Hiya folks, there is a growing consensus in the WoW community that the affixes have overstayed their welcome and have more of a negative impact on desire to play, than a positive one. We all know the feeling of "Oh well this week is terrible for me" or, at best "Oh, this week isn't as terrible as it could be".
Multiple content creators have been seen talking about this, and I have thought about how they could be revamped to instead of being punishing, be engaging and rewarding. There would have to be some looking into the numbers on Blizzard's side, that demand either a more steep increase in difficulty, or harder to achieve "Elite" achievements, as the dungeons would get significantly easier, but this is more about the fun and challenge of the affixes themselves. Feel free to leave feedback on the ideas and add how you'd like to see changes in this thread.
Thundering
The same Lightning / Whirlwind mechanic is it is now, only after clearing, a 5yd circle appears under the players, staying inside this circle stacks both buffs until the debuff expires.
Instead of trying to squeeze out every second, you can clear early and stay stacked in the circle as long as the area is safe.
Sanguine
When slain, non-boss enemies leave behind a lingering pool of ichor that makes all players and enemies take 20% less damage.
Not as punishing to the dungeons with mobs that are hard to move or cast constantly. Also gives a way for tanks and melee to avoid damage, if positioned correctly.
Demoralizing (Bolstering)
When any non-boss enemy dies, its death cry demoralizes nearby allies, dealing 5% of the killed targets health to all enemies around it.
This would favour focus-fire on higher health targets in order to maximize cleave on lesser targets, all in all a DPS increase.
Storming
While in combat, enemies periodically summon damaging whirlwinds. Soaking increases haste and allows overhealing recieved to be converted to an absorb shield for 15 seconds (doesn't stack or renew duration)
Storming would be desirable to soak, but only once per 15 seconds. Granting a small haste buff and allowing overhealing shields to help out.
Explosive
While in combat, enemies periodically summon Explosive Orbs that will detonate if not destroyed. Destroying them increases damage and healing by 5% for 6 seconds, stacks.
Explosive Orbs having some sort of benefit for all would just make it more enjoyable.
Grievous
Injured players suffer increasing damage over time until healed, also deal increasing damage and healing (10%) per stack
High risk high reward gameplay for healers to judge when they can and cannot allow ticking damage for increased throughput.
Necrotic
All enemies' melee attacks apply a stacking blight that inflicts damage over time and reduces healing received. Dispellable. Healer gains mana and healing when dispelled. Tank gains immunity to necrotic and CDR for 8 seconds.
Making necrotic less hectic with an immunity, as well as rewarding both the tank and healer makes sense
Inspiring
Some non-boss enemies have an inspiring presence that increases damage of allies by 20% (No immunity to interrupts/CC). All enemies take 100% more damage and deal 20% less damage if the inspiring enemy dies first.
Still allowing packs to be buffed is fine, but having packs be near impossible due to not being able to CC isn't. This also rewards focus-fire. Also the targets shouldn't be pre-determined in every run, if possible for balancing.
Raging
Non-boss enemies enrage at 30% health remaining, dealing 30% increased damage and taking 30% more damage until defeated. DOES NOT COUNT DEATHRATTLES
Small change to make the enraged targets take more damage too. Also removing deathrattle effects like the non-elite Sha that explode on death.
Quaking
Periodically, all players emit a shockwave, dealing damage to the enemy, and if you aren't casting when it goes off, your next ability/spell is instant and deals 50% more damage.
Instead of damaging players, it will damage the enemy, scaling based on how many are able to land. This would promote stacking when possible to increase damage, as well as give ranged a little added motive for stopping casting.
Bursting
When slain, non-boss enemies explode, causing all players to gain ## primary stat, this effect stacks.
Almost the opposite of the new bolstering or inspiring, this would reward heavy AOE and focus-fire on smaller targets to increase the throughput on larger targets.
Volcanic
While in combat, enemies periodically cause a large gout of flame to erupt beneath the feet of players, standing in it increases damage and healing, but swirlies to dodge
A single, larger volcano that spews out swirlies to dodge, but increase throughput for risking being inside. High risk high reward again
Spiteful
Fiends rise from the corpses of non-boss enemies and pursue random players. While being pursued you gain ## mastery and ## speed
Instead of fiends chasing and meleeing you, they chase you until they reach you, then despawn. While they are alive, you gain increased mastery and movement speed.