I think the intent was to introduce a one off boss something like Onyxia or Gruuls Lair in WoW. An intro to raiding were it. You have the same large scale combat mechanics with limited time investment versus a very large raid instance like Molten Core was that took multiple nights a week of 3 hour sessions to clear one instance of Molten Core. It persisted from day to day and rest once a week.
I agree, Onyxia was a good introduction to 40 man raids, but before Onyxia we have Upper Blackrock (10 man) and before Upper we have a ton of 5 man dungeons.
I think they should do a steady advance in mechanical complex boss encounters.
5 man → 10 man → 20 man
I don’t think they should hump directly to 10/20 man raids without being done at least one 5 man complex boss.
We already have 5 man instances with multiple difficulties. The next step is raids. Same tuning methods just more people.
What concerns me is the ui and more specifically healing ui. Targetting in raids is going to be a pita. With the current ui.
We also need stamina bars, debuffs and buffs on the raid frames as well as all raid members. Click casting a spell should unlock the ui similar to how wows healing ui works so we can click a player.
Different levels of difficulty is not exactly the type of difficulty I am referring to in this post, maybe I am explaining myself wrong, I am very sorry if something is not understood, English is not my mother language.
Regarding the UI, I agree with you, we need a raid interface, preferably one that can be switched between 2 modes, a simple one and a detailed one that gives the information you say. Lost Ark has these options in its party interface.
THIS POST IS SPOT ON PLEASE LISTEN. GOING RIGHT INTO 20 MAN RAIDS IS A DISASTER. Open up arenas for everyone!
I also think that 20 man raids could be too large, that being said could be a cool and great concept. I would honestly prefer a 10 man version and a 20 man version so content is not locked out of people’s limited groups.
We really need to see Monster Hunter/ Dark Souls level of mechanics if not the great work OP has posted this is fantastic and would love to see this in the game.
Thanks, I agree with you about the size of the raids. There should be 2 versions of raids, 10 and 20 men. Becouse a raid of 20 men is actually difficult to make, a lot of small guilds will be out of the raids wich only have 20 men versión. WOTLK did well in this with 10/25 men modes.
This looks like a lot of work. Siren arena it’s actually very unique but extlemely easy, need a hard mode like the one in this post. I also agree that arenas need more love.
Thanks. Yes, it’s a lot of work, it is very difficult to think of different mechanics happening at the same time and have them balanced in a way that is challenging but at the same time possible for players to do.
Dame this is really good, think having these kind of boss fight in raids and there are 6-7 bosses.
My god I would love that.
AGS should hire you for there raid content later on.
Thank you so much, you made my day
. I’m about to finish siren’s revamp/hard mode. I will edit this post when it is finished.
Edit: Siren Queen added.
Bump
Edit: Some users have told me that they have had problems opening the links to the PDF versions, this problem should already be solved.
I like the prone/crouch mechanic of the phase 2 of siren.
That fight looks like a hell for tanks.
If the tank don’t do the mechanics correctly, yes, it is a hell for them.
Edit:
- The Eternal Pool added (Avarice Trial)
- Boss Arena changed to Trials.
Note: The fact that the developers have changed the icon of these bosses shows that they haven’t forgotten about them. This gives me hope that we will see new trials or more difficult modes for the current ones in the future.
I fully support a good idea
On the new Dev Update Scott specifically said: Sandworm Trial! So, yes finally we have a new trial!
I hope that the arena of the sandworm is not artificial difficulty and has complex mechanics.
Also, if the patterns of the second interphase of Avarice are fast, this interphase looks super hard.