Class Balance, Raid Encounters, and related subjects.

Nuncio

Dalayan Beginner
Since my previous thread was not recieved too well, Wiz said to start a new thread if I had ideas.
Which I'm gonna do.
I'm going to approach this from a raid-centric point of view. Regular XP group stuff can be addressed elswhere, if someone feels it needs to be.

First off, most of us are aware that raids are now limited to 36 people.
I tend to think this is, overall, a good thing. Why? What takes skill, planning and is a challenge for 36 people is trivial for 46 people.
The fact, however, is that many 'mains' will be left out of raids as there is a surplus of their class.
What causes this surplus?
It basically boils down to this :
Nearly every encounter I know of (notice I said 'nearly every', not 'every') is tuned around a very narrow, tight, raid setup.
It involves what was known as the "holy trinity" on Live.
Thats Warrior, Cleric, Chanter. The rest is DPS. Doesn't matter what class for DPS, as fully half the classes available all into the DPS category, with varying degrees of effectiveness in that 'fourth' category. They are interchangable, more or less, whereas the holy trinity classes are far less interchangable with their similar siblings.
It was made clear that WR staff feels class balance is more or less to their liking. Thats fine.
However, what this leads to is, as I said, many people not being picked for spots on a raid.
So, it was said if I had suggestions, to post them.

If you arent going to tune the non-dps classes to be more interchangable with various roles in the classic raid setup, why not change more of the encounters to favour these oddball classes in various roles?
If, for instance, a mob heavily mitigated piercing attacks and say, fire and magic attacks, then rangers and monks would be brought along in greater numbers for that raid encounter as DPS.
There's already Glib, which sort of requireds an SK to tank to hold aggro.
Or perhaps an encounter with a raid target that has two adds, that cant be mezzed, and cant be split pulled. The two adds would need soem offtanks to handle them, possibly make them high HP, low DPS mobs, something an average rading knight or warrior could handle for a little while before the healers can throw a couple heals at them. Make it so this encounter requires teh normal number of ramp tanks/standby tanks as well.
Or perhaps a mob that can only be damaged by bare fists and magic, making beasts and monks the primary meleers in said encounter.
I know you have mobs that cant be damaged by DD's, thats cool, lets shaman, necros, and other DoT classes do some damage.
A mob thats highy succeptabel to stuns, but not much else, makes for a perfect paladin MT encounter.
The list goes on and on.
This would keep a guild on its toes, and keep ALL members active, and feeling useful, give them a star role in at least one or two encounters that the guild does.
This would also allow two raid groups form the same guild to raid two targets simultaneously, without compromising the validity of the raid members in each encounter. Keep peopel busy and keep peopel using different tactics, makes people think, and keeps em happy.

Add what you like.
 
If I understand this right (basically an idea for different mobs to be more susceptible to one thing than another, or completely immune to certain things) I think it would be a wonderful idea. My only worry is that it would prevent certain classes from being able to help out on these, maybe if things were changed so that you NEEDED a mix of classes for any raid, with certain mobs being more susceptible to one thing than another and you coming against a bunch of different mobs on the way to the one you're raiding that required various tactics. Example, let's say first encounter is only able to be hit by h2h and magic you finish that encounter and move on, next encounter ends up being a BUNCH of hasted, low damage mobs that are resistant to whatever (mez was mentioned and the chanters would still be kept busy slowing them, shamans too) make mobs that are immune to everything except magic your fighter types only being of any use to hold aggro while your casters blast it with spells, mobs that are immune to backstabs, mobs which can't be hit with h2h, and so on and so forth, each encounter on the way to the main fight needing different tactics and a mixture of all the different classes to be successful, not sure what you'd do with the end raid boss type guy but if you need a mixture of all the different classes just to get to him I imagine they wouldn't feel quite so worthless. And the combinations on what you could do to the mobs is nearly endless, it'd make for a challenge and ensure that all the various classes are NEEDED in the end game.
 
What do you mean? i LOVE <3 <3 <3 going to EVERY raid and pumping clerics full of mana.. You mean there is another way raid targets can be encountered besides 1 main tank and a heal chain? Say it aint so Nuncio !


(yes that was all sarcasm for those of you who are ignorant of sarcasm)
:finger: :censored: :finger:
 
At least half of your suggested encounters already exist, and we are always balancing encounters to make everyone useful in the greater scheme of things. Maybe knights aren't so useful on say, the Summoner in TOT, but they are needed on glib, whereas for warriors it's the other way around (actually, only one warrior).
 
melwin said:
At least half of your suggested encounters already exist, and we are always balancing encounters to make everyone useful in the greater scheme of things. Maybe knights aren't so useful on say, the Summoner in TOT, but they are needed on glib, whereas for warriors it's the other way around (actually, only one warrior).

Uh, I said >>There's already Glib, which sort of requireds an SK to tank to hold aggro.

If all the other encoutners already exist in any number, they arent different enough to warrant a lineup change in the raid force from the normal line-up.
Or is it content we we haven't reached yet?
You're focussing on the warrior/sk/pal aspect. Perhaps you noticed I mentioned other classes as well?
Thats cool that you say half of m suggested encounters already exist. There should be more variations, I think, I was just throwing a few ideas out as examples.
 
Nuncio said:
melwin said:
At least half of your suggested encounters already exist, and we are always balancing encounters to make everyone useful in the greater scheme of things. Maybe knights aren't so useful on say, the Summoner in TOT, but they are needed on glib, whereas for warriors it's the other way around (actually, only one warrior).

Uh, I said >>There's already Glib, which sort of requireds an SK to tank to hold aggro.

If all the other encoutners already exist in any number, they arent different enough to warrant a lineup change in the raid force from the normal line-up.
Or is it content we we haven't reached yet?
You're focussing on the warrior/sk/pal aspect. Perhaps you noticed I mentioned other classes as well?
Thats cool that you say half of m suggested encounters already exist. There should be more variations, I think, I was just throwing a few ideas out as examples.

I just used War/SK/Pal as an example. That does not mean I'm focusing on them, so you can stop putting words and intentions in my mouth.
 
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