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  1. #81
    Elemental Lord Felfaadaern Darkterror's Avatar
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    Quote Originally Posted by AnonEntity View Post
    Better have a cool dungeon than more and more weird affixes. Doesn't really make things better or more interesting, rather more annoying.
    Sorry, but that's just silly. No matter how cool the dungeon is, you still have it memorized after 100 or 1000 runs. Affixes add variety and keep it from being exactly the same week after week.

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    Quote Originally Posted by Niwes View Post
    before thinking about new affixes, give M+ dungeons a mode without time limit, but hard stuff, so you have to use decurses, cc and handle debuffs etc. Boing, HUGE success and ppl go crazy.

    After that, you can think about new affixes.
    People uses CC and handle debuffs in M+ all the time (or at least the decent players do). They just don't take all day to talk about it first. On a typical run, my team uses paralyze, sheep, root, sapp, shroud, stuns, dispels, interrupts, detox... Way more than we ever needed to use in dungeons from previous expansions. Because at +20, that stuff matters.

    Most players like the fast pace of M+ the way it is, but you always have the option of ignoring the timer and just completing the dungeon.

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    Quote Originally Posted by Jastall View Post
    That's another pug killer. I don't think that kind of affix is the way to go.
    So tell us your idea.

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    Quote Originally Posted by impending doom View Post
    Immortal - Sometimes a random enemy or a player gains an immortal buff, making them immune to all damage and cc. Lasts 2min for enemies and 20sec for players.
    Fearful - When below 25% health, non-boss enemies try to run away from players.
    Blinding - Enemies may throw a smoke bomb to random player's location, while inside smoke players can't see anything.
    Stealth - Sometimes an extra pack of enemies attacks players at random locations without warning.
    These have potential! Although that last one sound like the current Seat of the Triumvirate.
    Last edited by Felfaadaern Darkterror; 2018-02-23 at 11:10 PM.

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  2. #82
    Officers Academy Prof. Byleth's Avatar
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    Quote Originally Posted by MrKnubbles View Post
    Freezing: Every second while standing still, you gain 1 stack of Freezing Blood, slowing movement speed by 10%. Upon reaching 10 stacks, you're stunned for 3 seconds. Moving removes a stack of Freezing Blood.

    Basically, keep moving or you freeze. it's kind of like the final boss of The Nexus.
    As a healer main, I can honestly say I HATE this idea, and you personally for even thinking it >.<


    Quote Originally Posted by klaps_05 View Post
    Affixes so far have always been about tanks and healers - its time to make the DPS' life misery.
    You on the other hand, I like!
    Last edited by Byleth; 2018-02-23 at 11:24 PM.
    Here is something to believe in!

  3. #83
    Timed Window mobs take 99% less dmg and while in this state maybe deal ton of more dmg aswell? but shifts over to like some insane increased damage taken for 2 seconds and then back to decreased dmg

  4. #84
    Quote Originally Posted by Brewmaster Kolee View Post
    I like it! Except it would be hardly noticeable for some classes like BM hunter, and crippling for others like priest.
    That is kinda the point. Some classes are better at affixes than others.

    A blood Dk is god mode for necrotic, due to AMS removing it completely for example

  5. #85
    Naked: Every hit has a 10% chance to unequip one random piece of gear and hide it in your bags. Disables any equipment-management plugins and core tools so you have to find them yourself for the instance between fights.

  6. #86
    Hallucinations. Have it work just like the Botanist achievement. Through out the run a hallucination will spawn from players only targetable by that player and charge after others knocking them back when hit. To balance it they could make them less like or not spawn from healers.
    "Privilege is invisible to those who have it."

  7. #87
    Dreadlord Frostyfire14's Avatar
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    Acidic: Taking spell damage increases damage taken by further spells by 5% for 6 seconds. Stacking up to 5 times.

    Influx: A dungeon guardian appears to defends each boss. Defeating the guardian will reduce all damage and healing done by 5%. This effect stacks.

  8. #88
    Officers Academy Prof. Byleth's Avatar
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    Quote Originally Posted by Heladys View Post
    Naked: Every hit has a 10% chance to unequip one random piece of gear and hide it in your bags. Disables any equipment-management plugins and core tools so you have to find them yourself for the instance between fights.
    Punishing packrats and people with messy bags? I love it!
    Here is something to believe in!

  9. #89
    The Unstoppable Force Ielenia's Avatar
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    Here's my random ideas that just popped in my mind:

    • Last Man Standing: after dying, players cannot release or be resurrected until all party members are dead.
    • Thorns: a random mob in a group gets a 'thorns' buff, returning 15% of the player's damage. The buff randomly jump between mobs in the group every ten seconds.
    • Dampener: you take 15% less damage, but you deal 25% less damage.
    • Double Time: bosses deal 50% less damage, but will come in pairs.
    • Build up: you gain +1% damage/healing done buff per second while standing still, but also gain a +2% damage/-2% healing taken debuff per second. Moving removes one stack of each, per second.
    • Death wish: upon reaching 30% health, non-boss enemies will drop all aggro, becoming immune to taunt, and focus on the player that did the most damage to them.

    Yes, I know affixes are supposed to be one word, but I didn't want to spend too much time trying to think of a one-word name for them.
    Last edited by Ielenia; 2018-02-23 at 11:42 PM.
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  10. #90
    Quote Originally Posted by Brewmaster Kolee View Post
    Not clear what you mean. Of course gear helps. Gear allows you to push higher +s. Just try doing a +20 with friends in Nighthold gear and see how much difference gear makes.
    gear doesn't help against the affix that takes a flat percentage of your health when a mob dies. stupid affix imo.
    There is no Bad RNG just Bad LTP

  11. #91
    Indomitable: enemies are immune to stuns.

    Focused: enemies are immune to hard CC.

    Fearful: enemies will randomly cast a 3 second interruptible aoe fear.

    Seagull: Seagulls randomly placed throughout the instance.

  12. #92
    Paradigm Shift: Healing an ally reduces their damage by 5%, (Magic Debuff) stacks. Dispelling the target causes them to take 10% of health in damage per stack. Lasts 15 seconds.

  13. #93
    Deleted
    Quote Originally Posted by Niwes View Post
    before thinking about new affixes, give M+ dungeons a mode without time limit, but hard stuff, so you have to use decurses, cc and handle debuffs etc. Boing, HUGE success and ppl go crazy.

    After that, you can think about new affixes.
    But you have to do all of that and beat the timer. Without the timer it would just be a huge zergfest and we would be back to TBC for some dungeons (lol, bring mage/mage/WL and sheep/sheep/banish/fear the whole enemy group). And how would your keystone level increase? No death? Have fun with random one shots. Or every time you beat the end boss? Or will there be only one difficulty, which wouldn't be hard stuff for a lot of people or wouldn't be beatable by a lot of others?

    But if you think hard stuff would be a huge success, just remember first week TBC or Cata heroic dungeons. They were hard, the whine was incredible, the nerfs came fast. If you want it harder, upgrade your keystone and you are fine.

  14. #94
    Quote Originally Posted by Vluffyvlaush View Post
    But you have to do all of that and beat the timer. Without the timer it would just be a huge zergfest and we would be back to TBC for some dungeons (lol, bring mage/mage/WL and sheep/sheep/banish/fear the whole enemy group). And how would your keystone level increase? No death? Have fun with random one shots. Or every time you beat the end boss? Or will there be only one difficulty, which wouldn't be hard stuff for a lot of people or wouldn't be beatable by a lot of others?

    But if you think hard stuff would be a huge success, just remember first week TBC or Cata heroic dungeons. They were hard, the whine was incredible, the nerfs came fast. If you want it harder, upgrade your keystone and you are fine.
    your whole text is weird.

    1) there was nothing that wrong with dungeons in TBC.
    2) Every class today has a good form of CC since classes are streamlined since years.
    3) The keystone increases based on a rate how long it takes to finish. There is just no timer to beat. Second (better) variant is, you set the level by yourself and activate per keystone. Then you HAVE to finish it on that level, or keystone is decreased (like normal). This way you are in control on how long you „whipe“ through the instance. And how high is your reward. Its the same as now, just the other way around.
    4) Dont know what the „no death“ and „have fun with random...“ nonsens mean.

    Your last part compare apples with oranges and is completely weird:

    1) We talk about m+ not normal dungeons.
    2) Ppl also dont whine now, because they cant beat 16+ etc.
    3) Who says TBC or Cata was bad? A lot of ppl liked challenging content. A lot of other ppl, the same as everytime, whined. Its blizzards problem, to what audience they cater. Not mine. If they nerf stuff, make games piss easy and go down from 10 mio to 6,5 (like it happened with Cata->MoP), then they get what they deserve.

    All in all your text looks very weird to me. There are literally 0 problems to offer a second good m+ experience, without the rushing and big timer over your head. Many ppl already offered good solutions for that. You see problems where no problems are, just of nonexisting imagination by your head. but thats your problem, not a game design problem.
    Last edited by Niwes; 2018-02-27 at 07:34 AM.

  15. #95
    Deleted
    Split: Whenever a trash mob dies it splits into 2 two identical enemies at 30% health dealing 50% reduced damage.

    Swiftness Aura: Each mob increases the attack speed, cast speed and movement speed of every mob within 10 yards by 4%.

    Decay: All players recieve a passive absorbing shield that reduces all damage taken by 25% but during combat everyone loses 4% of their current health every second.

    Healing Sentry: Dungeon monsters randomly gain Healing Sentry causing them to heal all mobs within 15 yards for 3% every third second. Deal ~40 million(Mythic 15 keystone) damage to the mob to remove the effect. The damage required to dispel the effect increases with the keystone difficulty.
    Only one sentry can be up at a time but the likelyhood of having one up increases the more mobs are present.

    Bonding: While in combat players randomly get linked to eachother forcing them to either move towards eachother, seperate 30 yards from eachother or stand completely still. If these critera are not met after 5 seconds of gaining the debuff each player starts pulsating for 20% of their maximum HP to the entire group every 2 sec. Lasts for 12 seconds.
    Last edited by mmocf2417dabe8; 2018-02-28 at 01:25 PM.

  16. #96
    Quote Originally Posted by capri sunset View Post
    Snails: From the moment the timer starts, everyone is chased by their own individual snail from throne of thunder.

    Vash'jir: Entire dungeon is underwater.
    I love the idea of underwater fights but most boss abilities would have to be changed or they might become unavoidable.

  17. #97
    All avoidable damage the group should be dodging now deals 30% more damage.

  18. #98
    Splashing - Enemies' auto attacks deal 100% more damage, but this is shared among all targets within 10 yards around the main target (tank).
    Companion - You have to escort a friendly NPC to the end of the instance. He has to be healed, and if he stands in the fire you can click on him to make him move.
    Annoying - A grumpy turtle will attack you when entering. It does little damage, but has a bazillion hp and has to be killed to complete the dungeon. (you drag it along and slowly cleave it down)

  19. #99
    Elemental Lord Felfaadaern Darkterror's Avatar
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    Quote Originally Posted by DietzThought View Post
    Companion - You have to escort a friendly NPC to the end of the instance. He has to be healed, and if he stands in the fire you can click on him to make him move.
    I like Companion, but with a twist. The affix is...

    CARRY: You must 4-man the dungeon because your 5th slot is taken by an NPC who is unreliable and contributes very little (weak random heals and dps).

    "I Am Vengeance. I Am The Night. I Am Felfáádaern!"

  20. #100
    Quote Originally Posted by Brewmaster Kolee View Post
    I like Companion, but with a twist. The affix is...

    CARRY: You must 4-man the dungeon because your 5th slot is taken by an NPC who is unreliable and contributes very little (weak random heals and dps).
    That's already something people put up with. They don't need it as an affix.

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