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  1. #1

    Suggest an affix that can’t be googled

    Be creative, but a mythic plus affix that copying other people would not be as successful as designing your own strategy.
    Raid bosses will always be very similar so long as encounter design requires DPS to always be pumping 100%.

  2. #2
    Please wait Temp name's Avatar
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    You start.


    Because it can't be done. The best way would be an RNG affix, but even then you can just google how you should act depending on what result the RNG gives you

  3. #3
    a randomly spawning shadow clone of yourself that you need to duel to the DEATH,that can spawn with a random spec,wile also avoiding mecanics and killing the boss ofc

    only u can attack your clone,and a healer clone will atempt to heal the other clones,but it dies when all the other clones die,you can cc this one as the original

    they also gain a 10% dmg increase stacking over time so u cant just ignore
    Last edited by deenman; 2021-05-07 at 08:56 AM.

  4. #4
    The only way you are going to do that is by either making it so every experience is the same, so no need to copy a route, or where every experience is meaningfully unique, so it doesn't even make sense to google a route. You would essentially need to make a dungeon of MoTS labyrinth from start to finish.

  5. #5
    Double Edged Sword, team starts with energy gauge that is at 100, it has 5 increments, 20 points each.
    the moment team stops doing X amount of DPS, the bar starts falling. each increment the bar falls applies debuff to the team (reduced move speed, reduce attack speed, decreased healing, etc, etc) The moment gauge goes back into the increment, the team is granted beneficial buffs (increased move speed, attack speed, increased healing, etc) the buff and debuff applied depends on the gauge level. You cant gain same buff or debuff more times than once in a 30 seconds.
    If Gauge falls to 0, it instead is instantly refilled.
    zug zug

    what is it paladin, one zug is not enough for ya?

    Quote Originally Posted by MasterOfNone View Post
    lore should be voluntary to the game. not obligatory.

  6. #6
    Reflective:

    20% of all damage inflicted upon an enemy is reflected back on the player.

    You would need to decide how to deal with it based on your group comp. Big aoe from one player would result in instant death with no immunity applied. You could play around it by choosing a target for each player to damage etc.

  7. #7
    Quote Originally Posted by garicasha View Post
    Be creative, but a mythic plus affix that copying other people would not be as successful as designing your own strategy.
    We humans are successful because we can pass on the knowledge we have obtained from doing stuff to other people, so only one or a few have to spend their time/energy to learn stuff for the first time.

    No matter what system Blizzard designs smart humans will learn how to approach it optimally and pass that knowledge on to other humans.
    Trying to design such a system both goes against what makes us human and would be a waste of time, because we would decode it anyway.

  8. #8
    Haunted:
    Ghosts will periodically spawn near you and fly at you in a straight line. If you don't dodge you're feared for 3 seconds. This is similar to spiteful but faster and random.

    Polarity:
    Some non-boss enemies have a positive and negative aura. While positive, a portion of their damage taken splashes to nearby enemies. While negative, a portion of their damage taken heals nearby enemies.

  9. #9
    Quote Originally Posted by Evilmoo View Post
    Double Edged Sword, team starts with energy gauge that is at 100, it has 5 increments, 20 points each.
    the moment team stops doing X amount of DPS, the bar starts falling. each increment the bar falls applies debuff to the team (reduced move speed, reduce attack speed, decreased healing, etc, etc) The moment gauge goes back into the increment, the team is granted beneficial buffs (increased move speed, attack speed, increased healing, etc) the buff and debuff applied depends on the gauge level. You cant gain same buff or debuff more times than once in a 30 seconds.
    If Gauge falls to 0, it instead is instantly refilled.
    This is a creative idea!

    Are you proposing that people would always be pumping DPS, or that going down and going back up would sometimes/always be best? Or that occasionally dropping it all the way would be required?
    Raid bosses will always be very similar so long as encounter design requires DPS to always be pumping 100%.

  10. #10
    The Unstoppable Force Gaidax's Avatar
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    Season affix powerful packs of random 2-5 mobs patrol at random locations, defeating them also kills everything besides bosses in 100yd radius.

  11. #11
    Quote Originally Posted by Temp name View Post
    You start.


    Because it can't be done. The best way would be an RNG affix, but even then you can just google how you should act depending on what result the RNG gives you
    In a world where there are more and more games competing for eyeballs and dollars there's always going to be an incentive to go above and beyond. Creating puzzles that are unique to the user (and optimally, tailored to a difficulty level that the user can just barely succeed at), is IMO the next paradigm in gaming. But doing it in a way that doesn't result in pure RNG super easy / super difficult puzzles is almost a contradiction...but not quite.

    I've also thought of another "solution." Getting all the partner sites in on the plan and releasing so much mis-information that the "optimal" strategies have to be worked out by the user. Eventually people would figure out what the "correct" sites were, but if it could be set up as a game where posting mis-information rewarded the mis-informers...well that could get interesting.
    Last edited by garicasha; 2021-05-07 at 09:54 AM.
    Raid bosses will always be very similar so long as encounter design requires DPS to always be pumping 100%.

  12. #12
    Quote Originally Posted by garicasha View Post
    Be creative, but a mythic plus affix that copying other people would not be as successful as designing your own strategy.
    Prismatic

    The Powers of the Dragon Aspects Are Influencing the Shadowlands
    When an enemy dies there is a chance that they will release an explosion of color. Three pools will spawn randomly in the local area of random colors. Each pool will give you either a random buff or debuff. The buff or debuff will be based on one of the aspects.

    I figured Blizz likes rng- so I gave them some rng inside some rng with even more rng......

  13. #13
    Are you proposing that people would always be pumping DPS, or that going down and going back up would sometimes/always be best? Or that occasionally dropping it all the way would be required?
    required - no, useful and part of strategy - maybe.
    imagine you are getting a large move speed boost if you increase the bar from 1st increment to second, and next boss requires a lot of movement - so it would be beneficial to have higher move speed. So you time it such that you drop the gauge into the first increment, slog through two or so packs before boss, engage him and boost yourself at the right moment by moving the gauge from 1st to 2nd.
    zug zug

    what is it paladin, one zug is not enough for ya?

    Quote Originally Posted by MasterOfNone View Post
    lore should be voluntary to the game. not obligatory.

  14. #14
    Quote Originally Posted by Ultimatt View Post
    Polarity:
    Some non-boss enemies have a positive and negative aura. While positive, a portion of their damage taken splashes to nearby enemies. While negative, a portion of their damage taken heals nearby enemies.
    "Stop damage" mechanics are very frustrating as you essentially have to AFK. It's fair enough where you have stuff to do like in last Junkyard last boss there you literally can't do damage and you need to run the puzzle, but Sire in P1 is frustrating af.

    - - - Updated - - -

    You can't create something which is not purely RNG and with infinite variables and outcomes.
    You will always have finite list of interactions which will have some priority list. You can google chess moves and how to counter some situations. So unless that affix is like 15 steps where each step completely changes other values - you will always have your action priority list.

  15. #15
    Orbital bombardment: every so often *insert random space ship like the vindicaar here* will bombard an area dealing damage to players and foes alike.

  16. #16
    It's impossible within the parameters established by the game.

    There is always going to be an optimal move. Mythic+ is designed for competition. Randomness is antithesis to skill, and the only way to make what the OP asks to make is with randomness.

  17. #17
    Quote Originally Posted by garicasha View Post
    In a world where there are more and more games competing for eyeballs and dollars there's always going to be an incentive to go above and beyond. Creating puzzles that are unique to the user (and optimally, tailored to a difficulty level that the user can just barely succeed at), is IMO the next paradigm in gaming. But doing it in a way that doesn't result in pure RNG super easy / super difficult puzzles is almost a contradiction...but not quite.

    I've also thought of another "solution." Getting all the partner sites in on the plan and releasing so much mis-information that the "optimal" strategies have to be worked out by the user. Eventually people would figure out what the "correct" sites were, but if it could be set up as a game where posting mis-information rewarded the mis-informers...well that could get interesting.
    Could you mention me a game or any other human made activity where it isn't beneficial to make use of the experience that people before you have acquired?

    You can't make an affix that affects a single player in a way so other players can't gauge whether that player is bad at dealing with or not - that goes against the group competitive nature of M+.
    Just mentioning it if your intent with your thread was to come up with something that would remove people's ability to gauge your skill/experience

    Added:
    You could make affixes that are more targetted at the individual player. We have them now with the fixating ghosts and quaking, but even those affixes are better dealt with when you co-operate with the rest of your group.

    But any "creative" affix must respect that M+ is competitive group activity where you have to have quite similar conditions for each run, for else you can't compare it with runs made by other people.
    Last edited by T-34; 2021-05-07 at 11:42 AM.

  18. #18
    Quote Originally Posted by garicasha View Post
    Be creative, but a mythic plus affix that copying other people would not be as successful as designing your own strategy.
    "Ungooglable": The affix literally only displays random threatening spell effectsthat are fake but indistinguishable while playing the jaws theme appropriately. Also we bribe google to make search results for it turn up no results.
    This is a signature of an ailing giant, boundless in pride, wit and strength.
    Yet also as humble as health and humor permit.

    Furthermore, I consider that Carthage Slam must be destroyed.

  19. #19
    Quote Originally Posted by T-34 View Post
    Could you mention me a game or any other human made activity where it isn't beneficial to make use of the experience that people before you have acquired?

    You can't make an affix that affects a single player in a way so other players can't gauge whether that player is bad at dealing with or not - that goes against the group competitive nature of M+.
    Just mentioning it if your intent with your thread was to come up with something that would remove people's ability to gauge your skill/experience
    Question is did the internet kill gaming or Players guide sales?

  20. #20
    Quote Originally Posted by Mysterymask View Post
    Question is did the internet kill gaming or Players guide sales?
    I would say none of them, as many sites that provide guides are financed by ads. And people play games as they always have done. Some people even pay for guides today.

    And "gaming" is as old as mankind: Kalaha, Chess etc. And people have always learnt from each other and have become better and better at games. This is nothing new. Striving to become better is also as old as mankind.

    The new thing is, that so many people for some strange reason want not to become better - be wilfully bad - and not use the experience and knowledge that other people have acquired to become more competitive and better at game.
    That is truly something that baffles me.

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