It's okay for affix's to affect any role. The issue is it procs once every 75 seconds, meaning it can happen at most 24 times in a 30-minute run.The thing is that most players will be finishing under 15s well before that timer, and this affects higher key levels more, which fewer people will be affected by. There is also the fact that if you are doing higher keys, you are likely far better than the average person and should be able to handle these situations far easier than your random pug group.Chances are you have friends, you are in a guild, or you have a static in which you run dungeons. Pugs are likely to going to be a nightmare, but you get to pick who you bring along. All this requires you to do is pay attention and work with the people in your party, which you should be doing, to begin with, as its an MMO.It seems like too many people just want to put youtube on the 2nd monitor and not talk to anyone rather than pay attention to an easy-to-deal-with affix that makes you pay attention to mechanics that are weaker than an FF14 hard-mode level Ifrit (super easy to kill).The screaming about the affix does more damage to tank pop than the actual affix its just sad.
it's need to reworked again the risk and the reward don't add up and it's not progress based affix like it's used to bea good alternative is to have the option to maintain the buff refresh the duration when it passed to other group member so the ticking dmg get stacked and the Tank can be involved in the affix when the stacks get higher or just remove , the way it's work now it's just annoying if you have to release and have the buff mid way to the group.
Why not give healers increased healing and tanks damage reduction or something as well?Meh
Finally, an affix that requires some in-the-moment thinking.Prideful and Awakened were cool affixes, but really, they just mean you change your route. There's some interesting planning that goes into that, but once you've figured out the Prideful route for a dungeon, you're done with thinking, and you're back to running the same thing every time.Thundering means that different packs are going to have different contexts every time you run the dungeon."We got a thundering on that last pack -- I should pop my 1.5min CDs on this pack, then we'll have thundering for the next one."Plus, you can basically just... opt out of this affix if you want. Or you can min-max and try to get as much DPS boost as possible. It's rad!Any player running +10 keys should be competent enough to just sit on top of the other DPS and clear the buff. It's pretty hard to ignore it -- it's a gigantic lightning ball.