SoD 2.0 - What's going to happen II

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Gea said:
A rezzer outside the raid gives no advantages in fight, it just saves annoying waiting times. I don't see a reason to forbid that.


Because it is performing a benefit to the raid outside of the 18 man raid cap. Which is unfair.
 
And what is "fair" in having to wait like half an hour? May be fun for masochists, that's all :toot:
 
Wiz said:
FD a necro or a monk with a rez urn?

Yeah, and obviously that beats logging in a rez bot simply from a time/hassle point of view - but presuming for some reason it wasn't possible... (AEs etc...)

I don't see how it's 'unfair' to log in a rez bot. Not allowing a rez bot seems to be a simply arbitrary decision. A rez bot doesn't provide any kind of unbalance to any encounter. It's simply a question of wasting time, or not. Buffing from outside the raid is somewhat understandable from a balance pov, though you then have to ask how far this rule goes... are we not allowed to buff up a group before heading off to exp? Is there always a difference?

The whole 18man limit kinda screws a lot of these kind of things up tbh - you really need 18 people, where as with the 36man limit, it was usually a case of everyone and anyone you might need could actually be in the raid, even if camped...
 
phlit said:
Yeah, and obviously that beats logging in a rez bot simply from a time/hassle point of view - but presuming for some reason it wasn't possible... (AEs etc...)

I don't see how it's 'unfair' to log in a rez bot. Not allowing a rez bot seems to be a simply arbitrary decision. A rez bot doesn't provide any kind of unbalance to any encounter. It's simply a question of wasting time, or not. Buffing from outside the raid is somewhat understandable from a balance pov, though you then have to ask how far this rule goes... are we not allowed to buff up a group before heading off to exp? Is there always a difference?

The whole 18man limit kinda screws a lot of these kind of things up tbh - you really need 18 people, where as with the 36man limit, it was usually a case of everyone and anyone you might need could actually be in the raid, even if camped...


The raid cap is 18. Having a 19th character in the zone clearly bypasses the 18 man raid cap because that 19th character is CLEARLY helping your raid by rezzing everyone when there is a wipe. It's against the rules, and is exactly why I asked Wiz for a clarification on the rule.
 
phlit said:
Yeah, and obviously that beats logging in a rez bot simply from a time/hassle point of view - but presuming for some reason it wasn't possible... (AEs etc...)

I don't see how it's 'unfair' to log in a rez bot. Not allowing a rez bot seems to be a simply arbitrary decision. A rez bot doesn't provide any kind of unbalance to any encounter. It's simply a question of wasting time, or not. Buffing from outside the raid is somewhat understandable from a balance pov, though you then have to ask how far this rule goes... are we not allowed to buff up a group before heading off to exp? Is there always a difference?

The whole 18man limit kinda screws a lot of these kind of things up tbh - you really need 18 people, where as with the 36man limit, it was usually a case of everyone and anyone you might need could actually be in the raid, even if camped...

If you cant 1) Not wipe, or 2) Get a cleric/druid/shaman out or Necro FD'd... well you're wasting your own time buddy.

Edit::: Figured I should elaborate so this didn't seem like a flame. You can't claim that Rez bots should be allowed solely on the fact that they save time after wiping from having to reclear or run back. Based on that logic, why not allow warping exploits to pass content, those save time? And I'm not gonna lie, exping all the way to 65 wasted a lot of my time, why wasn't I allowed to /cmd level 65. Sarcasm aside, there should be a penalty for wiping totally, and frankly, having to log in a rez bot and rez isn't much of a penalty at all. It is part of the game. You're rewarded for winning, and you're penalized for losing.
 
So, with the new 18 man raids, we actually *need* each slot filled in each battle.  Will it be feasible to keep the mobs enagement at 18, but a larger raid size be enabled so I can keep my preferred class logged off to loot rots, while playing a needed class?

The answer used to be keep the player in raid when the issue was no drop items.... Now it's raid size and class limits.
 
I'm thinking about getting rid of the raid only/group only loot no drops except in cases like treasure chests.

The raid stalking culture has died down, and assuming it doesn't rise again it shouldn't be a big deal.
 
with how all the new stuff suddenly changed the game over night, id still consider starting on a new server if that idea is still floating around, if it was pvp or not id be there. (though I prefer pvp)
 
tehparts said:
with how all the new stuff suddenly changed the game over night, id still consider starting on a new server if that idea is still floating around, if it was pvp or not id be there. (though I prefer pvp)

Same same same, although I'd prefer no pvp. I can't tell you how much I want to play on a fresh server.
 
Yea I would honestly enjoy a new server right now as well. People are bitching about the 18 man cap already, that it is restrictive and takes away from the game for some classes by forcing guilds to gather a specific set of classes to optimize their raid power. Honestly I think that it does do this, but I think this has always been the case since you only need a certain set of classes to raid and then dps to increase efficiency. If the 18 man cap had always been in place I dont think people would be bitching as much because they would have had to recruit with this in mind from the beginning. Thus those people getting left out would be non-existant in their current guilds and in another 18 man guild, searching for one, or just doing their own thing for lack of guilds willing to include them in their raid structure (because rogue and wizard dps IS always better than ranger dps, so honestly why recruit a ranger over either of the other 2? This is just one example of this).

So basically the 18 man cap makes this problem even more obvious and painful, but the 18 man cap wasn't meant to solve the problem of x class has no role in the raid game.

I think there are alot of other people who would enjoy a new server, this topic has now been significantly derailed, and all of this and more could have gone on that other topic that is making such a stir on the forums today. Unfortunately the toilet is calling me though, so take this as you see it or read it or some damn thing.
 
antihelei said:
Perhaps the 2 of any class limit can go in soon.

If the issue of class balance utility/dps wise was fixed, the issue of a raid class cap would be far less important. Having said that, yes, the sooner the better for any 'pending' changes...
 
Wiz said:
I just wanted to make a quick commentary thread on the changes that are and aren't in, and dispel any uncertainity about the future. I will list each of the things mentioned in the previous topic and write a commentary.

Level factor
Level will disappear majorly as a factor on resists, accuracy, mitigation and so on - skills/stats will decide this instead. A sufficent number of level 20s will be able to down a level 35 mob, and it will be easier to have a wider range of player levels in a group.

This is pretty much implemented as intended, after a few tweaks, and appears to be working fine. Level isn't a factor anymore, it's all about the mob/player's skills/stats. The gameplay hasn't changed much, but it's very noticeable if you want to take on something a good deal outside your normal level range.

I may have missed someone asking this, but does this mean that there is no "auto miss" on melee if something is 7 levels higher than you? If so, that is way cool. :)

Sorry if this has been brought up already, but I was away a while and just got back...so I'm curious about that. :) I searched around for an answer, but didn't find anything.
 
Basically, yes. You now have a chance to deal a little damage to a mob 7+ levels higher than you. Don't expect to bring one down on your own, of course, but at least you can contribute *something* to the fight.
 
Im pretty happy with the changes, they made it possible for me to raid daytime too. No more chains is great, it was too easy on clerics.

No buffbots for the raid is silly. There usually isnt enough room for everyone and if we cant bring a buffbot, we lose more room by adding the bot to raid.

:psyduck:
 
I don't know if this is a bug or something intentional, and this thread seems to already have the topic going, to a degree...
Last night we were raiding in SE and had a full team of 18. During the course of the raid, certain people needed to log, and we had several members that were nearby and wanted to join to fill the holes. The problem arose when the person who was leaving was unable to /disband from the raid, thus making it impossible to invite the replacement. Is this intentional or a bug that I should report? The only way we were able to work around this was to completly disband and reform the entire raid everytime we needed to let a person leave and invite a replacement, and that just seems like such an awful waste of time.
 
Bringing along extra buff/heal/rez bots is not okay. Having extra logged out characters in the zone to replace people who leave is okay.

Has this officially been changed to you cant have more then 18 in a zone before you engage a mob?

The only way we were able to work around this was to completly disband and reform the entire raid everytime we needed to let a person leave and invite a replacement, and that just seems like such an awful waste of time.

We have to do this at least like 5 times each raid if not more. Its been like this ever since the raid window got introduced.
 
Luthien said:
I don't know if this is a bug or something intentional, and this thread seems to already have the topic going, to a degree...
Last night we were raiding in SE and had a full team of 18. During the course of the raid, certain people needed to log, and we had several members that were nearby and wanted to join to fill the holes. The problem arose when the person who was leaving was unable to /disband from the raid, thus making it impossible to invite the replacement. Is this intentional or a bug that I should report? The only way we were able to work around this was to completly disband and reform the entire raid everytime we needed to let a person leave and invite a replacement, and that just seems like such an awful waste of time.

how were they not able to disband raid?

the only time i have ever seen that problem is people leaving the raid and logging, in which case that is a problem with people, not the raid window
 
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