GoGoGadget

Servant of Mallok
Characters
GoGoGadgetGo
Platform
Android, PC
Couple wishes overall:
1. Make higher tier raids give better rewards for dailies/weekly. Bronze/Silver uncommon as base . Gold/Platinum rare as base. Heroic epic as base.
2. Give the vendor new stuff to buy. Suggestion would be to introduce legendary armament boxes for gear so that the base would be always epic and small chance for legendary. Could cost 10-20x the price of normal ones. New mounts. New garp. New potion suggestion would be Elixir of luck type of thing. New
3. Add dungeoneering lvl as new sorter for setting up group raids.

Mulgrew Swamp: Perfect as it is wouldnt change anything.
Bandicoot Woods: I like the new setup nothing needs to be changed
Flooded Cloister: Maggwood doesnt spawn enough Fungis especially on solo runs. Also his death animation takes over too long and needs to be made shorter. Rest is good as it is.
Bellamere Palace: Is good as it is.
Chanteuse rookery: Nothing wrong with this one.
Orlas Veldt: Suprisingly has become one of my favourites. Nothing to change here.
The Catacomb: This one enrages me most. Biggest issue is running into the empty voids when enemies teleport. Easy fix is to make characters lose targetting when the bosses teleport, to prevent the forced running to pits. Second thing that is more minor is that I dont understand why spirits gathered during the run are nullified entering the boss fight. It makes no sense as is just arteficial way to slow people down. This raid is allready by far the longest anyway.
 

Ekimie

Hunter
Royal Guardian
Platform
Steam
Soo... what you're basically saying is: Suggestions for fixes in Catacombs :p
 

Antavious

Warrior
Characters
Antavious, suoivatna
Platform
iOS
More rewards is a slippery slope especially when dealing with harder content as it excludes some form getting them. Most of the rest of it I agree with but I kinda like the shifting bosses that make you maybe fall in holes (they force me to pay attention and react rather than just hit on auto pilot)
 
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Carly

Priestess
Royal Guardian
Characters
MeliJan
Platform
iOS, PC
Couple wishes overall:
1. Make higher tier raids give better rewards for dailies/weekly. Bronze/Silver uncommon as base . Gold/Platinum rare as base. Heroic epic as base.
2. Give the vendor new stuff to buy. Suggestion would be to introduce legendary armament boxes for gear so that the base would be always epic and small chance for legendary. Could cost 10-20x the price of normal ones. New mounts. New garp. New potion suggestion would be Elixir of luck type of thing. New
3. Add dungeoneering lvl as new sorter for setting up group raids.

Mulgrew Swamp: Perfect as it is wouldnt change anything.
Bandicoot Woods: I like the new setup nothing needs to be changed
Flooded Cloister: Maggwood doesnt spawn enough Fungis especially on solo runs. Also his death animation takes over too long and needs to be made shorter. Rest is good as it is.
Bellamere Palace: Is good as it is.
Chanteuse rookery: Nothing wrong with this one.
Orlas Veldt: Suprisingly has become one of my favourites. Nothing to change here.
The Catacomb: This one enrages me most. Biggest issue is running into the empty voids when enemies teleport. Easy fix is to make characters lose targetting when the bosses teleport, to prevent the forced running to pits. Second thing that is more minor is that I dont understand why spirits gathered during the run are nullified entering the boss fight. It makes no sense as is just arteficial way to slow people down. This raid is allready by far the longest anyway.
I have not seen magwoods fungi once during solo raids. It would be nice if they appeared
 
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Cosmickitty

Bog Frog
Platform
iOS
1. I'd settle for just not getting the opposite subclass every single time. But this suggestion would also be great :)
2. someone suggested adding more of the stuff from the darring chests to raid shop, that seems like a low effort way to make us all happy. but ppl would endlessly grind raids for some leg gear chests, some would even spend an ungodly amount on ducats to get all leg gear... would that push it too far into p2w? I dont think so, but I suspect some ppl would get all grumpy. Although some ppl get grumpy if you change 3 blades of grass in ardent :p
3. I want this so badly. I prefer to run open raids, I'd love to carry people through plat raids and catas.... but I'm not carrying a lv 5 dungeoneering player through gold cata just for the raid to fail bc someone with lv 5 dungeoneering has 0 dps.

I thought magwood was just laggy, is that all death animation? I usually just run off and assume he wasnt going to drop anything good anyways.

I ran 1 gold cata solo, maybe I did something wrong but I killed all the mobs and still ran out of souls to change the orb once, had to just stand there and wait for them to refill
 

Ozul

Citizen
Platform
iOS
Couple wishes overall:
1. Make higher tier raids give better rewards for dailies/weekly. Bronze/Silver uncommon as base . Gold/Platinum rare as base. Heroic epic as base.
2. Give the vendor new stuff to buy. Suggestion would be to introduce legendary armament boxes for gear so that the base would be always epic and small chance for legendary. Could cost 10-20x the price of normal ones. New mounts. New garp. New potion suggestion would be Elixir of luck type of thing. New
3. Add dungeoneering lvl as new sorter for setting up group raids.

Mulgrew Swamp: Perfect as it is wouldnt change anything.
Bandicoot Woods: I like the new setup nothing needs to be changed
Flooded Cloister: Maggwood doesnt spawn enough Fungis especially on solo runs. Also his death animation takes over too long and needs to be made shorter. Rest is good as it is.
Bellamere Palace: Is good as it is.
Chanteuse rookery: Nothing wrong with this one.
Orlas Veldt: Suprisingly has become one of my favourites. Nothing to change here.
The Catacomb: This one enrages me most. Biggest issue is running into the empty voids when enemies teleport. Easy fix is to make characters lose targetting when the bosses teleport, to prevent the forced running to pits. Second thing that is more minor is that I dont understand why spirits gathered during the run are nullified entering the boss fight. It makes no sense as is just arteficial way to slow people down. This raid is allready by far the longest anyway.
Just adding into Catacombs even at bronze at the boss and at tombs has too many missile projections going on for solo. At the boss Tombs it’s every 2 seconds and final boss is 3 seconds. It’s fine in group content but solo it’s a little wild and can be crazy when stunned and the immobilized for ten seconds while still getting hit.

Good post.
 

Xii

Guest
Couple wishes overall:
1. Make higher tier raids give better rewards for dailies/weekly. Bronze/Silver uncommon as base . Gold/Platinum rare as base. Heroic epic as base.
2. Give the vendor new stuff to buy. Suggestion would be to introduce legendary armament boxes for gear so that the base would be always epic and small chance for legendary. Could cost 10-20x the price of normal ones. New mounts. New garp. New potion suggestion would be Elixir of luck type of thing. New
3. Add dungeoneering lvl as new sorter for setting up group raids.

Mulgrew Swamp: Perfect as it is wouldnt change anything.
Bandicoot Woods: I like the new setup nothing needs to be changed
Flooded Cloister: Maggwood doesnt spawn enough Fungis especially on solo runs. Also his death animation takes over too long and needs to be made shorter. Rest is good as it is.
Bellamere Palace: Is good as it is.
Chanteuse rookery: Nothing wrong with this one.
Orlas Veldt: Suprisingly has become one of my favourites. Nothing to change here.
The Catacomb: This one enrages me most. Biggest issue is running into the empty voids when enemies teleport. Easy fix is to make characters lose targetting when the bosses teleport, to prevent the forced running to pits. Second thing that is more minor is that I dont understand why spirits gathered during the run are nullified entering the boss fight. It makes no sense as is just arteficial way to slow people down. This raid is allready by far the longest anyway.
Imo ReplacE maggot mana burn as mana is not a mechanic in a game with no cd on pots. Some other would be better.

Add relics to raid vendor to trade in your relics to other in equal rarity. Pain to get 5 of same.
 
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KitzyKitt

Shaman
Characters
Kitzy
Platform
Android, PC
CATACOMBS SUGGESTIONS:
I've noticed that now that the stronger players have all gotten through to heroics on all the raid rooms, they will help run raids for those of us who are extra squishy, EXCEPT Cata. The reasons seem to come down to two:
1.) There are not as great of rewards in the Heroic versions of Cata (compared to all the other raid zones)
2.) It is a very difficult raid.

I LOVE the ideas and concepts in Cata, and suggest the following to make it more enjoyable for all:
1.) add better drops for heroics
2.) Increase the time taken to finish the raid +5 minutes might be just enough
3.)
Thames: Let us know, before walking into the room, that fire is pointed at us and we will immediately die (so we can wait a couple seconds), or let us enter a room and be immune for 2-5 seconds to find a safe corner.
4.) Last Boss: too many red death circles (I like them, but there are too many)

Thoughts for Cata and Cloisters:
Teleport people to get from when you die to the end.
 
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Jytal

Servant of Mallok
Platform
iOS
2.) Increase the time taken to finish the raid +5 minutes might be just enough
I agree with essentially everything you’ve said but I wanna note on some things. It was either season 3 or 4 where all raids were made into 30 min raids across the board for consistency. Some were shortened by a few minutes (I believe palace and cloister) while others were given longer timers (swamp and woods).
Instead of increasing the timer, why not make parts of the raid that are unnecessarily long, shorter? The unnecessary beginning run phase, how many times a boss goes invulnerable, how many souls are required, and those awful affixes.
Challenges to me are about what it takes to complete said challenge, not how long it takes. So the amount of times Thames goes invulnerable is about how long/short does it take to do but the challenge is already there and is always constant so it is stale. For affixes such as massive, magic arcane, steeled etc, these do not add any value to a fight. You can not change your build or strategy to combat a magic arcane, if you’re magical damage based you can not become physical so all the affix did was increase how long you’re whacking the boss. Affixes aren’t interesting or engaging as they are currently, especially the defensive based affixes.

3.) Thames: Let us know, before walking into the room, that fire is pointed at us and we will immediately die (so we can wait a couple seconds), or let us enter a room and be immune for 2-5 seconds to find a safe corner.
A different solution for this would be that the door is on a ledge above or below the fire so that you can enter the room safely without dying from something you had no control over or could have known.
 

Drakz

Legendary Hero
Characters
Drakz, Zelior, Slowburn, Scab, Drakzy
Platform
PC
Couple wishes overall:
1. Make higher tier raids give better rewards for dailies/weekly. Bronze/Silver uncommon as base . Gold/Platinum rare as base. Heroic epic as base.
2. Give the vendor new stuff to buy. Suggestion would be to introduce legendary armament boxes for gear so that the base would be always epic and small chance for legendary. Could cost 10-20x the price of normal ones. New mounts. New garp. New potion suggestion would be Elixir of luck type of thing. New
3. Add dungeoneering lvl as new sorter for setting up group raids.

Mulgrew Swamp: Perfect as it is wouldnt change anything.
Bandicoot Woods: I like the new setup nothing needs to be changed
Flooded Cloister: Maggwood doesnt spawn enough Fungis especially on solo runs. Also his death animation takes over too long and needs to be made shorter. Rest is good as it is.
Bellamere Palace: Is good as it is.
Chanteuse rookery: Nothing wrong with this one.
Orlas Veldt: Suprisingly has become one of my favourites. Nothing to change here.
The Catacomb: This one enrages me most. Biggest issue is running into the empty voids when enemies teleport. Easy fix is to make characters lose targetting when the bosses teleport, to prevent the forced running to pits. Second thing that is more minor is that I dont understand why spirits gathered during the run are nullified entering the boss fight. It makes no sense as is just arteficial way to slow people down. This raid is allready by far the longest anyway.
i complained about being dragged off last season and it fell on def ears so hopefully you get some results. It seems to happen most when they teleport right when i cast.
 

Drakz

Legendary Hero
Characters
Drakz, Zelior, Slowburn, Scab, Drakzy
Platform
PC
1. I'd settle for just not getting the opposite subclass every single time. But this suggestion would also be great :)
2. someone suggested adding more of the stuff from the darring chests to raid shop, that seems like a low effort way to make us all happy. but ppl would endlessly grind raids for some leg gear chests, some would even spend an ungodly amount on ducats to get all leg gear... would that push it too far into p2w? I dont think so, but I suspect some ppl would get all grumpy. Although some ppl get grumpy if you change 3 blades of grass in ardent :p
3. I want this so badly. I prefer to run open raids, I'd love to carry people through plat raids and catas.... but I'm not carrying a lv 5 dungeoneering player through gold cata just for the raid to fail bc someone with lv 5 dungeoneering has 0 dps.

I thought magwood was just laggy, is that all death animation? I usually just run off and assume he wasnt going to drop anything good anyways.

I ran 1 gold cata solo, maybe I did something wrong but I killed all the mobs and still ran out of souls to change the orb once, had to just stand there and wait for them to refill
i also mentioned last year about the low dungeoneering lvls in higher raids. I suggested a dungy lvl filter when you create the raid but went no where, also go nowhere with always getting opposite subclass gear. In no way is it random because its about 90-95% of the time you get opposite subclass...not cool at all
 

Drakz

Legendary Hero
Characters
Drakz, Zelior, Slowburn, Scab, Drakzy
Platform
PC
CATACOMBS SUGGESTIONS:
I've noticed that now that the stronger players have all gotten through to heroics on all the raid rooms, they will help run raids for those of us who are extra squishy, EXCEPT Cata. The reasons seem to come down to two:
1.) There are not as great of rewards in the Heroic versions of Cata (compared to all the other raid zones)
2.) It is a very difficult raid.

I LOVE the ideas and concepts in Cata, and suggest the following to make it more enjoyable for all:
1.) add better drops for heroics
2.) Increase the time taken to finish the raid +5 minutes might be just enough
3.)
Thames: Let us know, before walking into the room, that fire is pointed at us and we will immediately die (so we can wait a couple seconds), or let us enter a room and be immune for 2-5 seconds to find a safe corner.
4.) Last Boss: too many red death circles (I like them, but there are too many)

Thoughts for Cata and Cloisters:
Teleport people to get from when you die to the end.
personally i dont run group cata past silver unless its a guild run because pug groups almost always have too many people trying to do tings too many different ways which leads to a fail and waste of time. Group runs in cata at gold and higher need some organization run in groups that have people assigned to certain task in the run before starting it and it goes sooo much smoother at all tiers even heroics
 

Zerowon

Adventurer
Platform
Android
Since we're all suggesting things for raids here, I would like to suggest a raid Beacon could be purchased from raid vendor that could cost even 300 Ducats, but allows a player to place it where they wish in the lv and those who die can use it to travel back to that point, or I'd even settle for half way marker spawn for when we make it to the end of the level, that way when players die they can be put at least halfway back, cause raids like cloisters take 2min just to run back to revelle and that's without fighting anything.
 

KitzyKitt

Shaman
Characters
Kitzy
Platform
Android, PC
personally i dont run group cata past silver unless its a guild run because pug groups almost always have too many people trying to do tings too many different ways which leads to a fail and waste of time. Group runs in cata at gold and higher need some organization run in groups that have people assigned to certain task in the run before starting it and it goes sooo much smoother at all tiers even heroics
I completely get where you're coming from. But that does still beg the question: why are there PUG groups for Plat and even Heroics in every other raid BUT Cata?
 

Antavious

Warrior
Characters
Antavious, suoivatna
Platform
iOS
It’s no secret that catacombs is more complicated/challenging than any other raid, you just need a higher standard of play to succeed in the raid. PUG’s in any other raid are simplistic and easy by comparison.

personally when Someone asks me to help them with plat cat (and I get asked a lot) I simply ask them to find another player with D.lvl 45+ Any role or class then I’m happy. But with a pick up group it only takes 1 or 2 players who think they can join with a lower lvl and the whole run fails the bottom line there is no margin of error and everyone needs to contribute.

now the real question is “are we ok with this?” There is definitely an imbalance here so should the other raids be made harder to bring them more in line or nerf cat? I would hate a nerf as it’s one of the very few things in the game that is challenging but I still think a simple filter for what D.lvl you can join a raid would make things so much simpler. I would be happy to run high tier cat pick up group raids as long as I could bar players with low D.lvl from joining them.
 
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Jytal

Servant of Mallok
Platform
iOS
I have totally forgotten to include this suggestion in my previous post.

The 2 or 4 shade shifters that become immune during either night or day and will after a period of time is incredibly annoying. They’re always black and there are no visuals that they are any different. The way to know if they’re immune during a certain day/night shift is the an affix showing (which are small for mobile) or the damage shows as immune. Imo mechanics should have a visualization especially for immunities otherwise, it feels like the enemies are immune just cause someone wanted them to without reason.
The shade shifters could change shades depending on their immunity. For example if they’re white, they are immune during the day and it needs to be night to kill them while if they’re black they’re immune during the night and it needs to be day to kill them.
 
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