Possibly give all 5 players the buff. Remove the requirement for tanks to have to clear and allow the other 4 to do the affix as is currently.
So when you’re a warlock and there’s two melee dps and a tank and all 3 of them get picked, I get to spend my entire buff running to them? This is awful, even worse than the first iteration.
This is so bad I have no words...Delete this garbage affix ASAP...Buff duration is way too short, should be at least 30 sec if not more. And punishment is way too harsh. Remove stun completely and nerf damage by 75% then it will be somewhat doable.
You should just get the dmg buff after you clear the debuff, this is bull^&*! you can't even use the dmg buff even if you coordinate it properly becasuse if random !@#$ happens (like usually) and for example smb got one shotted you die too etc. They should've put more thoughts into this affix to not be nearly unplayable just because somebody died or the mechanic just not let you to move imagine this affix on shade of medivh :D
I would have rather have something simple, like 4 elemental lords that give a buff after you kill them.Make a unique buff if you get all 4 buffs so later in the season when everyone is stop geared they can get an op buff and have fun
Probably the worst Affix I've ever seen or heard about. Please remove it.
Blizzard should fix the affix so that it only gets applied while the group is in fight. That should fix issues with running back.
This could work better if:
if there are already 2 different buffs from the S10 affix, it would make sense if the grp consists of 2 meeles and 1 range, or 2 range and 1 meele does not get the 2 meeles or ranges the same debuff. since there is no point in generating 2 debuffs if the dan still get the same one and it is very difficult not to accidentally clance the dan.In addition, if 1 player has low HP in the boss fight and the affix comes at this moment and he dies because of it, 1 player with the orb is also missing, so the other player dies automatically as wellIn addition, the tank and the healer should be able to get the debuff just as often, since it is very difficult as a tank to keep aggro if the dps are constantly making 15% more dmg. As a healer, it's not that easy to generate mana when you're out of combat. It is also very bad if players who are not in a certain range, e.g. 30/45/50 yards, get the debuff, since they cannot come to their teammates at this moment and 2 players then die at the same time.
how does this already garbage affix work while someone is dead (not released)?- if it‘s a dps, does then get the tank AND heal the debuff- if it‘s the heal, does the tank get it guaranteed?- what about two players dead? is one of the three remaining left to die cuz no clear partner?
I’m just waiting for the point where dps and healer gets the buff at the start of the pack, the dps burst off, rip threat of the tank and one goes down. Automatically means one other person gets to enjoy an 8 second stun. If that’s the healer then hopefully the tank or dps have a rez for after. Then, if you’re in the dragon flying dungeon, gl with the flight back, pretty much guaranteed to get the affix during that travel time, adding on top of the fact that wipes are so punishing there.
8s stun and lethal damage combined seems like overkill. If we learned anything from the Dreadlord’s sleep mechanic it’s that even a short duration stun can really mess you up in M+.I feel like the affix should be the other way around; damage while marked, and you get buffed damage and healing once cleared.
In addition to running back, this ensures a wipe if 1 person is dead during a boss encounter with no brez left.Great times ahead!edit: same applies while fighting a trash pack or whatever, you basically NEED to always have 4+ people alive at all times.
Surely the wowhead commenters will at least try the affix before they give their professional opinions? Not that their opinions matter since I'm sure that the majority of people here don't even do keys above 10.
This is not Kiss&Curse affix, this is Curse&Worse Curse - especially for casters:you get get to dodge the initial spawn, -1s uptime,then if on max 40y range, it takes ~5.8s to reach the meleethere you can enjoy for whole like 5-6s the 15% buffif 1 person fail, whole group automatically wipes (-2 people = 3 marks = in next set 1 more dies, 2 in 3 cases either healer or tank = wipe several seconds later)the "kiss" is 5 seconds of +15% damage traded for -7 seconds uptime, thats ~45% dps loss during affix even when played perfectlythe curse is 1 person mistake = group wipe