Mythic Affix Changes - Please Reconsider

The affix changes are spiking a huge reaction from the playerbase because they feel punished and pigeonholed into decision making.

  • Tanks are going to be less prevalent now because theyll need to know multiple routes for each of the different weeks not only for fort or tyrannical but now for casters and mobs with and without mana and all sorts of other nonsense from the new affixes added which are way too complicated to explain to newer players.

  • Players are meanwhile still dealing with difficult and disliked affixes like bolstering and sanguine which are still going to be in the pool while they also are having a harder time getting into groups because of the way the community thinks regarding specific damage types and affix utility.

Blizzard please reconsider these affix changes.

Scale the dungeons harder and affixes that REWARD a player for playing well rather than PUNISH a player who is playing poorly - players want to feel good for playing well and it broadens the scope of keys for the playerbase in general.

To balance this, just naturally scale keys upward so that at a base level to keep the pace the same. This will also cut back on the lethality of the keys themselves and instead it will shift the focus onto whether or not you can time a key because you need the buffs from the positive affix to do more damage for example.

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Have you considered how this is a non-factor cause tanks hold W and go over count? It’s only an issue for keys for score.

To balance this, just naturally scale keys upward so that at a base level to keep the pace the same. This will also cut back on the lethality of the keys themselves and instead it will shift the focus onto whether or not you can time a key because you need the buffs from the positive affix to do more damage for example.

People already complain about being one shot, or if the timer is tight, they complain about the timer.

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People complain about being one shot because they get hit by punishing mechanics or bolstering increases the damage being done multiplicatively - imagine you instead had a buff on you like the one from AA that just gave you 5% vers for example

No, people get one shot because damage scales so high, and they need to rotate defensives just to survive. Specs don’t have access to an equal number of defensives.

It’s unavoidable damage, not the avoidable part.

This isn’t factoring in bolstering.

Example : Gale arrow, third boss in Nokhud Offensive.

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I feel like having a buff that helps defensively when you stand in it would immediately fix this issue no?

Imagine if instead of like afflicted where those mobs cast when not CC’d instead theyd just not cast at all while they were in “evil mode” when they spawn but if you cleanse them they immediately turn good and start buffing the group defensilvely with a stacking heal absorb or something.

Now you have the same affixes, but you arent “punished” for missing the affix when one of your players that has cleanse isn’t cleansing because “that’s a healer’s job” and instead, that person can be cleansing to get a shield onto the group, but if only the healer is cleansing on a double, you still get a benefit (consolation prize of only 1 cleansed vs 2 since other dude here isn’t cleansing in this example) but you’re still getting SOMETHING and that player doing things right feels rewarded, and the group is way better off defensively.

In the lower level keys, where affixes matters less perhaps, players still get a sense of being rewarded for playing “correctly” instead of punished for potentially things not even in their control.

In higher level keys in this example, the ‘extra scaling’ goes unnoticed because of course every time that goes out you’re getting the cleanse off immediately for the maximum damage absorb shield every time. And ultimately the game design for those players stays the same which is “when the mechanic happens, handle it in this order” so their gameplay isn’t being sacrificed either which is important.

TL:DR Higher scaling with rewarding mechanics is going to be more FUN than lower scaling and no variability to affixes or the abolishing of them entirely.

I feel like having a buff that helps defensively when you stand in it would immediately fix this issue no?

No, then you get key level +1, and the situation happens again. Nothing changes.

Now you have the same affixes, but you arent “punished” for missing the affix when one of your players that has cleanse isn’t cleansing because “that’s a healer’s job” and instead, that person can be cleansing to get a shield onto the group, but if only the healer is cleansing on a double, you still get a benefit (consolation prize of only 1 cleansed vs 2 since other dude here isn’t cleansing in this example) but you’re still getting SOMETHING and that player doing things right feels rewarded, and the group is way better off defensively.

It doesn’t feel rewarding if no one feels something amiss if they outright ignored it.

In the lower level keys, where affixes matters less perhaps, players still get a sense of being rewarded for playing “correctly” instead of punished for potentially things not even in their control.

Making mechanics ignorable allows them to fail upwards. Might as well, just nerf dungeons. Easier fix.

In higher level keys in this example, the ‘extra scaling’ goes unnoticed because of course every time that goes out you’re getting the cleanse off immediately for the maximum damage absorb shield every time. And ultimately the game design for those players stays the same which is “when the mechanic happens, handle it in this order” so their gameplay isn’t being sacrificed either which is important.

Based on how you describe it, it’s a way to ignore mechanics.

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