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  1. #121
    Deleted
    Quote Originally Posted by Tryuk View Post
    I'm gonna steal that name please and thank you :P

    Hallowed Ground: Healing is reduced by 99%. Enemies leave behind a temporary healing AoE (heals both players and creatures) upon death that removes the healing reduction when standing inside of it.

    For QOL, maybe have a healing area at the beginning of the instance as well and a short timer after leaving the AoE that allows healing---that last one might be a little too nice though.
    No worries

    Quote Originally Posted by Snowraven View Post
    One Life - if someone dies, their character is deleted at the end of the dungeon, when resurrecting at the spirit healer or if they're logged out for more than 15 minutes.

    Rusty Armour - Your armour starts degrading. All pieces that reach 0 are permanently deleted. This persists until you kill the final boss, no matter if you leave the dungeon or not.

    Hungry minions - trash packs devour your pets/mounts if not killed fast enough. Pets/mounts disappear from you and you must get them again.

    Costly Operation - you lose x gold per second for each second you spend without having killed the last boss. This persists until you kill the final boss, no matter if you leave the dungeon or not.

    Time is not eternal - your game time is consumed at 10x rate. This persists until you kill the final boss, no matter if you leave the dungeon or not. (this means that if you had a month bought, it runs out in 3 days assuming you never finish the dungeon).

    Do you all like these? I think they're amazing!

    - - - Updated - - -


    There, fixed that for you.
    I'm be down for that.

  2. #122
    Sad-Realization: You realize you are playing WoW and not Diablo

  3. #123
    Deleted
    An idea I have

    Slowdown - Ability cooldowns increased by 20%. (Example a 5 minute CD would be 6 min with this active)
    Double Attack - After every 3rd melee hit, the mob/bosses next melee attack will be a double attack. (Sha of Fear comes to mind)
    Not So Durable - Durability loss increased by 20%.
    Mirror - 10% of damage taken by the current target is applied to the closest ally to the target.
    Degradation - Killing a boss reduces your maximum HP by 6% stacking up to 5 times.



    Quote Originally Posted by Axola View Post
    "Leeching" - Mobs have 25-100% lifesteal (depending on a CM level)
    "Slowing" - After killing a mob, entire group movement is slowed by 2%, stacks 35 times.
    "Rush" - mobs have 50% less hp, but bosses have 250% more hp, and 50% increased damage.
    "Gladiatoral" - mobs have same diminishing on CC as players in PvP do (8-4-1 for poly, etc)
    "Undying" - You must kill bosses twice in order to pass
    "Freezing" - All damage mobs do is frost (can go also for Fiery/Arcane/etc)
    "Reflecting" Attacking a mob gives you a debuff that does damage (think sindragosa)
    "Deadly" - mobs have increased critical
    "Enflamed" - random fires spawn on random locations every X seconds
    "Frenzied" - mobs/bosses gain haste/crit/damage stack on each sucessful hit, up to X stacks (can be dispelled by shiv/soothe etc)

    Deadly wouldn't really work, Tanks are crit immune when fighting mobs and bosses and only tanks should really have threat.
    Last edited by mmoc9bef67a441; 2016-04-13 at 12:56 AM.

  4. #124
    A mind control effect affix would be cool, maybe every boss mind controls 1 damage dealer (they have too much hp to kill) to deal with the whole fight. Would mix up the fight every time depending on what class gets mc'd. You have to 4 man every boss though, you'd need some workaround to make this one not too difficult.

  5. #125
    Look, everybody so far has been designing challenging affixes, but the goal of the game is to be fun so you gotta remember that with each challenge there should be some affixes that buff party members otherwise it's clear you won't be able to beat the challenging affixes.
    For these mythic plus dungeons to be super fun, give us an opportunity to do damage that would be impossible In a raid.

    Also, please remember to include combination affixes!

    I like the idea of challenging affixes but also o think that some affixes should be beneficial. In terms of strategy, it's clear that the number of strategic plays decreases as the number of negative affixes increases. Therefore, to increase fun and strategy, some of the affixes need to be buffs like in battlegrounds, and some affixes need to give strategic options to counter other harder affixes.

    You gotta remember that it's fucking fun to cleave a huge trash pack and see big numbers so keep that in mind!

    Fun affixes for players:
    Bloodlust/Heroism - party members receive permanent 30% haste and using bloodlust will increase haste further

    Blessing of Dalaran - a random party member receives double effectiveness on any one ability every 15s while in combat

    Killing Spree: killing mobs in rapid succession grants a 30second damage buff proportional to the number of adds killed in quick succession

    *like please put this* Hard reset: cool downs are reset every time the party leaves combat
    *note that using a cool down while outside of combat does not reset the cool down upon entering combat.
    This would be so fun for the very difficult trash affixes, and note that it doesn't provide increased benefit for boss fights. Doesn't promote large pulls because minimal number of cool down resets.

    War Stomp - gives every player an extra action button for Tauren racial war stomp, no diminishing returns

    Mirror image - a clone follows each party member and duplicates your abilities used at 50% effectiveness.

    There should be 3+ of these for variety:
    Desperation (damage) - damage of party members increases based upon their missing health
    Desperation (haste) - haste increased based on missing health
    Desperation (critical strike) - crit increased based on missing health

    Orb of control : one player must hold the orb, increases the effectiveness of all abilities by 50% but reduces max health to 30%. (The idea is that a player who is skilled at avoiding damage should hold the orb, and that when a boss ability will deal massive damage, that the orb should be passed before taking that damage.)

    Burst - players deal double damage on their first 2 attacks from being out of combat

    Divine light - one player who dies is resurrected immediately at full health and mana. Can only occur every 5 minutes

    Choose wisely! - each player must have a handicap modifier. 150% normal stats, 100%, 100%, 80%, 80% (2 players sacrifice effectiveness for the third to have extra power)

    Invulnerable - players cannot die, instead, whenever a player would normally die, they are resurrected at full health but 1 minute is subtracted from the completion timer.

    Healer command -effective healing done increases damage by 1/100000 of a percent for each health point restored. (100,000 heal = 1% damage buff 30s, doesn't include overheal) health pools sit at about 1.5M so a lay on hands on a 1% player would be roughly 15%-20% damage for 30s . Would act similar to ignite for fire mages in terms of stacks.

    Tank command - actively mitigated damage increases the effectiveness of party members abilities for 30s proportional to the amount of damage mitigated

    Combat dodge - grants an extra ability called Combat Dodge which increases melee dodge and spell dodge by 100% for 1 second. 30s cool down.

    Soul capacitor - grant yourself the soul capacitor buff on command, absorbing all damage done for 10 seconds, exploding for 135% damage done spread evenly. 1 min cd.

    Upheaval - single target damage grants stacks of area damage buff, while area damage grants stacks of single target buff

    Patient - damage and healing done increases over time while not in combat. Cannot increase while in combat. Lasts 30s. Maximum damage 300% after 2 minutes. (Needs to be different than burst or hard reset by the way that it will not be very worthwhile to be patient between most pulls because it is unlikely you will make the 45 minute timer, but for the dangerous pulls, the party can be patient and gain the 300% buff or whatever buff that's better than burst for 30s rather than only 2 attacks), as time goes on, players will have to be more tactical with their patience. When is 50% enough? When do we really need that 300%? If a group is doing well, they can afford more patience buffs.

    Unstable - grants each player the "unstable mechanism" ability, which has a 35% chance to weaken the target enemy (bosses included), a 50% chance to do nothing, and a 15% chance to strengthen the target enemy (bosses included) 30s cool down. A target affected by unstable mechanism is immune to unstable mechanism for 10s for non boss units, bosses can only ever be affected by unstable mechanism once. please put a visual notification on this so players can see the immunity. Enemy grows bigger or smaller depending on the buff, clearly visible if a target is immune or not.

    Evasion - when players dodge avoidable damage, that damage is split on to mobs engaged in combat.

    Sacrificial - grants ability called "sacrifice magic" - causes the next ability used to deal 150% damage/healing but adds 10 seconds to it's cool down. If it has no cool down, incurs a 10 second cool down.

    Mania - all cool downs are halved, including mobs

    Punishing Affixes need to provide an avoidable damage component, not an rng component. They also need to incorporate risk for reward:

    Playing with fire - cinders fall to the ground like on mythic blackhand. However, touching a cinder will cause you to take permanent ticking damage but deal 10% more damage/healing stacking up to 5 times. Upon reaching the 5th stack, player damage is increased by 200% but you will die in 10 seconds.

    Here are some combinations of my affixes I think would be fun:

    Playing with fire / invulnerable

    Teeming / mania ******** please
    Teeming / hard reset ****** please
    Teeming / killing spree
    Teeming / tank command
    Teeming / soul capacitor
    Teeming / bloodlust

    Tyrannical / upheaval
    Tyrannical / burst
    Tyrannical / patient
    Tyrannical / evasion
    Tyrannical / healer command please
    Tyrannical / mirror image
    Tyrannical / choose wisely!

    Necrotic / Desperation please
    Necrotic / mania
    Necrotic / bloodlust
    Necrotic / choose wisely!

    Volcanic / playing with fire!
    Volcanic / sacrificial
    Volcanic / orb of control
    Volcanic / burst

    Sacrificial / burst

  6. #126
    Ragnaros - The end boss is literally replaced with Ragnaros

    Team Work - Specific abilities are swapped with other players. Mage will get a hunter's Dire beast. The damage and focus still applies to hunter, but the mage must use it.

    Lava - Every time you move, you and monsters take increasing damage

    Frozen - While standing still, you and monsters take increasing damage

    Shatter - When monsters die, they split into 8 weaker versions of themselves

    No Talent - You have no talents, but damage is increased by 50%

    Chain Pull - Monster health increased by 400%, damage is increased by 5% every second in combat, lose 1 stack every second while not in combat.

    On Fire - Each player is on fire and deals damage to others around them and monsters

    Diablo - The end boss is literally replaced with Diablo

    Firefighter - Each boss will spawn fire and spread around the room. Each player has an extra action button to put out fires.

    Dankey Kang - Random monkeys will spawn and throw barrels you can ride and crash into bosses to increase damage taken. Can hit players and cause them to take increased damage.

    Hot Potato - One player will be given a debuff. The debuff can be passed with the extra action button. Player with the debuff will take increased fire damage over time.

  7. #127
    Rush Hour: Each boss must be encountered (and) defeated within ten minuates of each other, if you do not defeat them within the time limit, the dungeon group wipes and the dungeon timer is automatically failed.

    Infinite Crisis: The Infinite Dragonflight have tampered with your dungeon run, as a result, your movement speed is reduced by 25% in addition, your casting speed and cooldowns are increased by 25%.

    Madness: Yogg-Saron has entered the Dungeon, Madness will consume you! You begin taking stacks of madness which can only be reduced by killing specific enemies, if you reach 100 madness, you will become an elderich minion with 500% more hp and damage and become hostile to your friends.

    Infinite Corruption: Your enemies have become faster, more agile and been tampered with by the Infinite Dragonflight, they gain 25% faster attack speed, and their abilities cooldown 25% faster.

    Invasion: The Legion is attacking your Dungeon, periodically, infernals will fall from the sky and randomly strike an area, if they hit you they deal massive burning damage. In addition, the striked area will spawn multiple infernals in addition to current threats.

    Wired: You and your party cannot go further than 10 yards from each other for any reason, if you do, you will instantly die from an explosion, killing the entire group.

    Repulsion: You and your party will take periodic damage the closer you are, for every 10 yards you are further away, you will take 25% less damage.

    Evil Twin: One of your party has been replaced by an evil twin, the player responsible will deal 25% less damage as DPS, absorb 25% less damage as a tank or heal 25% less effectivly as a healer.

  8. #128
    Grunt Tetramental's Avatar
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    Quote Originally Posted by femur68 View Post
    Escape Route: The party starts at the end of the dungeon, fighting the final boss first, and must fight their way out of the dungeon to the entrance portal.
    Im actually more excited for mythic+ 5mans than DH and I really want to see this put into legion.
    ლ(ಠ益ಠლ)
    Quote Originally Posted by Firatha View Post
    Why are you so mad did he kick you in the balls while typing his post?

  9. #129
    Bloodsail Admiral Cinnamohn's Avatar
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    - Whenever a player uses an interrupt, the entire party is also affected.
    - Trash mobs have the Core Hound syndrome.

    Also
    - Critical Strikes have a chance to trigger Ethan Bradberry for your entire party. The number of times your group has been Bradberried will be displayed on screen. Stack all the Crit you can to claim the #1 spot on the weekly leaderboard and earn yourself the Bradberry title.
    Last edited by Cinnamohn; 2016-04-13 at 07:18 AM.



  10. #130
    Merely A Setback - Trash mobs respawn after 3 minutes, all bosses respawn if all party members die (i.e. only 1 death per character allowed for the entire dungeon, once all 5 have died, at any point along the dungeon, all bosses respawn and must be re-cleared.

    Balance of Power - Every trash mob killed increases the 45 minute clock by X seconds but also increases all boss' HP by X%.

    BalderDash - Player runspeed is set to 1000% (A speed so fast that it is difficult to steer so players press their W key the normal amount of time but end up across the room in the corner, but not so fast that it is impossible to adjust)

    Chariots of Fire - Player runspeed is adjusted down to 50% but movement abilities have no cooldown and infinite charges (Players must use movement abilities such as charge, blink, heroic leap, etc to get from mob pack to mob pack and survive bosses.)

  11. #131
    Deleted
    "Roleplaying" : At the start of the instance the character you control (including class and role) are randomly switched. Logging out resets the dungeon.

  12. #132
    Deleted
    'Walking dead' death is merely a setback. All mobs and players upon death resurrect as a zombie attacking nearest living soul, each attack applies 'bitten' stacking to 10 once it reaches 10 the player/mob dies turning into another zombie. Zombies are highly armored and crit resistant but can be killed using extra action button 'headshot'.

    'Fel torture' each boss applies a unremovable debuff to a random player. This debuff lasts until the final boss. Players with this debuff cause mobs to ignite in fel flames with each attack this stacks causing increasing damage shared by all nearby players

    'Jungle juice' mysterious vials dotted around the dungeon. Mobs engaged in combat, run to drink them gaining various abilities for each second spent drinking. The abilities can be stacked if not interrupted from drinking, abilities include 500% haste (reducing every second), Berserker damage increased by 100% (reducing every second), free action potion (unstunnable, unslowable, immune to cc etc), gutrot causes mob to spew puddles. Standing in a puddle causes you to take increased damage and spew your own puddle in 6secs, lightning infusion causes a bolt of chain lightning that causes 90% target player health divided by all in range.

  13. #133
    dmg : increased by the number of followers you have ( extra number of wod followers + 0.25% increase dmg for the ilvl 675 ones )
    healing : decreased by the number of followers missing ( extra number of wod followers +0.25% healing increase for the ilvl 675 ones - here you play and balance them )
    tank : reduced threat for number of followers missing ( if you have max wod followers at ilvl 675 threat is not reduced or increased 100% balanced )

    * for every player inside the dungeon without a old lvl 3 shipyard the boss has 10% dmg boost

  14. #134
    I've always liked the (de)buff some instances have where players deal X% increased damage but also take Y% increased damage. Maybe something like that would be fun:

    Reckless - Enemies have 100% increased health. Players deal 1% increased damage, but also take 1% increased damage. Stacks every second up to 500 times.

    Maybe allow it to be (mass) dispelled, in case damage gets too high. Would allow for timing stacks of the buff to line up with bloodlust.

  15. #135
    Idontknowwhattocallit:
    If you overkill an enemy with more than 50k damage, they'll instead heal themselves to 20% max hp.

  16. #136
    Deleted
    Criticless: You cannot critical hit during the entire encounter.
    Rehabilitation: Players cannot be resurrected and have to walk back from the start when they die. Dying also leaves a permanent 5% movement speed debuff that stacks up 10 times max.
    Corruption: Every enemy that dies within 40 yards reduces the damage that you do by 2%. This stacks up to 20. 20 second duration.
    Careless: Heals have a 10% chance to taunt a random non-boss enemy.
    Unfocused: All attacks and spells, heals included, have an 8% chance to miss.
    Observative: Aggro range of enemies has been increased by 50%.
    Reactive: CC duration on all enemies is reduced by 50%.
    Last edited by mmoc4df2ab8a0e; 2016-04-13 at 03:42 PM.

  17. #137
    Bloodsail Admiral bowchikabow's Avatar
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    -Strategist: When a trash mob is CC'd, other members of the mob pack will attempt to break the CC, All player CC's are set to PvP DR.
    -Rage: All bosses start with a +200% damage/HP boost, killing mobs reduces this buff by X%, but after each boss kill the buff resets for remaining bosses.
    -balance: Players start with a buff/debuff bar that increases or decreases boss damage based on how many mobs you ignore or kill. ( There could be an achievement called " One way or another, I'm gonna..." where players never go below 40% for either side.)
    -volatile: Player spells have a chance to backfire when cast doing X% of damage done against a boss. Killing mobs reduces backfire damage by Y% for 30sec/1min/90sec/2min/3min/5min based on number of mobs killed. Killing boss resets X% damage.


    I have a few more ideas too... but I have to leave for work.
    "When you build it, you love it!"

  18. #138
    Epic! Wayne25uk's Avatar
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    Speed racer: - At the start of a boss encounter everybodies haste starts at 0% and goes up by 1% each second,when it reaches a maximum of 100% it starts to count back down. And repeats the process until the boss dies.

    Quick heal me!: Damage dealing abilities now heal the player and healing now does damage. Cleaves heal the entire party.

    Autoattack On!: Bosses can now only be defeated using auto attacks,all moves are disabled. But you heal for 50% of your hp every 5 seconds.

  19. #139
    Scarab Lord Teebone's Avatar
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    Quote Originally Posted by Fenderxx View Post
    I think this is the best part of the system.. the fact that they can build on it from here on out.





    Escort! - an NPC Escorts the party through the dungeon... and you have to keep him/her alive. This NPC will generate above average threat and you can scale it. Tanks will need to keep mobs off the NPC, and Healers will also be able to heal them. DPS will need to stun/peel mobs off when needed. You can make the NPC immune to AOE and some boss mechanics so the NPC doesn't get one shot. Could be fun!
    I've heard a lot of crazy, dumb as fuck and redundant ideas before...

    ... but that is one of the best I've ever read! Gold fucking star =)

    (seriously, I LOVE it)

  20. #140
    Pit Lord shade3891's Avatar
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    Shit got real: Your spells and attacks that cleave or effect an area will also damage party members that get hit.

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