A new approach to Affixes?

A new approach to Affixes?

So, we all hate and love the current affixes.
From players starting their Mythic+ adventure, to players pushing for the top spot. Not all for the same reason, but the general feeling seems to be a love/hate relationship.

Why we love them:

  • It gives Mythic+ a weekly variation that keeps the dungeons interesting.
  • It challenges players (mostly mid to high end) to adjust pacing, routing and ability usage.

Why we hate them:

  • Some require specific classes or talents to handle so the other classes are left out.
  • They punish players if not handled correctly (mostly healers), to a point where it bricks the key. This is especially true in pugs.
  • RNG can be killing. Take for example two afflicted spawning during Archmage Sol’s fire and ice combo? GL healer!

So how to keep the love and avoid the hate? What if we change the affixes from being punishments to being boosts?

We’ve all seen how much fun it is if you feel really powerful. (corruption anyone?)

So how about we remove the current affixes and go with a new set of boosts? Maybe even call them boosts and not affixes to already change the tone.

Examples:

Energy Bomb

  • A player can release an energy explosion around the player doing X arcane damage to all enemies in a 20 yards radius.

Friends with Bwonsamdi

  • A player can request Bwonsamdi to look out for his soul. For the next 10 seconds, if the player dies, Bwonsambi will return the player’s soul to his body at 50% health.

Plagued

  • A player can throw a vile containing a plague. All enemies in the area are infected. Infected enemies do 30% less damage and take 30% increased damage for 10 seconds.

Inspired

  • A player can inspire their party member with an inspirational shout. All players within 30 yards or the player gain 10% haste for 10 seconds.

These are some simple examples of boosts you could get. They are available to all players once per run and are class and RNG independent. Also, without these boosts, you can still finish the dungeon, but the timer might be harder to beat without them. These are less likely to cause full wipes and brick keys and give players a more powerful feeling and all classes feel included.

So, what do you people think? Does this make sense? And do any of you have ideas for boosts?

To give some context on my experience:
I would call a ­+23 a push key on a DPS character and 18+ push keys on a healer or tank.
Been doing M+ since I returned this expansion after a hiatus period starting in WOD.

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