Would you guys like to see more affixes on elites? More than the ones we have now?
I'd like to see more battle changing affixes, affixes that make you change your tactics rather than just clicking away. Shielding used to be something like this but ever since they heavily nerfed the shield durations it hasn't been as challenging.
Here are a few I thought up; maybe you guys can contribute some as well
Harbinger
[ul]Starts rolling in Inferno
Rolls in Champs
The champion replenishes a minion when a minion is killed.[/ul]
Colossal
[ul]Starts rolling in Hell
Rolls in Elites
Monsters are visibly larger, have more Life and do more damage but are also slower.[/ul]
Relentless
[ul]Starts rolling in Hell
Rolls in Both
The duration of crowd control on monsters is greatly reduced.[/ul]
Alchemist
[ul]Stars rolling in Nightmare
Rolls in Both
Monsters drop recipes and recipe ingredients.[/ul]
Accursed
[ul]Stars rolling in Hell
Rolls in Both
Damage dealt by monsters reduce player resource. Minions reduce less resource. Does not roll in Hardcore.[/ul]
Hoarder
[ul]Stars rolling in Nightmare
Rolls in Both
Monsters drop gold each time they are hit. Rare.[/ul]
Regenerator
[ul]Starts rolling in Inferno
Rolls in Champs
Minions regenerate a percentage of their maximum Life each second while the champion is alive.
[/ul]
Phylactery
[ul]Starts rolling in Inferno
Rolls in Champs
The champion is invincible until all its minions are killed.
[/ul]
Taskmaster aka Shenk affix
[ul]Starts rolling in Inferno
Rolls in Champs
The champion bloats its minions one by one, making them explode. Minions have less Life.[/ul]
Antagonist
[ul]Starts rolling in Hell
Rolls in Both
The monsters provide two stacks of Nephalem Valor. When you are killed by the monsters, your Nephalem Valor is lost.[/ul]
Elusive
[ul]Starts rolling in Nightmare
Rolls in Both
Monsters have a chance to dodge attacks.[/ul]
Shrine Eater
[ul]Starts rolling in Hell
Rolls in Both
When the monsters are killed they gift you with a random shrine blessing.[/ul]
Void Touch
[ul]Starts rolling in Inferno
Rolls in Champs
The champion has a small chance to cancel your buffs when it lands a hit. Does not roll in Hardcore.[/ul]
Deceiver
[ul]Starts rolling in Hell
Rolls in Both
Monsters drop Poison mines that look almost like Life orbs.
[/ul]
Runic
[ul]Starts rolling in Inferno
Rolls in Both
Monster provides double the experience. Rare.[/ul]
Cryptic
[ul]Starts rolling in Hell
Rolls in Elites
When the monsters are killed in the correct order, they drop far better loot. Does not roll with Health Link.[/ul]or
[ul]Starts rolling in Inferno
Rolls in Elites
Monsters must be killed in the proper order or they will do massive damage to the player when they die. Does not roll with Health Link.[/ul]
Blinding
[ul]Starts rolling in Hell
Rolls in Both
Monsters cast a blinding cloud that cancels channeling and causes affected players to miss some of their attacks for a short duration.[/ul]
Changeling
[ul]Starts rolling in Inferno
Rolls in Elites
All the other affixes of the monsters change over time. Rare.
[/ul]
I don't like the monster affix system. None of the affixes are threatening individually, and the random assortment of them on each champion/elite pack just ends up being a hodgepodge mess. I rarely even read the affixes anymore, usually they don't synergize at all and you can just deal with them as they come up. And since so many of them get used in every fight, you end up seeing all of them all the time.
I would rather that packs only had one or two affixes, even in Inferno, and they were way more dangerous. Design them specifically to be a difficult boss encounter, rather than throwing a bunch of abilities in the mix and hoping it works out.
Existing affixes drop bad stuffs on the ground so you just have to avoid everything. I would like to see affixes that drop good stuffs on the ground. For example, an affix that makes the elites hit 100% harder, but drops globes that, when picked up, reduces 50% dmg taken. Or may be one that boosts the elites' hp by 100% but drops zones that make you hit 100% more dmg while standing in them.
I don't like the monster affix system. None of the affixes are threatening individually, and the random assortment of them on each champion/elite pack just ends up being a hodgepodge mess. I rarely even read the affixes anymore, usually they don't synergize at all and you can just deal with them as they come up. And since so many of them get used in every fight, you end up seeing all of them all the time.
I would rather that packs only had one or two affixes, even in Inferno, and they were way more dangerous. Design them specifically to be a difficult boss encounter, rather than throwing a bunch of abilities in the mix and hoping it works out.
I don't read affixes anymore either because there is already a visual indicator unlike in D2. There was no limit in the mix of affixes back then either.
The real thing is, none of the affixes force you to adapt to a certain encounter. Shielding and Reflect Damage used to do this but not anymore. Back in D2 I would switch gears just to get through Elemental Enchanted uniques but its so hard to do that now without skewing the core build.
Existing affixes drop bad stuffs on the ground so you just have to avoid everything. I would like to see affixes that drop good stuffs on the ground. For example, an affix that makes the elites hit 100% harder, but drops globes that, when picked up, reduces 50% dmg taken. Or may be one that boosts the elites' hp by 100% but drops zones that make you hit 100% more dmg while standing in them.
Interesting ideas though some of the existing affixes are similar like Shielding.
I'd love more affixes, I think that some of your affixes would, essentially, break hardcore to the point that people may be forced to skip elite packs again. Cryptic, particularly, looks like something that most people would just start skipping. Killing monsters in order just isn't how Diablo is played, introducing that randomly to more-powerful enemies breaks a basic rule of how the entire series has been designed from the very get-go. Blinding could also provide major problems, especially on hardcore. As a WD I'm not a fan of Accursed either.
Some of your other suggestions are pretty reasonable. Ultimately I'd like to see more affixes, but I don't want ones like Blinding or Cryptic which are clearly brutal compared to the ones we have. There's a reason Invulnerable Minions (and original Shielding and Reflects Damage) doesn't exist anymore. We don't need to design other abilities which, basically, are broken to that extent.
I'd love more affixes, I think that some of your affixes would, essentially, break hardcore to the point that people may be forced to skip elite packs again. Cryptic, particularly, looks like something that most people would just start skipping. Killing monsters in order just isn't how Diablo is played, introducing that randomly to more-powerful enemies breaks a basic rule of how the entire series has been designed from the very get-go. Blinding could also provide major problems, especially on hardcore. As a WD I'm not a fan of Accursed either.
Some of your other suggestions are pretty reasonable. Ultimately I'd like to see more affixes, but I don't want ones like Blinding or Cryptic which are clearly brutal compared to the ones we have. There's a reason Invulnerable Minions (and original Shielding and Reflects Damage) doesn't exist anymore. We don't need to design other abilities which, basically, are broken to that extent.
The only problem I ever saw with invulnerable minions was the way they could corner you, blocking off the damage from the champ or stopping you from going anywhere. Old reflect damage was broken as it forced you to make sure you had a "weak" skill up or forced you into gearing a certain way.
Cryptic as I envisioned it pushes you to kill elites in a certain order to avoid damage that shouldn't kill you outright but considerable enough to make you think twice about how you go about the battle. It does however pose a problem with killing elites at the same time.
As for Accursed, I haven't really played WD enough to know the effects of this affix on mana. Are the numbers too high or is the concept itself really bad?
Blinding also had never crossed my mind as particularly devastating.
Also, some additional ones wouldn't hurt. You got some nice ideas already; I would probably reintroduce inv minions in a weakened form, like the minions take reduced damage while boss is alive instead of being completely invulnerable. And get rid of extra health, its just boring. Use your Colossal instead, its basically the same thing but it sounds much better and has some kind of theme to it.
Truth be told, I want regenerator to be the new Invul Minions. As for the colossal, I just wanted to see large demons other than the Hell Bearers.
Colossal and Regenerator could work, interesting ideas.
While we are at it, we could also buff vampiric, it would become activatable like reflect is now, but actually heal elites for a large ammount cause atm it's ridiculous ^^
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Those Who Do Not Know True Pain Cannot Possibly Understand True Peace...
Bring back Invulnerable Minions! Used to have fits with my Monk way back when against those Act 2 hornets with Invulnerable Minions and Reflect Damage/Shielding/Arcane/Whatever. That was very hard, which made it fun.
But yeah, more and tougher affixes, but bring on some positive affix, maybe as a bonus 5th affix.
I'd actually like to see less affixes, or maybe some replaced. At the moment, I can ignore most affixes completely, which means there's a huge number of combos which are mostly harmless. I'd actually like to see the really nasty ones more often (e.g. vortex molten arcane). However, as with item affixes, I don't think monster affixes will really feel awesome until they start interacting with skills. Add a 'reverse vampire' affix that causes lifesteal to hurt the player and heal the monster, add a 'lead boots' affix that disables all jumping and teleporting type skills, a dampening affix that greatly reduces the income from resource-gain skills... then things get interesting.
I'd actually like to see less affixes, or maybe some replaced. At the moment, I can ignore most affixes completely, which means there's a huge number of combos which are mostly harmless
I think you've pretty much overgeared the game already. You should now proceed to complete Hardcore.
Most of the current affixes make you think about how you take damage, not how you deliver damage (Shielding, Reflect and Missile Dampening do this).
More affixes:
Taskmaster (aka the Shenk) Rolls in yellows
The champion bloats its minions one by one, making them explode. Minions have less Life.
*based from Jaetch
Antagonist Rolls in both
The monsters provide two stacks of Nephalem Valor. When you are killed by the monsters, your Nephalem Valor is lost.
Elusive (replacement for Blinding) Rolls in both
Monsters have a 15% bonus chance to dodge attacks.
Shrine Eater Rolls in both
When the monsters are killed they gift you with a random shrine blessing.
Void Touch Rolls in yellows
The champion has a 2% chance to cancel your buffs when it lands a hit. Does not roll in Hardcore.
Deceiver Rolls in both
Monsters drop Poison mines that look almost like Life orbs.
Repeler Rolls in both
Monsters cast a wave that reflects missile attacks at set intervals.
Runic Rolls in both
Monsters give double the experience.
Cryptic (revised) Rolls in blues
When the monsters are killed in the correct order, they drop FAR better loot.
A shape shifting elite would be fun, like it can change or disguise itself as something else. Imagine running up to a gob or treasure chest then it changes into an elite.
I'd also like to see unique mobs be much harder, even harder then single elites. Right now their kinda a joke, don't even feel like killing them most the time.
Are you posting these in the official forums/reddit as well? I'd definitely upvote this idea there.
It's something relatively easy to test and implement (I guess) and it's a great idea to add variety to combat - which is something everyone who has 400+ hours would appreciate, I'm sure.
There's already a completely overdone issue with balance in the current ones. They're basically binary when it comes to balance. They're easy hilariously easy and simple to deal with, or a huge issue that certain classes or game play approaches are slaughtered by. I'd rather see balance get better before we go throw even more wrenches into the gears.
There's already a completely overdone issue with balance in the current ones. They're basically binary when it comes to balance. They're easy hilariously easy and simple to deal with, or a huge issue that certain classes or game play approaches are slaughtered by. I'd rather see balance get better before we go throw even more wrenches into the gears.
By balance problem, you mean affixes like Mortar/Vortex/Waller are extremely dangerous for ranged classes (WD, DH's, Throw Barb, Ranged Wiz's ) and affixes like Poison/Molten/Electrified are extremely dangerous for meele classes?
The only "hilariously easy" affix that I can think of is Vampiric (which doesn't really seem to work properly, even if you don't attack the mob for 30 seconds).
Everything else adds some sort of tension to the fight, and is dangerous to some classes/specs. Yes, even Extra Health, Horde or Health Link (ranged mobs with health link, big HP mobs with extra health, Horde + Nightmarish or Knockback).
Seems to be working as intended for me. we actually have to approach different affix mobs in different ways (unless of course you're CMWW, which is close to a broken build in my book).
CM has to deal with different affixes just like a different class would. Electric is a bit of a pain in the ass especially paired with nightmare. I'd like to see molten and poison differentiated a little more. It's interesting to see how different affixes play out differently with each other, but yah, I'd like to see more or maybe some more synergies between the ones we have now.
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I'd like to see more battle changing affixes, affixes that make you change your tactics rather than just clicking away. Shielding used to be something like this but ever since they heavily nerfed the shield durations it hasn't been as challenging.
Here are a few I thought up; maybe you guys can contribute some as well
I've also posted this in the official D3 forums: http://us.battle.net/d3/en/forum/topic/8196602962#1
------------------------------------------------------------
Harbinger
[ul]Starts rolling in Inferno
Rolls in Champs
The champion replenishes a minion when a minion is killed.[/ul]
Colossal
[ul]Starts rolling in Hell
Rolls in Elites
Monsters are visibly larger, have more Life and do more damage but are also slower.[/ul]
Relentless
[ul]Starts rolling in Hell
Rolls in Both
The duration of crowd control on monsters is greatly reduced.[/ul]
Alchemist
[ul]Stars rolling in Nightmare
Rolls in Both
Monsters drop recipes and recipe ingredients.[/ul]
Accursed
[ul]Stars rolling in Hell
Rolls in Both
Damage dealt by monsters reduce player resource. Minions reduce less resource. Does not roll in Hardcore.[/ul]
Hoarder
[ul]Stars rolling in Nightmare
Rolls in Both
Monsters drop gold each time they are hit. Rare.[/ul]
Regenerator
[ul]Starts rolling in Inferno
Rolls in Champs
Minions regenerate a percentage of their maximum Life each second while the champion is alive.
[/ul]
Phylactery
[ul]Starts rolling in Inferno
Rolls in Champs
The champion is invincible until all its minions are killed.
[/ul]
Taskmaster aka Shenk affix
[ul]Starts rolling in Inferno
Rolls in Champs
The champion bloats its minions one by one, making them explode. Minions have less Life.[/ul]
Antagonist
[ul]Starts rolling in Hell
Rolls in Both
The monsters provide two stacks of Nephalem Valor. When you are killed by the monsters, your Nephalem Valor is lost.[/ul]
Elusive
[ul]Starts rolling in Nightmare
Rolls in Both
Monsters have a chance to dodge attacks.[/ul]
Shrine Eater
[ul]Starts rolling in Hell
Rolls in Both
When the monsters are killed they gift you with a random shrine blessing.[/ul]
Void Touch
[ul]Starts rolling in Inferno
Rolls in Champs
The champion has a small chance to cancel your buffs when it lands a hit. Does not roll in Hardcore.[/ul]
Deceiver
[ul]Starts rolling in Hell
Rolls in Both
Monsters drop Poison mines that look almost like Life orbs.
[/ul]
Runic
[ul]Starts rolling in Inferno
Rolls in Both
Monster provides double the experience. Rare.[/ul]
Cryptic
[ul]Starts rolling in Hell
Rolls in Elites
When the monsters are killed in the correct order, they drop far better loot. Does not roll with Health Link.[/ul]or
[ul]Starts rolling in Inferno
Rolls in Elites
Monsters must be killed in the proper order or they will do massive damage to the player when they die. Does not roll with Health Link.[/ul]
Blinding
[ul]Starts rolling in Hell
Rolls in Both
Monsters cast a blinding cloud that cancels channeling and causes affected players to miss some of their attacks for a short duration.[/ul]
Changeling
[ul]Starts rolling in Inferno
Rolls in Elites
All the other affixes of the monsters change over time. Rare.
[/ul]
I would rather that packs only had one or two affixes, even in Inferno, and they were way more dangerous. Design them specifically to be a difficult boss encounter, rather than throwing a bunch of abilities in the mix and hoping it works out.
After X seconds, elites act like Fallen Maniacs and explode.
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The real thing is, none of the affixes force you to adapt to a certain encounter. Shielding and Reflect Damage used to do this but not anymore. Back in D2 I would switch gears just to get through Elemental Enchanted uniques but its so hard to do that now without skewing the core build.
Wouldn't this push for more DPS again just to kill it quick? It is possible to make it work somehow,
Some of your other suggestions are pretty reasonable. Ultimately I'd like to see more affixes, but I don't want ones like Blinding or Cryptic which are clearly brutal compared to the ones we have. There's a reason Invulnerable Minions (and original Shielding and Reflects Damage) doesn't exist anymore. We don't need to design other abilities which, basically, are broken to that extent.
Cryptic as I envisioned it pushes you to kill elites in a certain order to avoid damage that shouldn't kill you outright but considerable enough to make you think twice about how you go about the battle. It does however pose a problem with killing elites at the same time.
As for Accursed, I haven't really played WD enough to know the effects of this affix on mana. Are the numbers too high or is the concept itself really bad?
Blinding also had never crossed my mind as particularly devastating.
Truth be told, I want regenerator to be the new Invul Minions. As for the colossal, I just wanted to see large demons other than the Hell Bearers.
While we are at it, we could also buff vampiric, it would become activatable like reflect is now, but actually heal elites for a large ammount cause atm it's ridiculous ^^
Those Who Do Not Know True Pain Cannot Possibly Understand True Peace...
But yeah, more and tougher affixes, but bring on some positive affix, maybe as a bonus 5th affix.
Most of the current affixes make you think about how you take damage, not how you deliver damage (Shielding, Reflect and Missile Dampening do this).
More affixes:
Taskmaster (aka the Shenk)
Rolls in yellows
The champion bloats its minions one by one, making them explode. Minions have less Life.
*based from Jaetch
Antagonist
Rolls in both
The monsters provide two stacks of Nephalem Valor. When you are killed by the monsters, your Nephalem Valor is lost.
Elusive (replacement for Blinding)
Rolls in both
Monsters have a 15% bonus chance to dodge attacks.
Shrine Eater
Rolls in both
When the monsters are killed they gift you with a random shrine blessing.
Void Touch
Rolls in yellows
The champion has a 2% chance to cancel your buffs when it lands a hit. Does not roll in Hardcore.
Deceiver
Rolls in both
Monsters drop Poison mines that look almost like Life orbs.
Repeler
Rolls in both
Monsters cast a wave that reflects missile attacks at set intervals.
Runic
Rolls in both
Monsters give double the experience.
Cryptic (revised)
Rolls in blues
When the monsters are killed in the correct order, they drop FAR better loot.
I'd also like to see unique mobs be much harder, even harder then single elites. Right now their kinda a joke, don't even feel like killing them most the time.
It's something relatively easy to test and implement (I guess) and it's a great idea to add variety to combat - which is something everyone who has 400+ hours would appreciate, I'm sure.
The only "hilariously easy" affix that I can think of is Vampiric (which doesn't really seem to work properly, even if you don't attack the mob for 30 seconds).
Everything else adds some sort of tension to the fight, and is dangerous to some classes/specs. Yes, even Extra Health, Horde or Health Link (ranged mobs with health link, big HP mobs with extra health, Horde + Nightmarish or Knockback).
Seems to be working as intended for me. we actually have to approach different affix mobs in different ways (unless of course you're CMWW, which is close to a broken build in my book).