Sanguine, Just…Why?

Why does Sanguine continue to work the way that it does? In terms of punishing dungeon times, it’s by far the most hurtful affix and 2nd place isn’t even remotely close. The problem is Sanguines the only affix that starts punishing your time the moment it appears.

Incorp, Afflicted, Raging: you have time to dispel or cc before being hurt
Volcanic,storming, and entangling: you have time to move
Bursting and bolstering: Proper defensives and group CDs by and large handle these affixes
But Sanguine, the moment it appears enemies are getting healed and you are losing time. This affix needs a 1-2s grace period to allow players the opportunity to prevent being punished before the healing starts kicking in.

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Giving it 1-2 seconds grace time will probably turn it into a free affix for skilled players.

Perhaps the healing should be a scaling number rather than a percentage. Or maybe make it a ramping heal.

But, I wouldn’t mind if they just get rid of it and come up with a new more interesting affix instead.

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I hate sanguine. Especially with how many immovable mobs exist in this dungeon pool. Another alt week, seems like.

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I’ve noticed a trend that happens EVERY week:

“Blizzard needs to remove [insert this week’s affix here], it’s the worst affix and makes people want to stop playing M+! Remove [insert this week’s affix here]!

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This is te big issue IMO, seems like every mob now is a caster and have to be spam interrupted to postion them, new uldaman was the worst about this with every mob spamming unkickable spells anytime you were out of range.

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Pretty much.

Every week there are multiple whine threads about how awful affixes are on the easiest end game pillar by a landslide (to where the rewards end except rank 1 title).

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That’s the way it should be? Outplaying an affix -should- make it free. That would just be good design.

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shudders in Tol Dagor M+

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The only endgame pillar meant for real people and not professional gaming organizations, you mean.

Because m+ scales infinitely, there’s always a level of key harder than any boss in the mythic raid. Blizzard just had the good sense not to gate gear behind it.

Because that would be terrible, might drop m+ participation down to a 4-5 digit number. And who would want that?

Sanguine would be fine with a few small tweaks, removing instances where there’s little/no counterplay or that disproportionately affect the risk/reward tradeoff for certain pulls.

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But… but… I’m tunnel visioning and cannot move the mobs! MY DPS METERS! I MUST STAND STILL!!!

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I’m not a pro-M+'er by any means, but sanguine ranks pretty low on my list of annoying affixes.

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Perhaps that should be a message to Blizzard to reconsider how mythic + and affixes work all together…

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No argument from me that rewards are horribly out of balance between keys and raids.

This week kinda a push week imo.

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I also think there should be some sort of counterplay other than folks running wound poison/ms pets/ whatever on the mobs that cannot be rop’d/gripped/otherwise moved (and there are too many!)

Some opportunity to take an action before you suffer a consequence is in theory the core of the affix gameplay: storming/volcanic/etc all telegraph before they take action so you have an opportunity to counter. Only sang just immediately starts the punishment sequence without ever offering a threat sequence first.

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The problem with Sanguine is that the puddle is too big.

It means that, for most situations, you have to move the mob ANYWAY. DPS can’t reach it without taking damage.

The way it SHOULD work is the puddle is smaller, so DPS can easily attack it … all the while it’s getting healed. It forces you to actually play the mechanic, and also proves who doesn’t know wtf they’re doing. Because we all know in that 10-12 Key range, how many DPS would be bragging about their parse while stuck on the same packs standing in Sanguine.

I honestly don’t even really care that much about the heal for 90%+ of situations. What I care about is I can’t hit them without taking damage. I don’t feel that was really the intent.

As with so much of modern WoW: it’s just POOR DESIGN.

As a tank myself, while sanguine isn’t my favorite, it’s easily manageable.

Tanks need to be proactive with mob positioning before they die instead of reactive after they die.

If you know a certain mob is going to remain stationary due to a channel or long cast. Drag the other mobs off of it before they die.

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This is all true, but the fact remains that every single dungeon run this week is going to include sang in the healing done section (if the affix is on the key) of the overall at the end.

Some less, some more, but never 0.

Uhh that is the intent. That you have to move it.

+sigh+

I know. I said that.

My point though is that the mechanic should FOCUS on the fact the mob is healing and that’s it.

Because the puddle is so big, MOST of the reason is you have to move the damn thing is just so your melee can hit it.

How it heals the mob is secondary. I’m suggesting that if the puddle was smaller, it would be the primary reason to move it.

I’m sick and tired of how everything about melee is 100x harder in this game. Sanguine puddles go out and range classes are like “plink plink… wut? something going on??” Doesn’t affect them AT ALL. Utterly stupid mechanic.

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