Mobs that are able to be moved can be moved out of sanguine.
There shouldnât be a reason for this discussion to begin with.
Sounds exactly like itâs typed. If mobs are in sanguine they canât be moved which is 500% incorrect and can be confusing.
Mobs that can be moved can also be moved out of sanguine. Mobs that cannot be moved cannot he moved out of sanguine.
The OP attaching it to sanguine makes it seem like sanguine has the ability to keep mobs stuck in sanguine
Yes, there should. Affixes are garbo. Stop defending lazy game design.
Not even on topic anymore lmfao ok. Topic was about posting incorrect information and then you go âLaZy GaMe dEsIgNâ
Which doesnât even make sense itâs just a catch all term buzz word used often on the forums for people who canât articulate what they really mean.
I donât know whatâs unclear about âlazy game designâ.
Using the same tired old random procedural mechanics almost every expansion which cause more hassle than theyâre worth with no foresight into consequences of things like overlapping mechanics or regard for general quality, and then adding hot fixes and adjustments everytime big brain Blizz get a âWho couldâve that predicated that? lol slaps foreheadâ moment, is quite literally the quintessential definition of lazy game design.
I donât know how âarticulateâ you need it to be, perhaps I could draw up a graph and explain it with sock puppets to you?
I think itâs more less the ones have ridiculous long cast times that linger there, but then again thatâs more of a player problem, i think sanguine pools should decrease in size the longer a mob stands in it(if it reaches full health the pool disappears), as well as it dissipating over time like it normally does
You derailed the original conversation because âlAzY GaMe DeSiGnâ
Literally anything could be boiled down to âlAzY GaMe DeSiGnâ if youâre pessimistic enough
Right and I agree sanguine could still use changes where the puddle gets smaller as mobs soak in it for HP gain.
My original point was that the OP mentioned it as if sanguine makes mobs unmovable if theyâre in it, which isnât true.
One group knocked mobs away so the unmovable mob wouldnât be in sanguine.
Affixes are trash and they should remove them and just tune the boss and trash hp/dmg scaling per key.
Mobs and bosses already have enough mechanics to keep it interesting.
Thatâs called boring for months on end.
Maybe for you. Plenty of people would be playing rather than skipping weeks or just quitting the game in frustration.
That group probably timed the key
I think players want content both aligned with their skill and rewarding, even if they donât acknowledge it themselves. To me this is when the game has been its healthiest. You can blame the player base for the current state of things but they are not designing the game, also the way you argue it reeks of posturing.
I agree with your view on positive affixes in relation to key pushing. It could potentially have value for the casual base which represents the bulk of players. I donât think its a permanent solution in and of itself though.
I would say the key to making M+ healthy is for people to be punching at an appropriate weight. The hyper focus on class and affix balance is largely a product of players banging their heads against a wall and having a negative experience.
You can argue its simply a skill issue, I would argue that line of thinking is a death sentence for WOW, we will probably have to agree to disagree there.
You can argue its simply a skill issue, I would argue that line of thinking is a death sentence for WOW, we will probably have to agree to disagree there.
There is content for everyone in the game. The problem is people who think they belong higher than where they currently are.
If people are able to accept they might not be good enough, the game is fun.
If you arent timing 16s I hate to say it but its not because of affix combinations
Copy and paste exactly where I said anything about not being able to time 16s.
So you didnt use those exact words, you are still saying certain affix combinations make 16s difficult and âfeel like punching yourself in the balls and cause players to skip outâ the people who are struggling in 16s are always going to struggle no matter the affixes. And if people are choosing to not play the game cause they struggle in 16s, changing affixes isnt going to help them, it just puts a bandaid over the issue of them not being good enough.
No, youâre just missing the point. Aggravating and difficult are not always the same thing.
That sounds more like how youâve chosen to interpret it, which is weird because it doesnât even make sense to interpret it that way in context. It seems like literally everyone else was able to understand what the OP was saying.
To be also fair about this, the idea that affixes have to handled as a âweekly rotationâ that is outside playersâ control is not really necessary. Thatâs absolutely a significant factor when it comes to participation, player retention, or the reception of certain affixes.