Multil-raid zones

purefyre

Dalayan Beginner
After reading about the changes I'd like to sugguest creating zones featuring multi-raid environment as found in real time simulation games. That is 2 (guild/s) or 3 (groups) raid formations must simultaneously clear targets in separate paths to progress. If they're successful, they'll meet again at the end and have access to the zone's boss. It'll be key to have safeguards to prevent a single force from being able to clearing one part and doing the other part(s). This should appeal to large guilds and promote joint raiding. For the risk vs. reward and avoiding joint raid loot disputes, have a pair of whatever drops from the boss based if joint raid and not a 3 group raid zone. :dance:
 
Better yet, keep it to 18 people and force the three groups to seperate into different areas to proceed.
 
diolas said:
Better yet, keep it to 18 people and force the three groups to seperate into different areas to proceed.

This would be awesome. 3 forks, force the raid to split into thirds and clear separate paths to the final destination =p
 
Not to burst your bubble (since this idea entices me) but... wouldn't that require 3 healers (at least) 3 tanks (at least) and lots of dps? With the cap on 2 you'd be still able to muster enough force for this, but groups wouldn't be compensated... 1 group WOULD forced to proceed without a particular class, for sure. For example... 1 group would be chanterless... one group would be shamanless, one group would be clericless, one group would be warriorless. Sure raid could balance it... but only if encounters were balanced for a certain classes... (one encounter wuth low magic resist, one with low hp, etc). Again, this is job of content designers, I think...

Though I once had a good idea for a encounter that would require a whole zone, just for that encounter... and, part of it, required simultaneous fights.

Really, a good idea there, with the 3 fork, but that'd require having optimal raidforce balanced, and, even then, only viable if them enconters were pre-balanced.
 
Could still be done with the current 18 man raid as well, as long as 3 of each class sticks, then you could split up in to three groups of six and meet up when each section is completed.
 
I dont see how having two of each class would make splitting into three groups impossible or impractical. There is more than one type of healer, one type of tank, one type of dps etc...
 
So you're basically sayuing that a warrior should tank a mob that reposted 100 % of times, since... there are different kinds of tanks , and all an be changed. Or that a druid should heal a DB mob, instead a cleric... or a rogue should go against a mob with a 300 hp DS... since a rogue and a wizard are both DPs, thus, can use any of them? Sure classes HAVE overlap. But all them are different. A cleric can be used for some things a druid can't... A shaman has some utilities than a cleric doesn't. Same can be said for any of them archetypes... and don't let me get started with bards.

No, there are areas where a class excels, and even others on same archetupe... are much worse (example, DB mobs and cleric... I'll let you use your imagination on HOW a cleric can excel there, but a cleric can)... So, you're saying that, either them encounters would be so generic that you could use any class set (where's the fun on yet another generic buffed up mob???), or weak enough and then it wouldn't matter if your optimal class isn't there... (again, no fun in that).

Well. feel fere to ask for that, but I'd prefer 3 diferent encounters, in which everyone in the raid would have their roles, and enemies would be non generical stuff, just waiting to be killed (even if that means corny dialogues ala Thaz water wing boss)
 
i agree 3 grps.. and 3 way to go ahead.. they all have to kill a mob that will drop 3 diff keys that will open 3 doors to final boss.. and after zone out keys dissapear :p soething like that..
 
shanara99 said:
So you're basically sayuing that a warrior should tank a mob that reposted 100 % of times, since... there are different kinds of tanks , and all an be changed. Or that a druid should heal a DB mob, instead a cleric... or a rogue should go against a mob with a 300 hp DS... since a rogue and a wizard are both DPs, thus, can use any of them? Sure classes HAVE overlap. But all them are different. A cleric can be used for some things a druid can't... A shaman has some utilities than a cleric doesn't. Same can be said for any of them archetypes... and don't let me get started with bards.

No, there are areas where a class excels, and even others on same archetupe... are much worse (example, DB mobs and cleric... I'll let you use your imagination on HOW a cleric can excel there, but a cleric can)... So, you're saying that, either them encounters would be so generic that you could use any class set (where's the fun on yet another generic buffed up mob???), or weak enough and then it wouldn't matter if your optimal class isn't there... (again, no fun in that).

Well. feel fere to ask for that, but I'd prefer 3 diferent encounters, in which everyone in the raid would have their roles, and enemies would be non generical stuff, just waiting to be killed (even if that means corny dialogues ala Thaz water wing boss)

So, youre basically saying it shouldn't be a challenge?

If you were to encounter, say, a mob that constantly ripostes, go back next time with an SK or Paladin. Druids can heal DB mobs just fine. Its not like you have to get it right the first time, and its not like it should be easy with any class. Part of the fun would be finding the best group setup to be the most efficient in each wing.

I don't know how you got "The mobs would have to be generic/easy or you'd have to wait" from "I don't see how having two of each class would make splitting into three groups impossible or impractical."
 
This sounds cool in theory, but would be annoying in practice. It would require the perfect mixes of classes available to split, and lots of pain in the ass delays when one group lags behind the others, forcing the other 2 to wait.
 
Haphesto said:
This sounds cool in theory, but would be annoying in practice. It would require the perfect mixes of classes available to split, and lots of pain in the ass delays when one group lags behind the others, forcing the other 2 to wait.

quotin' dis
 
Honestly I dont think it would. If you setup a mini at the end of each wing and maybe upon his death you'd have 15 minutes (assuming that is possible) to kill each of the other bosses in the other wings to open the final event, would that be so hard? Anyways I think it is a cool idea, and most of the guilds able to do this are going to have a very good mix of classes available to them to split into three groups.
 
I don't personally have any plans of splitting up raids with the new cap. Thazeran's Tower was going to have four 18-capped sections when it was still designed for the 36 person cap, but now that we've changed things up and reduced the number of people allowed to engage a raid mob, it's not something I'm interested in. That's not to say 18 person raids is what will exclusively be designed - there may very well be a zone in the future capped at 12 people(like Faski Malath was planned to be).

Other than that, splitting people up with such a small cap isn't a very good idea because it imposes extremely tight class restrictions on the raid per section.
 
Is it necessary to have an arbitrary hard cap on raid sizes? Adjusting the size based on zone is an interesting concept.
 
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