This might sound like a strange or crazy idea, but why don't Blizzard just change the m+ affix system so that high and low level keys have separately rotating affixes each week? So, for low level affixes, the pool is different than high level key affixes, so the three affixes you get for high level keys is from a different pool.That way, it keeps a large pool of affixes for low level keystones, and a smaller pool of affixes for high level keystones. So, Blizzard can continue developing new and different affixes for low level keys, while making simpler and easier affixes for high level keys?For example, keys at level 11 and above will now choose from the 'high keys' affix pool, which has generally easier affixes than those in the 'low level' keystone affixes. The high level keys pool will have affixes generally easier to compensate for the harder dungeon and punishing mechanics. Then, the low level keys can have all possible affixes, while the high level keys is a smaller subset, consisting of easier affixes.
double post
So many classic examples of cocaine logic. Sometimes there need to be obstacles in a game to make the experience more interesting. Might as well argue that they should remove bottomless pits in Mario because it's not fun to fall down and it makes the game too hard.
Has anyone ever heard a player say, " I cant wait for X affix week, I love that affix, its so much more fun to play those dungeons when X affix is there, I can't imagine doing these dungeons without these wonderful affixes"Personally no I have never once heard anyone in this game be it high end or otherwise speak directly to affixes as a motivator to run dungeons. However,I have heard very regularly from close friends, guild members and the community as a whole the sentences spoken, " Well, affixes aren't that bad this week" " I can't wait for X week because the affixes are free and ignorable" "God this affix is annoying" etc.....Just looking at this comment section it would seem most people have had similar experiences in game as well.....DELETE THE AFFIXES YOU STUBBORN DEVS! IT'S OKAY.YOU ARE IN A TOXIC RELATIONSHIP WITH AFFIXES! ONCE UPON A TIME THEY MADE YOU FEEL SO GOOD, LIKE YOU DID EVERYTHING RIGHT AND MADE THIS REALLY COOL THING BUT NOW ITS ALL TURNED SOUR AND YOU KEEP CHASING THIS VISION OF THE PAST RATHER THAN ACCEPTING REALITY TODAY! SOMETIMES ITS BEST FOR EVERYONE TO JUST LET IT GOOOOOOOO.
I'd like them to give people the option of which affixes they want at +15 or higher.Toggle the 3 you want.
Where’s the link to the video? I can’t be bothered to read all this.
The best thing blizzard could do for M+ at this point is remove affixes entirely and just let us enjoy the dungeons. If you want actual variety from week to week (most of us don't actually want this at a fundamental level) then change up the packs. You'll quickly discover that's also not what people want in a game mode like M+.Things that are good, consistency, progression, achievable goals with linear scaling.Things that are bad, increased randomness (especially for pugs) and mechanics that lean heavily toward specific classes (lot of kicks/stops required, or increasing mechanics that target healers/tanks).
The affixes that suck are the ones that cause mental fatigue, or that make you actively micromanage them for 30+ mins.Compare two movement/area control affixes: Entangling and Sanguine.Entangling: fun/liked.* You can spend a GCD/short CD like Blessing of Freedom, Gust of Wind, Disengage, Tiger's Lust, Blink and totally ignore it.* You solve it by walking 10 yards.* It is individually controlled and has many solutions, making it flexible for the player to solve.* Except for the tank it has minimal impact on how you approach and control a fight.* In short, low amount of mental energy needed.Sanguine: awful/frustrating.* Every single trash mob causes it, so you need to think about, plan for, and deal with it constantly.* Inconsistent ways to solve it, as knockbacks and grips are often not enough/often fail for no reason.* It is controlled by the entire team, leaving you at the mercy of your party. If anyone slips up, it causes infighting.* Mobs will stand and cast too often, meaning that if the party doesn't prioritize spike deaths on these targets (which is often impossible) the fight will basically have 2 to 3 additional clones of these bulky, annoying enemies.* In short, extremely high amount of mental energy needed.People liked Entangling not because it was easy but because it was simple, solvable in many ways, individualized, and overall low stress. If Sanguine was simpler, had multiple solutions, required individual responsibility, and was lower stress, then people wouldn't hate it.
If they want to leave affixes in, just make them start at 10+ so that 95% of players (who already don't like affixes) don't have to deal with them and let the 5% that want that difficult content to push above 10's can deal with them. Most players are just out here doing M+ to fill a vault and that's it.
Maybe you could make affixes, i dunno, fun? They're going the right way with the kiss/curse stuff but what they released missed the mark in a huge way
for me affixes are fine, so long as only you bear a responsibility for messing up - like volcanic, entangling and definitely not thundering/incorporeal/afflicted/etcbecause too often people say "i won't do it it doesn't have to be me" and there is nothing wrong with that
How do they say they are seeing a lot of interaction and success around the +8 key level so they think affixes are good and add variety except the affixes they are bringing back literally don’t exist at the current +8 key level. There’s a reason most people are doing keys at that level. The on death affixes make the game entirely unfun so people are staying below it.
A whole lot of nothing burger, as usual.
Honestly keys are about timing dungeons and dps. If you want to punish DPS players, reduce their DPS by failing mechanics, rather than hurting them and causing more work for the healer. Watch how fast they get out of the fire then :P