V

Mad Otter Games
Developer
Last edited
A compilation of my feedback for Raid Season 3.

Season Length
At first glance, 5 months seemed much too excessive for a season duration, but I reflected upon how often I would be interested in restarting a Raid Season from scratch every year, and twice a year feels like a sweet spot. So a 5 month season in and of itself is not particularly problematic as it allows everyone the opportunity to earn the rewards in an ample amount of time. Additionally, it provides the development team the ability to work on other aspects of the game while we are kept busy raiding. The issue arises when it only takes a week or two to complete the entire season, and this brings me to my next point.

Tier Requirements
The most dedicated, hardcore raiders have completed the season within a single week. Currently there are 6 raids in the tower, each with 4 difficulty tiers, each requiring 5 runs to advance. This sums to a total of 120 raids to complete the entire season. For players to have completed this within 5 days, they would have had to average 24 raids a day. If players wish to complete the entire season within 5 months and only ran a single raid per day, they would still end with 30 excess days left over.

I raid regularly but definitely not often enough to constitute as hardcore have noticed how quickly I'm progressing. I am halfway done with the Season after a single week.

For this reason, I suggest increasing the Tier requirements for Gold and Platinum from 5 to 10. This would bump up the requirements by 10 runs per raid to a grand total of 180 raids to complete the season. Alternatively, use the following scheme:
  • Bronze: 3 Raids
  • Silver: 5 Raids
  • Gold: 10 Raids
  • Platinum: 15 Raids
This equates to 198 raids per Season with a larger emphasis on the more difficult tiers in order to earn the top rewards. Now, this of course is with the assumption that the season length will remain around the 5 month mark. A 3 month season is far too constraining for nigh on 200 raids. There is also another factor in how rapidly players are completing the season, and that is the average time per raid.

Time per Raid
Certain raids feel a bit cumbersome and long, others are just perfect and a couple are simply much too quick. I will go over each of them in this section.

Here are a few time examples from a level 95 melee class on bronze tier. Granted, a level 95 is going to breeze through bronze regardless. But anything less than 5 minutes simply cannot constitute as a raid.
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Below are my thoughts on the current average time per raid. I will only include Gold, Platinum and Heroic because those are the tiers that are suited for my character level.
  • Bandicott Woods: Far too short, needs more objectives and required bounty kills (5 - 12 mins)
  • Bellamere Palace: Just about right, maybe even a bit too long due to the sheer amount of enemies to kill. (17 - 27 mins)
  • Flooded Cloister: This zone's average time is padded by the egregious amount of running around (17 - 27 mins)
  • Mulgrew Swamp: Too short. Needs more objectives and required bounty kills (8 - 15 mins)
  • Chanteuse's Rookery: Absolutely spot on! Perfect length of time on average (15 - 25 mins)
  • Orla's Veldt: The memory sequence adds the most time here. This raid is much slower in groups unless one person does everything. (17 - 27 mins)

Tier Difficulty

The next topic on the menu is the difficulty tiers themselves and the differences between them. Bronze to Silver and Silver to Gold have fairly large changes, with the addition of new mechanics, routes, bosses and objectives! This makes it so that the tier advancement isn't limited to just a health and damage boost, but it requires players to learn brand new strategies and boss encounters.

From Gold to Platinum, Platinum to Heroic and Heroic and up on the other hand, things break down and plateau. I do not believe anything new is added besides health and damage boosts. Thus, here are my proposals:
  • Gold to Platinum: Continue to add new mechanics, objectives, mini-bosses and boss abilities. I will have concrete examples and ideas in the raid-specific sections later.
  • Platinum to Heroic: Heroic Raids can up the ante by giving all mobs an affix, adding random zone-wide effects such as poison or overheat and hitting players with random debuffs. It can even limit the ability to resurrect. Some example player debuffs include:
    • Healer's Vice: All healing received is reduced by 30%
    • Paralysis: Standing still decreases attack speed by 1% each second
    • Inversion: Every 90 seconds your movement controls become inverted for 15 seconds

Group Sizes

I believe we have one too many group sizes and that compressing them would streamline the raid creation process as well as the development process, as there is one less size to cater to. I propose something along the lines of:
  • Solo: 1 player
  • Party: 2 - 6 players
  • Open: 7 - 15 players
Whichever tech is used in open raids to scale to the exact number of participants in the zone should be used for party raids as well. The mechanics can then slightly differ based on group size, with party and open raids having additional bounties and enemies and more of an emphasis on group-based objectives and puzzles.

Rewards

No we move on to the rewards section. Not much has changed here from last season, so I have a few suggestions!
  • Experience: Raids are not meant to be a primary source of experience, yet I still feel that the daily and weekly rewards should provide a more substantial chunk to players.
  • Loot: The loot is in a good place.
  • Dungeoneering: My opinion on this subject is well known
  • Relics: Relics are cool but far too powerful. After they are balanced I would love to see these become permanent and morphed into runes so they can be attached to gear.
  • Vendor: I do not visit the vendor often so no comment

Some individual raid suggestions below

ETA:
Disclaimer, these suggestions are for Platinum, Heroic and Group Raids only! There are a few suggestions / changes that would apply to other Tiers, but these are mostly in the form of altering an already existing mechanic.

Bandicott Woods
  • Increase the number of key chests required in 15 player Raids from 3 to 5
  • Randomize the key chest locations. This means that every run is slightly different, as players have to check various locations
    • It would be neat if some keys were hidden in objects you had to interact with, such as houses, the well or in trees
  • Add a mini-boss to the village after collecting the Axe. This boss spawns nettles around it that grow over 10 seconds before dying. There are two types of nettles, a corrupted nettle that will heal the boss if it is not destroyed in 10s, and an enchanted nettle that will heal the boss if it is destroyed.
  • Require players to defeat the bounty in the Tangled Grotto and Whispering Woods
  • Require players to defeat the bounty near the fire pit
  • Add an objective that tasks players with collecting wood to light the fire pit. Perhaps the nearby corrupted trees are invincible until the fire pit has been lit? Or maybe the wood has to be collected by destroying the trees or finding interactable wood piles in random locations. Either way, something besides just clicking on the fire pit.
  • Require players to defeat the bounty in Rober's Bass and Able Rock
  • Buff Amelia the mini-boss so that she is not so much easier than the alternative mini-boss. It would be cool to have a swimming encounter, where players had to swim to various safe spots as Amelia charges up and unleashes a fatal blast.
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  • Add and require a bounty in both routes of the Darkwoods
  • Double the frequency of Zitiki's hatchling spawns for group raids. Triple it for 15 player raids. They hardly appear before she is vanquished, usually only 1 or 2 of them before the fight ends.

Flooded Cloister
  • Decrease the size / scale of the zone. It's too large and cumbersome to traverse
  • Randomize the locations of the 3 required bounties in Upper and Lower halls. This adds some variation to each run
  • Task players will collecting key fragments to complete the Rose Chamber. These can be collected by interacting with cabinets inside of rooms
  • Add Pillars or Totems in the intersection of each chamber. These have an aura that will boost nearby bounties, so players can destroy them to debuff nearby enemies
  • Refactor Dire Mother and Dire Father into a new boss that uses Vesesia's bubble rune mechanic (smaller rune size)
  • Decrease the health of garden spectrals
  • Add an objective to the Gardens where players need to find or destroy strange fungi that appear in random locations in order to clear a poison effect
  • Increase the rate at which Maggwood's Fungi spawn especially the initial fungi and have them restore mana for all nearby players instead of only the one who destroyed it
  • Ravelle's skulls should remain down for 30s when downed
  • Place greater emphasis on the cloning mechanic and less on the skulls. The cloning mechanic is unique and fun!

Bellamere Palace
  • Reduce the health of guards. There are so many guards that they should have less health to balance the increase in quantity
  • Require players to defeat infected rats in the sewers near the gate in order to corrode the gate and dissolve it or perhaps find keys in the nearby crates?
  • In group raids, require teams to pull the lever in both the armory and observatory in order to enter the great hall
  • Add a mechanic to Sylvester where he only loses health by destroying bookcases. Additionally, he has a slow enrage AoE DoT effect that builds up over time, so a DPS race.
  • Add a mechanic to Leo the entertainer where he spawns siren runes under players, forcing them to dance unless they move off of them
  • Remove the concussion shot spells from potion brewers and replace them with tempest of the Roc
  • Add a mechanic to Brewmaster where she makes random players 'tipsy' inverting their controls temporarily
  • Add a mechanic to Michael the Cook where he spawns tiny little food dishes around his kitchen that travel to him. Players need to destroy them or he will grow bigger / stronger if he consumes them
  • Add a new mini-boss, the Blood Guard General after defeating the 4 blood guards prior to the prince. This boss targets and leeches the health of random players, they need to run out of range to avoid having their health leached
  • Require players to free prisoners from their cages if they go to the prison route
  • Add a mechanic to Daphne similar to Grinchta where certain portions of the floor light up with an effect, either healing or damaging her and other players
  • Reduce the healing generation on the red prince and have the Blood Witches spawn in random locations (8 pads, they will spawn on random pads).

Mulgrew Swamp
  • Add some objectives to the scavenger area. For example, tasking players with destroying their huts to prevent them from respawning
  • Give the Underboss some splash damage bombs which he can throw at random players (similar to the new fireball relic). Players will want to run from whoever is targeted to avoid the splash damage.
  • Perhaps require multiple explosives to destroy the barrier into the crystal cavern in group raids. These can be hidden around Black Hollow so players have to split up and find them. Once an explosive is clicked, players have a limited time to bring it back and detonate it, otherwise it explodes early and damages the player
  • Add some objectives to the crystal cavern. Right now players just run past it all.. maybe have players collect crystals or drag enemies to destroy crystal barricades (stolen from orla's veldt)
  • Add some mechanics to Rocky where he can encase players in crystals that must be destroyed to free them.
  • Have the toads in marrowmarsh detonate when defeated, dealing damage to all players 6m around them.
  • For the Sawyer fight in Marrowmash, he should have increased damage resistance but will take 40% increased damage if players drag him over to the various light patches and dry him up. This will move around so players need to stay on their feet and avoid stunning him while the tank moves him.
  • Add some more enemies to the survival objective after marrowmarsh. Often we defeat everything and sit there while we wait for the remaining time to elapse.
  • Add some mechanics to the 4 oogres prior to Egan. Perhaps give each of them an Affix such that they must be killed in a specific order and if players kill out of order then the others will heal and grow much more powerful.
  • Add some more mechanics to Egan, like having his AoE deal corrosive damage over time to players that linger in the area. Maybe add properties to the water, where players have reduced healing but increase ability power when in the blood water.

Chanteuse's Rookery
  • Alter the Siren runes so that there is a slight delay before the stun, allowing players to avoid them
  • Give Abelard the shield ability from Graeme where it damage is converted into healing while it is active
  • Require players to search spider nests / jail cells for a key during the Golden Mallet portion
  • Decrease the size of Lilith's runes by 1 - 3m

Orla's Vedlt
  • Remove or reduce Mushi's stun comet as it is frustratingly difficult to drag Mushi to the bombs when constantly stunned
  • Have Mushi's lava cover the entire area except for a few random safe spots. This should randomize each time the lava recedes and returns - otherwise players can just stand on one area for the entire fight without worry
  • Nicodemus's puzzle for group Raids is best done with a single person rather than a team. I'm struggling to think of a way that the entire team can be incorporated into this puzzle... will edit one in if I think of it
  • This is the same with the memorization sequence. It's easiest if one person does it. I think the solution to this would be to have the memory code cordoned off into a separate room where players cannot exit once they enter. So the player who sees the code has to communicate it to their teammates to leave.
  • The Tetriad's should have some more abilities such as Twister or drop rock chunks down from the sky onto players. Right now they all gang up in one spot for a fairly lackluster fight. Maybe even convert that large dome area to a survival objective.
  • Nur needs some mechanics! I think he should use Ayect's mechanics and tar players, making them vulnerable to fire damage. Then, geysers appear in random areas where players can cure the tar effect. If they do not do so in time, Ayect does is AoE immolation effect which burns them massively
  • Yidoni's fire runes should start much earlier in the fight, deal more damage and exist in greater quantity. Yidoni would be more challenging if she also teleported around the area like Ignim and shot missiles at the top X players in the DPS charts
  • The first half of Zell's fight is a bit boring... maybe add fire runes underneath players like Artrair as well as rolling fire blasts that players can jump over.
  • The lava for the second half of Zell would be less frustrating if it did not instant kill but rather dealt large DoT. On Heroic Tiers it can be made to instant kill
 

Crystalized

Citizen
Platform
  1. PC
I am not going to do a point by point because who really wants to take the time to read that.... but I'd ask that before considering any major changes, consider that not everyone wants to live in the raids and still want to play other aspects of the game, while others are happy to grind away. as it stands currently, people who want to do it casually can do so within the allotted time while still being able to enjoy the rest the game has to offer. The people who wish to grind are doing so for better gear in the higher tiers.. which is great that they have the option to do that..

I don't typically like voicing my opinion, but unfortunately I feel its necessary once in a while because if you don't speak against something, the consensus is that everyone agrees with it.

Keep in mind that not everyone that wishes to solo is a warrior.. and if you're going to make things more difficult, you're going to have to put more thought into it than simply a blanket difficulty.. you need to do different things for different classes and different subclasses... if solo is going to be an option (which i well believe it should be) making the entire thing more difficult will make it far too difficult for some of the squishier toons... If someone wants the raids to be more difficult.. perhaps they could consider taking in their squishy toons *shrug*...

You're always going to have grinders and people who go at content hard.. and thats fine... you don't have to cater the game to that..
 

V

Mad Otter Games
Developer
Blanket difficulty is health and damage scaling, none of which are mentioned in the main post.

Mechanical difficulty on the hand is where Raids shine. Pretty much all of these suggestions would apply strictly to higher tiered / group raids.

It's a shame to see players attempting to convert Raids into story content difficulty, but it is what it is.
 

Ekimie

Hunter
Royal Guardian
Platform
  1. Steam
The downside is the rewardsystem on raids. Raids are presented to be optional content, stuff you dont have to do. But there are rewards that makes you WANT to do them, and upsets if you cannot achieve it. yes, I know 'event zones are optional too', with the small difference that event zones are actually achievable with the time put in. If you want to do your difficult extra stuff on raids (like having to light the fire before you can defeat trees), then remove the rewards. Because I cannot live if I cannot kill every tree as soon it is in reach.
 

V

Mad Otter Games
Developer
The downside is the rewardsystem on raids. Raids are presented to be optional content, stuff you dont have to do. But there are rewards that makes you WANT to do them, and upsets if you cannot achieve it. yes, I know 'event zones are optional too', with the small difference that event zones are actually achievable with the time put in.

Raids are optional content. The Seasonal rewards are all cosmetics in the form of nameplates, insignias, mounts and toys. None of these rewards are required in any way shape or form for your character. Even Relics are only temporary. Yes, these rewards are quite cool and players do strive for them but that does not make Raids required. With this logic, even event zones would not be considered optional content simply because players want the rewards and may not have the time to earn them all.

The fact is, not every player will be able to collect every reward, and that is intended. Otherwise, the developers would have just given it away for free. Players will have to work through the higher difficulty tiers if they wish to collect it all. This process should not be easy because Raids are not event zones and should not be designed as such.

If you want to do your difficult extra stuff on raids (like having to light the fire before you can defeat trees), then remove the rewards. Because I cannot live if I cannot kill every tree as soon it is in reach.

So the rewards should be removed for everyone because a single player is unable to earn them.

As players progress through Tiers from Bronze to Heroic, they can expect to encounter additional challenges, mechanics and bosses. This is the entire foundation of the Raid system because it guarantees that there is something for everyone. I don't understand the reasoning behind being adamantly against increasing the difficulty in hard challenge tiers when their entire purpose is to be hard. If it is too difficult, then there are easier tiers available to run. Eventually every single player will hit a wall that they cannot surpass, and that's ok - that's the point of the infinite Raid Tower. We cannot have it all.
 
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Ekimie

Hunter
Royal Guardian
Platform
  1. Steam
I would be perfectly content to run only bronze if it got me the rewards I wanted. But it doesn't. I don't say higher levels shouldn't be hard, but achievable would at least be nice. We've never been a game where you cannot get something EVEN IF you put the work in. Why do we have to be that game? I hate those games.
 

Crystalized

Citizen
Platform
  1. PC
I would be perfectly content to run only bronze if it got me the rewards I wanted. But it doesn't. I don't say higher levels shouldn't be hard, but achievable would at least be nice. We've never been a game where you cannot get something EVEN IF you put the work in. Why do we have to be that game? I hate those games.
exactly this.
these things have never been THIS game. That is why THIS game is different and that is why so many people have stuck with this game for so long and have been such loyal players.. because it is not like other games.. if this game will be turning into that.. i'd like to know in advance so i can put my time in elsewhere *shrug*... but perhaps those wanting to turn this game into that sort of game should just go find that sort of game to play.. because this is one of a kind and those games are many
 

V

Mad Otter Games
Developer
I would be perfectly content to run only bronze if it got me the rewards I wanted. But it doesn't. I don't say higher levels shouldn't be hard, but achievable would at least be nice. We've never been a game where you cannot get something EVEN IF you put the work in. Why do we have to be that game? I hate those games.

Nowhere have I stated that players should not be able to earn everything without putting in the work. The thing is, not everyone will put in that work. Take event zones for example: if I do my dailies 5 days out of the 40 days that the zone is up, should I be able to earn all of the rewards simply because I put in some modicum of work? Or will players who put in more work end up earning more than I do? They most certainly will, and I have no room to complain about it because I earned what I deserved for my level of effort.

The same applies to raids. Players have to put in the work and this includes strategizing, crafting consumables, acquiring better equipment and perhaps teaming up with others. This is what it takes to complete the higher, more difficult tiers. Saying that it is not achievable is a misleading statement as many players are already well past Heroic across all servers.

Currently, Platinum and Heroic Raids do not introduce any brand new mechanics that do not already exist in Gold. Thus the suggestions to implement some brand new features. For those who enjoy the challenge, isn't this where we have been told to spend our time? I recall many posts by players saying if you want your "challenge", go run Raids - but it looks like we've hit the point where even Raids are not safe from bubble-wrap.

exactly this.
these things have never been THIS game. That is why THIS game is different and that is why so many people have stuck with this game for so long and have been such loyal players.. because it is not like other games.. if this game will be turning into that.. i'd like to know in advance so i can put my time in elsewhere *shrug*... but perhaps those wanting to turn this game into that sort of game should just go find that sort of game to play.. because this is one of a kind and those games are many

It sounds like the argument isn't really "I want raids to be achievable". It is actually, "I want raids to be achievable specifically by ME so I can have all the rewards I want".

This isn't a rational or realistic outlook. Not in games, and not for life in general.
 

Squonk

Master Villager
Characters
Squonk, Auburn Bow, Morgawa, Auburn Shade, Auburn Flame, Auburn Assassin, Medusala, Auburn Saint, +2
Platform
  1. PC
At some point would it not be easier for you to build/fund a different game that suits all of these changes you want to every aspect of the game? :p

The majority of these changes would make me less likely to participate in raids - this season feels like a good balance at the moment
 

V

Mad Otter Games
Developer
At some point would it not be easier for you to build/fund a different game that suits all of these changes you want to every aspect of the game? :p

The majority of these changes would make me less likely to participate in raids - this season feels like a good balance at the moment

Great idea! I'll just go make an MMO this weekend, why haven't I thought of that
 

Crystalized

Citizen
Platform
  1. PC
It sounds like the argument isn't really "I want raids to be achievable". It is actually, "I want raids to be achievable specifically by ME so I can have all the rewards I want".

This isn't a rational or realistic outlook. Not in games, and not for life in general.
Well, no.. I could achieve the others if I could be bothered to grind through it. But as I stated in my previous post, I dont want to live in the raids and believe that it is nice for people to be able to do both raids and the rest of the game. This content is meant to be for everyone, level 20 and above, really. Mobile players and PC players. So many of the proposed changes are not taking into account the difficulty level different things from different classes and different platforms may experience. And it is so very impractical to expect the devs to cater to every single situation. I am not one that needs to have all of the rewards, so you definitely got that wrong. I am slowly working my way through as I feel like doing them and i'm fine with that, but I am also keeping others situations in mind and not just considering them for myself. Between younger players, disabled players, older ones who dont have the same reflexes as the younger players... this game has always been inclusive to all of these things.... and some of these level of proposed difficulties would definitely leave some of those players in the dust... and I would hope the devs wouldn't want that, either... it isn't about me.. or even you.. it's about everyone, as a whole...
 

V

Mad Otter Games
Developer
Well, no.. I could achieve the others if I could be bothered to grind through it. But as I stated in my previous post, I dont want to live in the raids and believe that it is nice for people to be able to do both raids and the rest of the game.

If you do not want to live in Raids, then don't? That may mean you will not get all the cosmetic rewards though, but it is a perfectly valid choice that every player can make for themselves. Similar to event zones, I don't want to live in there for every hourly boss kill, so I don't. I don't expect to get all of the rewards in event zones by choosing not to participate in them and I'm surely not going to complain about how "unfair" it all is.

This content is meant to be for everyone, level 20 and above, really. Mobile players and PC players. So many of the proposed changes are not taking into account the difficulty level different things from different classes and different platforms may experience. And it is so very impractical to expect the devs to cater to every single situation. I am not one that needs to have all of the rewards, so you definitely got that wrong. I am slowly working my way through as I feel like doing them and i'm fine with that, but I am also keeping others situations in mind and not just considering them for myself. Between younger players, disabled players, older ones who dont have the same reflexes as the younger players... this game has always been inclusive to all of these things.... and some of these level of proposed difficulties would definitely leave some of those players in the dust... and I would hope the devs wouldn't want that, either... it isn't about me.. or even you.. it's about everyone, as a whole...

Hence the existence of difficulty tiers. Raids are not 'one size fits all' content. Players can select from Bronze, Silver, Gold, Platinum and an infinite number of Heroic Tiers to find the right balance for them. In this way, everyone as a whole can find the perfect type of experience for their specific needs and situation.

Perhaps a level 20 player will find their perfect fit in Silver. Maybe an older player with experience in MMOs will grind out Heroic. Maybe a younger child enjoys spending time in Bronze. There is a solution for every player and each tier has a specific purpose. Platinum and Heroic tiers are designed specifically for those seeking the greatest challenge in the game. Yes, maybe a brand new player or a younger child will struggle to complete this tier, but there are alternatives available. Over time they can grow to meet this challenge if that is their goal, that's the fun of improving your character and learning the game.

Raids are optional content and Platinum / Heroic Raids are optional content within optional content. There is no reason to homogenize the entire game to suit yourself. Please leave something for other types of players too.
 

IrishElf

Citizen
Forum Moderator
Just going to post how I personally see how raids were done.

I think what is not being understood here is all raids CAN be done by us regular players, I am working my way through and got silver levels recently and accidently went into my friends gold lvl raid.
Needless to say... I got my sword handed to me at the door LOL. But oh was it fun! And I won't stop improving!

The platinum and heroic are for those players who we see at the elders wearing no armor, "just for the extra challenge". The OP isn't suggesting things be made harder at the lower levels that most casual players are at. But way up there into the top levels.

I am happy they made the raids so we all can do them, including the hardcore nekkid players. (Yes I suspect we will see the top heroic level players attempt it with just a weapon LOL!) We all need stuff to do and boy oh boy it is hard to balance I'm sure.

And as always the OP gives his opinion which can be taken or left by the devs. But it is always welcomed for everyone to give their opinion!
 

Shyama

Bog Frog
Characters
way too many... :)
Platform
  1. Android
  2. PC
Group Sizes

I believe we have one too many group sizes and that compressing them would streamline the raid creation process as well as the development process, as there is one less size to cater to. I propose something along the lines of:
  • Solo: 1 player
  • Party: 2 - 6 players
  • Open: 7 - 15 players
Whichever tech is used in open raids to scale to the exact number of participants in the zone should be used for party raids as well. The mechanics can then slightly differ based on group size, with party and open raids having additional bounties and enemies and more of an emphasis on group-based objectives and puzzles.
I definitely agree with this. I solo probably 99% of the time because group stuff makes me feel awkward, but there are times when I'll run with guildies. When you only have 4 people who want to run, either someone is left out or we have to deal with scaling for 6.

Loot: The loot is in a good place.
One exception here- rewards should be for your subclass. It's frustrating to get a decent pair of gloves that actually have the stats you want... except they are holy when you're shadow.

Alter the Siren runes so that there is a slight delay before the stun, allowing players to avoid them
Stuns that you have no way to avoid are one of my least favorite things. If I can react quickly enough to move away (which can be it's own issue, but that's on me :)), let me! Should apply to solo runs as well. Watching your health drain while stunned, with no way to save yourself, is a pet peeve of mine. And yes, I almost always use liberty drams in raids because of this, but I'd still prefer to be able to avoid the stun whenever possible.

The lava for the second half of Zell would be less frustrating if it did not instant kill but rather dealt large DoT. On Heroic Tiers it can be made to instant kill
Yes please! Another one that should apply on solo runs as well. Trying to kill the hearts while avoiding the fireballs and the falling in lava by just barely missing the chain or hitting it at a weird angle... oof. Maybe I'm just bad at moving around sometimes, especially when trying to angle the camera at the same time, but it's no fun to run all the way back because you missed a chain by thismuch.

    • Inversion: Every 90 seconds your movement controls become inverted for 15 seconds
This would make me cry.


And for some feedback of my own... zone debuffs that you have no way to dispel are bad. Especially when it's all based on how lucky (or unlucky...) you are! I've done at least a couple runs in Orla's Veldt where not a single Magma Grunt spawned. So other than the Magma Guardian or 2 at the very beginning, I had the Overheat debuff for the entire run. Either have a Magma Grunt always spawn in each mob group (or every 2nd or 3rd group, etc), or give the dispel ability to other mob types as well. Or even borrow a concept from the Rookery's new Inner Warmth firepits- maybe a few well-placed waterfalls you could stand under for a few seconds that would dispel the Overheated debuff?
 

V

Mad Otter Games
Developer
Ooh I had no idea the Magma Grunts dispelled overheat!

Now imagine inversion while you're on the chains in Orla's Veldt :p
 
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Shyama

Bog Frog
Characters
way too many... :)
Platform
  1. Android
  2. PC
Ooh I had no idea the Magma Grunts dispelled overheat!

Now imagine inversion while you're on the chains in Orla's Veldt :p
Oops, spoiler alert I guess... lol

And I can barely stay on the chains as it is... you just like to get people killed! 😆
 
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