This thread again. There has to be a way to generate challenge and scaling difficulty without it being completely oppressive to particular roles. After a certain point, it honestly doesn’t even feel like these affixes are making me a better player at all. It feels almost mean spirited at times.
Hypothetical not fun aspects:
-The friend group doesn’t run enough interrupts and makes doing higher content together nigh impossible.
-Needing survivability over damage, but needing both to succeed.
-Never truly bringing your class to it’s full potential due to having to play around affixes. (Dodge 6 ground effects but damage as much as you want, or controlled damage)
-Only caring about the clock (dungeons are a far cry from Sheep moon, sap star, MC circle, Hex Triangle.) Wiping was normal in initial heroic dungeons but the reward was there to keep you working together and leaving was penalized.
Also, can we get a feature that shows our highest IO as well as our current alts. It’s soul crushing to pug solo.
I really dont understand all the complaining about affixes. The affixes are some of the easiest they have ever been in m+.
Bolstering used to be permanent, and effected every add same as bursting.
Storming used to chase you, grievous and bursting used to be % max hp and heals didnt remove grievous stacks, quaking used to always do dmg every time it happened, sanguine lasted much longer explosive was just brutal. Inspiring, teeming, and necrotic were removed.
Even out of all the 4th affixes beguiling and infested were generally worse.
Only affix that actually got worse really was raging since its now on a fort week.
This is some of the easiest that affixes have been in m+.
You never should bring your class to its full potential. The absolute worst M+ meta is the one where the game revolves around stacking the best classes because its too easy to do close to 100% of the possible damage of your spec.
I love M+ as it is exists right now because even at the top 0.1% level there’s still a lot of room to grow and improve.
OP here. This anecdotal, “This is easy” false equivalency needs to stop.
1: They are not hard for you because you are not running at a level in which they become hard for your gear or spec–especially as a bear tank.
What ? This is literally what drives the meta every season. Why do you think outlaw rogue was nerfed the way it was? The top .1% is literally 1200 people all running meta comps. You can view all of this on the raiderio website
Also. The old sheep/moon/sap/star method you are referring to completely contradicts your previous point of a friend group not having enough X to do higher content.
I am in the top 0.1% buddy. I promise you that it is not simply about churning out the maximum possible DPS like it was near the end of SL. In fact, I’ve almost never depleted a key to DOS problems unless there was a severe dps problem, someone doing 20% less damage then they should which is a skill and not balance problem.
Fun is subjective, but mythics definitely aren’t supposed to be faceroll. So if you have the most fun faceroll zerging swarms of mobs with massive AOE… then you might have more fun somewhere that isn’t M+.
Because in M+ you will be expected to use skill to outplay boss mechanics and affixes, and mobs should be difficult and dangerous and pulling too many at once or not handling their abilities correctly can get you killed. If your response to that is “bring it on, Blizzard!”, then M+ is for you. If not, it isn’t.
Sometimes I think there are people that literally don’t want to have to run away from Odyn’s big cast because it’s not fun to stop DPS, but still deserve loot for… IDK why.
The problem is nearly all of the affixes become healer affixes. DPS suffer no consequences from failing affix mechanics. The worst tank affix was removed when DF launched. Explosives, bursting, grievous, quaking, spiteful… no matter who fails them, the healer has to deal with it. We need affixes that do something different than just more damage.
Only one thats specifically bad is thundering. Very poor lazy design.
The rest have been tweaked into a spot where they just dont effect to too much of the key, especially with how they used to be.
What, pray tell, do you think people run “meta” for? Generally, to do more damage. But when damage isn’t such a bottleneck for success it means more classes are viable for pushing.