Is it time to talk about the possibility of raids?

After that last dungeon actually being really damn good I think we might actually be able to start to see where we are at with the concept of raids.

I was super curious to see how the first post release dungeon would actually look after the devs had more experience making them a better scope at how the mechanics should be after having players play the game for a while not, easily can saw I was impressed at the tempest - amazing lay out, top tier stuff, boss mechanics actually really good. They are that right amount of challenging and have decent levels of engagement.

But I agree with the statement of the game needs that next step and I guess raids are it.

Ideally I’d like to see 10 man raids, I know people love huge numbers but honestly I think that’s a fairly gone age and just turns everything into a bit of a cluster and it’s also just really a pain in the ass getting 20+ people together.

Ideally I’d like to see it balanced around 1 tank, one off tank (a bit of a thicker bruiser but not a fully tank) 2 healers and 6 full dps.

I also think this could be one of those things that could do well with a normal mode that’s roughly the same difficulty as tempest and then a hard mode that’s just there to serve as a brick wall and something to strive for in game.
Hard mode would be balanced around having maximum gear, full consumables and full protection on the mob types we are fighting.

I think the game may need something like this, it serves really well for end game goals as well as consumable sinks.

Is it time yet?

4 Likes

We were just talking about this today in my company. We would love to do raids, it’s what the game is missing (aside from PvP balance and bug fixes). Please introduce this!

1 Like

Would love this. It helps that they removed player collision too. That was the thing I worried about in raids. Its hard to hit mobs as melee with the collision but that is gone.

So here is a huge problem. They would need to create an orb system that would block most of the players. Otherwise that would be fun. So yeah. Let’s figure out a way they can time gate it then talk about making it

I didn’t played wow, what raid actually means? From my background in Korean MMOs, “raid” was something like ganking another faction in their territory (PvP-content), but this seems more like a PvE stuff.

Just close the elite areas and turn them into raids that 10 people can enter. that’s as simple as what they need to do

I think they have to be really careful about pushing this game too fast away from the open world. They’ve already shown that they’re not sure how to deliver on open world sandbox
 But I just don’t see people playing this game for raids and instanced content. And more vertical progression.

I’m not saying they shouldn’t do it. I’m sure it would be fun. I’m just saying they need to be careful.

1 Like

My dream features for sure
 But yes first add more Dynamic évent
 The world is si beautiful


I don’t think you need to close them. But they could add a little “entry” that also showed a group to do the content line a raid, with extra fun stuff and harder encounters.

Again, if they send the message that the open world doesn’t matter at max level (like too many MMOs) I think you’ll turn a lot of players away.

Raids need to be another form of fun content. Not the “next and only thing you do” once you reach a certain gear score.

Funneling players into such a narrow progression path is death.

It’s typically a 10 player dungeon with extra difficult mobs and bosses.

Sometimes raids can need more than 10 players. Those kinds of raids in WoW needed 15 or more people.

The payoff in the end is usually the chance at very rare, very high tier armor and weapons.

1 Like

You know before people complained about it too much the bosses and creatures in places like SM were more difficult. They required that you clear all the mobs to get to them and that you take the encounter seriously.

However, people complained so the devs nerfed the zone and actually all overland/openworld bosses.

We shouldn’t do this for the same reason we shouldn’t close them off as pvp only zones which other players have wanted.

It’s not just one groups playground.

The invasions are actually decent raid content but it needs some attention and balancing so that the first 20 mins aren’t a snooze fest. Also different mob type invasions would be a cool addition. Maybe the Varangian knights bring massive amount of siege weapons that require people to leave the fort? Things like that.

Yes I’d like to see instanced 8 or 10 man raids but at a higher priority for me is world bosses or other open world events that bring together a lot of people. Also if they implement this they’ll need to do something about the raid frames in context of healing and the mouse wheel. I could see it being real brutal in practice without changes.

An inspect mechanic, dps meter, or at minimum a combat log is needed. As a former raid leader I need hard data on forming raid groups.

1 Like

do you really think this is a pvp area? it’s just a fantasy world :smiley: the most logical way to save this dead content is to turn it into raids.

I also think scaling content would be ideal. Even if raids were like 8-12 people (I think expeditions should be 3-6).

It’s 2022. I think this should be a standard thing by now


2 Likes

15 man raid would be better. 2 tanks, 2or3 heals, 10or11 DPS. With two full-on tanks, tank mechanics could be implemented like Tank swaps, off tanking adds, etc. Sorry, but Im a tank :stuck_out_tongue: Anyway I am full on-board with raids being implemented. Would be so much fun!

1 Like

I think that is a great idea. I also like the idea of scaling content as well.

like the myrk zergs? or like invasions?
what about low population servers where it is difficult to find a group of 5?

Perhaps it should be like OPR for entry? Scale by how many join?

This topic was automatically closed 21 days after the last reply. New replies are no longer allowed.