Regional FlagWhy is affix damage based on max HP?Source
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Seele
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#1 - 2019/10/18 11:05:29 AM

Quaking, Bursting, Explosive, Grievous, Void Emissaries, etc all do damage based on your maximum HP. The devs probably did this to make tuning easy, but it fundamentally doesn’t make sense to do this in an RPG:

1. It invalidates gear progression

The more gear you get, the more stamina you have, the more damage you take from affixes. You can never outgear it. As a side effect, on weeks with a lot of affix damage, an undergeared healer will have it easier healing a party with ilvl similar to his own than healing a well-geared party.

2. It punishes classes for having more HP

Having a high HP pool is supposed to be a good thing for survival, but when somebody in the party buffs stamina, all affix damage just increased by 10%. On Bursting weeks I usually skip buffing Fortitude.
Similarly, using defensives such as Rallying Cry, Desperate Prayer and Last Stand before a high Bursting stack makes you less likely to survive.
Tanks are supposed to take less damage from hits than the rest of the party, but they take more damage from affixes due to having more HP. Tanks with naturally high health pools take more affix damage than mitigation-focused tanks.

3. Keystone difficulty
A third problem specific to WoW is that these affixes have the same difficulty regardless of keystone level. I remember in a previous season we had the affix combination Quaking+Bursting. During this week, I did a +15 on my main and a +7 on my alt and I did almost the same overall HPS in both runs due to the vast majority of damage coming from those two affixes.

Affixes should have static damage values just like everything else. There are plenty of ways to tune them so that they work for everyone. For example you could make Quaking deal X damage, scaling with keystone level. If the damage gets out of hand in high keys, put a cap on it at +15 or so.


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Vossprey
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#2 - 2019/10/18 03:34:48 PM

That is a valid question, and while I’m nowhere near an expert on Mythic+ mechanics, I would say, it is to basically not trivialize the Mythic+ experience.

I remember, in expansions where Mythic+ was not in-game as of yet, after a few weeks of characters being at max level, and gearing up the Heroic dungeon experience, was less than… heroic, in my view. Eventually a patch would come along that would introduce a new dungeon, until the cycle would begin again.

I feel that this is not the case when it comes to Mythic+ dungeons. Higher Mythic+ dungeons are meant to be tough and challenging, and the mechanics should not be ignored or be simply out-geared. The participants have to find ways around them, be always on alert.

That is a very good discussion to have however, so please keep giving more
feedback on this subject!