TLDR: We’re sick of negative affixes and 40 minutes dungeons, give us positive affixes that if executed correctly, turns a 40 minute s**tshow in to a 12-15 minute enjoyable experience.
Wall of text alert, this is primarily for Blizzard - if the boffins in HQ ever even look at anything the player base has to say (mostly not, evidently.)
Every affix we’ve had to date, has put players in the position where they don’t want to do Mythic Plus for a whole week because the affixes are so damaging to their play - especially on weeks where they DEFINITELY don’t go together… Grievous and Bursting from just a few weeks ago ring any bells, healers?
Now, we’re going to get Affixes with a vine snap where you have to click it and move 10 yards in 8 seconds or suffer a 3 second stun… in game where it seems like more and more mechanics are appearing or changing, to the point where if we carry on at this rate, we’ll need a 3rd Trinket slot to slap a PVP Trinket in, to counter the ridiculous amount of stuns, snares and roots.
Then you go and do a thing like make an Affix where you have to heal it up or dispel it… with dispel/cleanse being the primary focus… when there are SO MANY cleansable spells popping off at literally every moment, and any one of them can kill someone at any given time… so… here’s an idea, in a system where we’re already abusing the ever loving hell out of a classes’ ridiculous dispel cooldown (Here’s looking at you Evokers, with 2 on massive CD’s) - it’s just getting beyond a joke at this point.
I do not understand why you have to make Mythic Plus as unbearable for SOME (NOT ME, I wanna set that straight right now, I’ll go in any week regardless of what’s on - but… sir, I’m a Demon Hunter, so all I care about is damage and CC)… but SOME find it unbelievably stressful and unbearable…
Have you ever thought of… oh, I dunno… making it fun?
What about a rotation of POSITIVE affixes, and the stronger an affix is, the less time you have to complete the dungeon?
See… right now, when someone messes up these current affixes, people leave the key and it gets bricked down to the next peasant level below. Now that can be… 2 people die to thundering stun in the first 3 minutes of a dungeon, I’ve seen it happen - and then someone leaves. Key’s done for.
Why not make it so, that worst case scenario is you just don’t get the good rewards. Like if you suck so bad at the affixes, you don’t get the positive effects of them, and you fail the timer… but, it can still be done just like a normal dungeon, it’s just going to take 25 minutes, instead of 11. As a rough example.
Not only would positive affixes negate the leavers of keys, forcing players to either sit out of Mythic Plus, or battle with trying to get people to come to their keys - but it would also increase the rate of play. We competitive folks like fast paced play… we get a much bigger sense of achievement when the urgency of something is overcome, and the best way to do that - is by giving positive affixes that buff you, if you complete the objective of the mechanic.
Let’s take the healing Affix for Season 2, Afflicted.
Currently, the mechanic is:
Afflicted – While in combat, Afflicted Souls appear that seek the aid of players. Afflicted Souls spawn with poison, curse, and disease afflictions. Removing any of these afflictions or restoring the spirit to full health causes it to despawn. Fail to remove their afflictions in time will inflict players with a negative status effect.
But what if… instead of being a negative impacting design, on a 40 minute key timer at say, +15… it was… positive… on a 20 minute timer at the same level, and what if it looked a little like this:
Afflicted – While in combat, Afflicted Souls appear that seek the aid of players. Afflicted Souls spawn with poison, curse, and disease afflictions. Removing any of these afflictions or restoring the spirit to full health causes it to despawn. Fully healing or cleansing the posion, curse or disease affliction will grant a 15% healing increase to all players.
Now… because this is a positive affix, it means… instead of lengthening the timer, we shorten it. A 15% healing increase means the tank is going to heal harder, the healer is going to heal harder, so the pulls can get bigger and more aggressive, in order to beat the timer.
There’s literally no downside to positive affixes and a smaller timer. Having it this way would mean…
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Players who struggle with mechanics won’t get abandoned so frequently in their keys, because the dungeon is still achievable without receiving a single positive buff from the affixes, it just won’t offer more than the base level loot and won’t increment to a new difficulty.
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Those that DO do well with Mythic Plus Affixes, will find their dungeons taking 10 minutes, instead of 20-30. Meaning they can consume more of your content at a rate that doesn’t require us to invest so much time in to the game that it becomes a second job. We’ve all done it, just 5 keys and you’ve lost almost 3 hours of your night when all is said and done and you’ve done the forming of a group, etc. This is unsustainable, and explains why half the player base who enjoys Mythic Plus, falls off after they’ve done their 20’s for the achievement and portals. Why the hell else would you even continue at that point, when it sucks up so much of your time. 10 minute dungeons from strong control and mechanic play, means we can do more and feel good about it.
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It’s more rewarding. Why do we do dungeons and raids and all the rest of it? LOOT. That’s why. So if you’re able to attain it quicker, that by definition is… more rewarding. Which means more players are more happy for more of the time.
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Mythic Plus right now, is a toxic cesspool of Chads and Bads, the 5% elite population, the extremely terribads, the casuals, the people having an off-day… switcheroo for the better of the players, making this content easier to digest.
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Player retention. Try it out, and then I’ll be happy with a $1,000,000 check from Blizzard, for this beautiful, insightful idea that ultimately leads to you retaining more players, for longer - a direct business profit that can be quantified extremely easily just by simply looking at the players previous drop off points prior to the change, vs after the change.