onster affixes are actually grouped into categories and then restricted based on those categories (to a degree). Our restrictions aren't as tight as some players have suggested, but in the end we found that adding extra limitations often made Elite pack encounters very predictable and repetitive, which kind of went against our design goal for these types of monsters.
We know that not all players will see eye-to-eye with us on how these categories are organized, and we expect some criticism and disagreement, especially from such a passionate group of gamers. While we're happy with where affix combos are right now, we're open to feedback and especially constructive discussion. :)
Here are the categories:
"Strong CC" (Limit 1):
"Defensive" (Limit 1):
"Aggressive" (No Limit):
Curious about some things. First off I'm not sure about your categories. I am pretty sure I've seen some packs with 2 of those abilities from the limit one categories. I'm sure there is more possibilities to this than you are saying as from the 1.0.3 patch notes you removed the ability for the morlu packs to spawn with certain affixes. So was this category system just a guide you all use?
Can you also figure out a way to add in a packs default affixes? And adjust for that. For example: ghosts have a natural knockback, lots of things are fast as champions naturally without the affix, and lots of stuff have weaker abilities. I'm not saying they should have less total affixes, but if you don't think knockback and nightmarish should go together - then why let something that has natural knockback also be nightmarish.
One thing you don't list is something with a ranged/nightmarish/fast combination. I've actually seen that combo bug out my game. I'm not sure if fast even makes them shoot faster, but either way they shot arrows so fast it repeatedly feared me and my follower until the follower became non-responsive. Would not follow, fight, or anything. Had to dismiss and rehire to get it working again. I actually won that fight, but if a pack like that can mess up the games AI, what do you think it does to player frustration?
Also, again. Why do you not consider jailor, waller, and frozen strong CC? Waller isn't bad all the time, but when a champion pack is spaming it or a rare is doing the box thing its absolutely a CC move. Jailor is nothing but CC. And while frozen does damage, its not the damage I am worrying about as I am running away from the orbs. Its getting frozen. Personally I think they are "strong CC".
BTW... thanks for the informative post.