Personally, even with the tank and healer splitting the odd buff, I find that this affix is really not fully baked. It's not fun to be left out of a buff, especially a 15% damage buff (which should be switched to 15% healing as well for healers).Unfortunately, I just don't know how to properly balance this kind of affix where everyone can get a buff, but still present a downside for failing to clear it. Maybe they can change the debuffs so 1 person gets 4 stacks of one type, and the other 4 people get the other type, and have the same mechanic of stacking to clear each other's buff. That way, everyone can get in on this performance buff and still keep the downside? Or have something like in Taza'vesh's last boss where everyone gets a debuff and they have to hit a shrinking storming orb to knock it off?
The amount of people in these comments posting misinformation about the affix is just staggering. So many people seem to have no ability to read properly the buff information posted in the article.
This affix is now fun, rewarding and easy, literally u need to play w/o hands and legs to fail it, then u deserved to be stunned for 8 sec :D
Doesn't sound like much fun to me.
How about instead of the devs trying a new rework every few days or week, you guys just make a blue post and give us all your ideas and let the community give some feedback on which ones might work. It seems like the devs just aren't thinking these things through, clearly, because the first iteration of this version had 5 people and only 2 different debuffs meaning 1 person was screwed every time. If you guys can't come up with something good, how about doing some communicating? Even just asking the more promenant players in the community like the MDI guys or WFR ppl idk. It's better than wasting time trying %^&* that just isn't going to work or isn't that great. At least if we tried this maybe you'd get a good idea or two from it.
Ignoring threat and fun issues from tank not getting the debuff, when they DO get the debuff its going to be a 9000% increase on average of dps deaths by getting cleaved because they were standing infront of the enemies.Even if on bosses you can sometimes (good luck when they could use the ability randomly and also time is running out on the debuff) coordinate to not get your dps 1shot by a cleave, on trash packs or multiple entire trash packs as is customary in m+ theres no way you can safely know when the dps can come remove the tanks debuff.I guess we will all be using some galaxy brain weakaura that tracks every enemies cleave/breath/tank buster cooldowns and alerts us when we have a 1 second window of safety to run in and clear the debuff, otherwise i hope they have balanced the dungeons around a dps dying every other pull from standing infront of #$%^.
Absolute insane that people will try to revert this insanely terrible affix.It is, by far, the worst they have made.
this affix sounds very not thought out. i see ppl bursting extremly in the 8 seconds buffed window - tank's not getting aggro back and automatically the other person could get ripped also, because someone was doing damage and now has to avoid getting killed... feels like beeing good at dps is a big nono or being linked with someone doing absurd dps in this moment is a nono - why have we deal to this? It seems like an invitation to ppl to leave for me tbh.
It being random instead of something more deterministic like the last three seasons still kinda sucks!
Just look at the fights in Shadowmoon Burial Grounds, that's part of the season 1 dungeons rotation. Also, fights in Halls of Valor are already well documented within the last two or so weeks alone.Now imagine you trying to dodge all that stuff, or soak a mechanic, or killing an add, or stacking for shield, or trying to kill that ONE skeleton to have a tiny bit of room through the wall that you can go through ... You get the idea.And then you have to deal with this rubbish in any of those scenarios, and I haven't checked fights in new DF only dungeons but I can only imagine that's not gonna be any good when you think this crap is forced every 1min and 15 or so secs with a guaranteed 1 sec stun and then another 8 secs if you end up not able to remove the buff for various reasons.Also, lets get real and DO NOT call it a FULL "15 secs" buff. Since you have to remove the buff before it expires to avoid long stun, in practical, it would be around 10 - 12 secs at most even if you want to be super greedy and try to push the limit.
Wouldn't it be better overall if always tank and healer got the effect and 2 random Dps's?, leaving a debuff on the DPS's: less likely to be choosen for the next time the effect selects targets; gets removed once the next set of players ist selected.This way the Dps's get swapped around for the effect,everyone gets to interact with the seasonal affix,threat increased by the increased output won't be an issue.
Blizzard still hasn't learned anything from Horrific Visions.Stun mechanics are not fun. Especially not when they come on a timer. I don't care how "easy" it is to avoid, this adds nothing fun or interesting to the game and an 8 second stun for failing is ludicrous.
This is better, still room for improvement for pugs though. Mainly on the whole mark and stun thing, can the mark be removed early by using a immunity? If so I can see a lot of people using that to save themselves and having a healer be very busy, or maybe pissed off. Also does it still go on people who are dead and there isn't an even amount of people alive? Because I can imagine a DPS is dead and both healer and tank dealing with it or a dead DPS who didn't release and it a pull behind making someone having to do a u-turn and panic run to a corpse.