Brawndo Addict
Banned
You missed the point friend.
Blizzard doesn't want hard to avoid affixes but rather impossible to avoid mechanics so that getting some tankiness is required.
If things were hard to avoid but everything could be avoided then people would spec 100% glass cannon and just avoid the mechanics even if they were tough to avoid.
So scale them to go past hard to avoid and towards impossible. With exponential scaling and the timer it's not like players aren't working under a damage cap anyway. There's going to be rift level that they can't progress past due to monster HP, just like there's going to be one you'll never have enough DR for. But the way the game scales and the way players interact with that scaling should be fun until they start to hit that wall; theoretically being able to 'dodge' all the damage feels better even if as a practical matter you cannot. Jailer just seems like a lazy solution to a problem that can be addressed in other ways.
If unavoidable damage was the goal and not just the means, then why don't they simply add in something like a constantly damaging aura that scales? Or even just a regularly occurring "spike" of damage every 30 seconds? Is that not a more reliable and even-handed method of ensuring that the DR/regen cap they want is met? Jailer is still "avoidable" in the sense that you may not get a pack that has the affix in the first place anyway or you might have the arcane immune necklace, and it does nothing to address the problem with respect to the rest of the rift's combat, or the problem of fishing.
The point I'm trying to make is that you can still achieve the desired result (no 100% glass cannon builds) with a system that doesn't arbitrarily interact with players (you take X dmg now), and instead encourage a more rewarding system that actually engages players. Jailer is a non-issue until it scales enough with the GR that it will kill you, why not take a similar approach with other affixes with regard to scaling? At a certain point, if you scale the properties of the affixes correctly with clever design, the probability of you avoiding any damage collapses.
So yes, at GR 35 the affixes might be just hard to avoid instead of the current system in which they're easy to avoid. But at 50+ the affixes could conceivably be unavoidable in their entirety. This should result in more total possible damage, but the key difference is that a system that gives the player the ability to mitigate their damages from (X+Y) to just (X) with good play is more rewarding and interactive than a system in which the player just automatically takes X damage. With the way scaling works, you just need the incidence of damage to occur to keep fully glass cannons builds honest, the particular source of damage doesn't really matter.