Yes, that affix is brutal. However, it isn’t only affixes. It is the dungeon, and boss mechanics themselves.
I will use City of Echoes as an example for now, since I am salty about it. Key was a 9, now it is a 5.
The Final boss.
You need to Hit/kill adds to drop puddles. But, you cant hit too many or the room gets covered in it.
You need to avoid friendly players during the poison waves, but can’t move too much or you will step in puddles and get rooted and spawn a slime.
You have to move out of a 1 shot AoE circle, while avoiding puddles to avoid slimes.
You need to go into a puddle to root yourself, during the great suck, to avoid a 1shot. To then go into melee range and aoe the slimes down, because they focus and cant be taunted.
All of these overlap each other as well.
So, you need to hit adds, but not too many. Dont stand in bad, while avoiding friendlys, while avoiding AoEs. Than get rooted, to stun/displace slime to break root, while being AoEd. To group up to kill slimes while not being grouped to avoid poison.
2+ of these mechanics overlap each time. Sure, it is great with completely coordinated groups, but 80%+ of players want to play the game and not be so damn sweaty. That is the problem of WoW. It forgets it is a game, not an esport, RWF, elite of elites who make money by playing great.
Cosmetics should be the only rewards for the top 1-10%, not power. They prove how good they are by using the same gear, tools, and so on as the masses and show their talent and skills by being better. That is what WoW and gaming forgets.
Edit:
The Best players shouldn’t be getting the “Best” gear. They should get rewards in the Cosmetic Realms.
The Best player in Average gear will do more damage, survive more, than the Average person in the Best gear. Giving the top players huge gear advantages on top of skill advantage will lead to a serious power creep problem, which we have been experiencing in WoW for awhile. Most people do not see it, as they have been playing 5, 10, 20 years. It is what has been pushing people away.
The top players should stand on top by skill alone, not by gear and skill. The Average person should, with reasonable challenge, get the best gear in the game. After that, gear and rewards should be cosmetic mounts, armor, and spell effects. Which would give rewards to the top 1% of players to continue to push forward.
Here is the best part for Blizzard. After 2-3 seasons pass, those cosmetic rewards. Armor, Spell Effects, and so on (not title), can be used once again as rewards for open world, old content, and new quests. The people who had it previously, able to show off their level of skill for Months ahead of anyone else, and by the time to general populace gain access to them. The Top players have 1-2 seasons of Cosmetic effects (Spell effect mostly) ahead of them.
2 birds with 1 stone. Rewards the top players for being great, while eventually giving the populace a way to gain these items after a sufficient period of prestige was given to the “winners”. Recycling content, so Blizzard can give everyone things to do with less work.
I also believe Heroic Raid should be the Highest gear level, and Mythic Raid should be cosmetic only as well. In the Raid situation, you wouldn’t have to disseminate the cosmetics to the open world like M+ and PvP, because in 1-2 expansion time people can farm it freely.
This is all Horizontal progression, which the game desperately needs.
Continuing to say the Top players should be rewarded the top gear is good in theory, but in reality it makes the game worse. As the top players, in the best gear, would need to be balanced around. Which should never be the case, as it makes the game too difficult for the average “bad” players.
I have more thoughts on how to make M+ a fundamental better experience as well, but. I said enough for people to chew on. Hopefully it is written in a way that is easy to understand.