Instead of affixes that are annoying, why not do affixes that are fun?
-One mob in mob packs is dangerous, but if you kill it the rest of the pack is weaker.
-The timer starts at 7 min, but every mob kill adds time to it.
-Every 5 min your group gets a debuff of some kind.
-(taking a note from a fun idea in SL) two players have a debuff once every 7 min that cause them to have to fight each other. The winner gets a buff, loser gets a debuff.
-Bosses have more hp at 20%
-One enemy must be CCâd for 15 sec before it can be dealt damage in a pack.
-Immune to physical, immune to magic schools, (not every mob in the pack, maybe one is physical, one is nature, one is shadow, ect)
-Killing a dangerous enemy in the pack gives you blood lust for 6 seconds.
What are some other fun ideas you have to make it less unfun than what we have now?
I think this would make the system 1000x more fun, and could make the base dungeons more challenging since they wouldnât have to be balanced around 4 affixes.
I would prefer just making them the same as they were during shadowlands.
With modern dungeons designed to be m+ dungeons (unlike temple of sadness and shadowmoon humiliation) and with interesting and fun seasonal affixes (unlike thundering which is a travesty).
DF m+ season 1 was a joke as it was. It seems there is something after all that shadowlands did betterâŚ
Affixes are meant to add difficulty and challenge. The fun is dealing with the variables.
This is why fort and tyr are unfun. Getting clobbered and fighting health sponges isnt fun. We already got key level scaling for that. All the other affixes fundamentally change how we play and even classes/specs we prefer.
That instead of tyrannical it just has a longer execute phase. Could do the opposite too for 20% more hp until it hits 80% and then the bosses total hp just drops and its easier again.
Makes giant killer stacking more fun for fire mage, mm hunter, devoker
Or execute stacking more fun for War, Ret pally, aff lock.
That is the ideal⌠but again, itâs meant to be both fun and challenging.
Would you rather have say âyou get bloodlust for 6 each time you kill an enemy) but in return they do 30% more damage and have 30% more health to compensate or they just get quaking?