to me the seasonal affix feels underwhelming. i feel like the buff doesn’t last long enough to feel good, yet is still lethal if you screw it up.
at least some of these other kiss/curse seasonal affixes - like the last few seasons we had - would make it feel like you progressively grow in power as you venture deeper into the dungeon…i much preferred that design tbh
i’m right there with you tbh - i thought people loved pride as well…SL season 2 is the one i hated the most
To be fair, nitpicking about whether Prideful was good, or whether people hated or loved it, or taking jabs at the OP or any other poster, doesn’t exactly make Thundering better lol. Thundering’s flawed from its basic design, and we repeatedly pointed out how much it sucked during Beta.
I guess the only thing we can say is at least it’s not the previous iterations of Thundering.
I miss Awakening. It was nice being able to be flexible with your routing, or how you could skip annoying trash mobs by bypassing them in the Ny’alotha phase.
they should rotate in old seasonal affixes every other season or in the 4 legacy dungeon options or something. i want new ones, but i want to play ones too
the only cool thing about the new affix is that it feels like you’re giving your teammate a high five in the middle of battle
One thing that drives me nuts though -
I want to strangle the people that think they’re being “helpful” by insta clearing the buff. I have to book it away from some pugmates because they’re chasing me down, trying to snatch my damage bump
I think it would be cool if you got the damage buff FOR clearing as opposed to being the last guy with it. Maybe less time to clear or something as a trade off. I also think that this early in the season the play is to just insta clear especially in pugs to avoid being stunned and in this particular week potentially Quaked as well in the process. Ultimately, I believe in organized groups especially with comms it will be a requirement to game the buff to your best DPS in order to succeed. Should be fun, it’s only a few days in!
Could have been: the buff has a set duration, and the quicker you clear = longer buff duration, stun feature for not clearing still a factor. Probably would have been a non-difference for organized groups, but a bit more pug friendly.
The dreadlords while fun ECT, was too basic. S2 I really liked but didn’t have enough power variation. Encrypted was great. Awakened was the best ever done. Currently I think thundering was poorly designed. Should not stun if don’t clear it. Should just be a slow. If don’t clear you don’t get dps increase that should be enough.
I’ll touch on a couple of different areas. The essential thrust is that it’s extremely polar/passive.
The mechanics of what you’re fighting can dictate you clear it asap, or you can easily just get the most duration from it. In either of those, there’s minimal player interaction or decision-making involved. It’s very similar to Quaking in that sense; Quaking is most often either a non-issue or it’s just bs. In PuGs, for most people right now, it’s even simpler, you pretty much just clear it immediately.
How it adds area denial to fights/affixes that aren’t really designed around MORE area denial is another separate thing. IDK if it’s intentional or not, but it’s probably lucky we don’t have Halls of Infusion in the pool for this season because even with its now 100-yard range adjustment, that probably would’ve resulted in many no-counterplay stuns.
The other things are fairly minor. The person who gets to benefit most is the person who does nothing, often thanks to RNG. It amplifies classes and specs that have the shortish cooldowns to sync up with it. It has the same thing as Quaking where the info is best delivered to the player through WeakAura instead of through the game, essentially just solidifying the “Every good player runs WeakAuras” mindset when game design should be going the other way.
One good thing I can say about Thundering’s design is that it’s probably the most neutral for melee vs. ranged dynamics that it could be. It’s certainly a vast improvement over its original LOLMELEE iteration lol.
To that end, another way to think about it is what is the most enjoyable part of playing with the affix? The general reaction I’ve seen from people is that they don’t enjoy it at all. The most positive reaction I’ve seen from some people is that they enjoy that it occasionally gives them free damage they can pump into Essence Break windows or whatever. I can’t say that speaks well for its design lol.
I think seasonal affixes that affect routing are good. Encrypted and Awakened allowed for some cool routing decisions, even Tormented and Shrouded informed route-making, though to a much lesser degree. Prideful is an exception because it affected routes to an extreme and was pretty rough on pug tanks from what I’ve heard (I didn’t play S1, though).