I just want better-balanced dungeons and more dungeons added per patch. It sucks getting a keystone for [Long-ass dungeon with shitty loot] when I could have gotten [Short easy dungeon with better loot].
"Can't you see this is the last act of a desperate man?"
"We don't care if it's the first act of Henry the Fifth, we're leaving!"
What m+ certainly does NOT need is more complexity when it comes to mechanics. Your thread is a good example why not everyone should be a game designer.
They should add and change affixes, but adding even more effects to existing affixes like you suggested with volcanic f.e. is pretty pointless. There would be only two ways your volcanic affix would turn out. A) dmg isnt that much so people would pretty much ignore it. B) dmg is high so the group will have to play around the whole mechanic which is just tedious and in high keys probably stressful af.
As I said, to make m+ more fun they don't need to stack stuff...it just needs some tweaks and little changes. Idk if you pushed keys in bfa but in high keys it is pretty much one fkup and its over, like one interrupt fail of several different casts going off at the same time and you're screwed. You have to be SO aware of what is going on around you, adding more stuff to care about does not sound like fun to me tbh. Only that things get even more stressful.
As many others have suggested they really should get rid of tyrannical and fortified. I think in it's place they could add some kiss/curse affixes. These are 2 ideas I had for them, but I'd like to see more. The fact it is always tyrannical or fortified now is already boring. I want more variance in affixes.
Turbo: All players and enemies have increased attack speed, cast speed, movement speed, and cooldown speed by some percentage. Sort of like how the extra button for dps specs during the Gul'dan fight worked just a reduced and permanent version of that.
Fractured: All players and enemies have a chance to create a clone that use the same abilities as the original. They last for a short amount of time and deal x% less damage of the original. Possibly make them unkillable and/or untauntable if they last a short enough amount of time? Thinking only 1 clone per entity can be up at a time not to make it too wild.
Last edited by Delirium92; 2020-07-30 at 03:34 PM.