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Updates Regarding Raid Dungeons 2.0!

Fri Apr 21, 2017 12:55 pm

Update: Raid Dungeon 2.0 - Heroic Mode!

As mentioned earlier in this post, the Raid 2.0 Heroic mode will be officially launched on 27th Apr 2017! Here’s what you need to know to better prepare yourselves and your guildmates on how to plan for the upcoming guild raid changes!

Guild Quest
As mentioned in the earlier post, Raid Keys will be reduced to 2 from 3.
Guild Quest will now require you to spend both keys daily in order to complete and achieve the Guild Chest.
Spending the keys will allow each player to receive a Raid Shard. ;)
Kills on Guild Quest will now only count kills from story mode, including job quests. [EDIT: FYI, this kill counter will be greatly reduced. You will be able to complete this quest simply by doing job quests.]

Raid Length:
Raid will now be extended to TWO WEEKS instead of ONE! This change will help guilds to clear bosses which they were previously unable to finish within the one week period.
Guilds who finish the 4 bosses earlier will have an extended period of rest, until the next reset
Guilds who finish the 4 bosses will have the Guild Quest requirement for Raid Key usage automatically completed, rewarding them with Raid Shards daily.

Raid Boss Stats:
Changes to the bosses which we shared previously will continue as planned, with reductions to its HP across all four bosses.
Certain bosses will have their resistance lowered, with them being unable to resist as many skills as before

Heroic Mode:
The stats ATK/DEF/CRIT/MAG will be reduced by 50% when the Guild Leader/Officer switches to Heroic Mode.
The name of the leader/officer who switched to this mode will be announced in the boss panel of the Guild Raid (So you know who to find! :D)
Once the Guild switches to Heroic Mode, they will be unable to switch it back to Legendary Mode until raid resets.
However, the default mode for the next boss will still be Legendary, and the Leader/Officer will need to switch it to Heroic Mode again if he/she wants to.

Raid Rewards:
Phase 1 will award token rewards to the entire guild, regardless of whether members hit the bosses or not. This is to allow tired players to continue sleeping in and not lose out ;)
Phase 1 token rewards will now be multiplied by 2 to match the extended raid reset.
Raid Rankings within the guild will have a new ranking system in place, to better reward all raiders.
Overall tokens received per boss kill will be multiplied by 2, ensuring that players progress at a similar rate as before.
Bosses switched to Heroic Mode will award less tokens on kill to all guild members.
Heroic Mode rewards will also contain Raid Shards which can be traded for Random Raid Token Tickets (Similar to daily quest)

Raid Merchant
Raid Merchant will now allow players to trade Raid Shards for Random Raid Token Tickets

Raid Timer
Raid Timer will now cut off at 6mins sharp, allowing your units to finish their last attacks before stopping their moves.

Feature Improvements
There will now be a Phase Indicator in Raid for the current phase of the boss
Keys used per member on each boss will now be reflected next to their names after they have finished their attempts.
Commas will be added to Raid damage. For example, 20000000 will now be seen as 20,000,000 to improve visual clarity.
Game speed has been increased slightly, allowing players to deal more damage within the same timeframe.

We hope you are as excited as us to experience the upcoming changes in Raid 2.0!
---
In the recent Raid Dungeons 2.0 dev blog post, we revealed our plans for changes to the Raid Dungeons feature with a focus on helping younger guilds get on their feet. However, after further focus group discussions and more feedback collected from players on the forums and local focus groups, we have come up with more exciting ideas for the guild raid feature.

New Heroic Difficulty
  • Guild leaders and officers will be able to select between the new Heroic difficulty and the current Legendary difficulty  for each raid boss. On Heroic difficulty the stats of raid bosses will be greatly reduced, making them much easier for younger guilds to overcome.
  • Guilds may change difficulty for each individual boss during the week’s raid session; for example, a guild may take down the first Emerald Serpent boss on the harder Legendary difficulty, and then switch to the easier Heroic difficulty if they feel they are not ready for the Legendary Cyclops Raid boss.
  • The difficulty level will determine the amount of rewards given, with Heroic difficulty giving fewer rewards and Legendary difficulty giving more rewards.
  • If Heroic difficulty is selected for a boss, the guild will not be able to select a higher difficulty for that boss again until the next weekly raid reset.
Number Of Raid Keys Reduced
  • Daily raid keys for each boss will be changed from 3 keys to just 2 keys. With one less key to use daily, boss’ HP will also be reduced too. We hope this will help to reduce the overall session time needed for completing raid boss runs each day and give players more time for other features in the game.
Travel Deeper Into The Dungeons…
As we continue working to make dungeons a better feature for all levels of players, we ask that players continue providing us with feedback via the forum discussions and Facebook page comments. We are always ready to hear what the players have to say regarding our latest changes!

Note
  • All game-related changes written in this blog are tentative and are still undergoing testing. There may be further adjustments made and features may change as the team works to deliver the best possible game experience for you!
  • For clarification purposes, both the bosses' HP for Heroic and Legendary difficulty will remain the same after the update, with their current HP being slashed by 1/3. Only the stats ATK/DEF/MAG/CRIT will be reduced when guilds switch over to Heroic difficulty
 
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gunfrey
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Re: Updates Regarding Raid Dungeons 2.0!

Fri Apr 21, 2017 1:34 pm

Nice updates!! Can't wait for next week :D
 
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Bunny
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Re: Updates Regarding Raid Dungeons 2.0!

Fri Apr 21, 2017 2:37 pm

Nice :)
Thanks for taking our feedback and suggestions into consideration.

I have a question though -
since we can select the difficulty for EACH BOSS. How does it work?
Do we choose the difficulty of each boss ahead of time, or we choose it during the raid period?
If we choose it during raid period, it means before we start damage on each boss, the leader or officer have to be online to choose the difficulty before anyone can hit the boss?
 
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Justinlyz
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Re: Updates Regarding Raid Dungeons 2.0!

Fri Apr 21, 2017 2:48 pm

Cool implementations for sure!

I hope the raid difficulty can be set anytime during the period of fighting the new boss.
- We are trying legendary, hit till 40%, realize we can't finish it --> lower difficulty
- If it's implemented only at the start of each boss, it's gonna be another logistical nightmare --> Wait for leaders and officers etc.

But kudos, I feel that you guys are giving more autonomy to the player base in terms of managing the guilds. It's something that's nice for us, to feel more ownership instead of being shagged out by the bosses each week. Thank you dev!
 
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YayuSheng
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Re: Updates Regarding Raid Dungeons 2.0!

Fri Apr 21, 2017 3:30 pm

First of all i will give u developer my gratitude because you continously improving(Even the casualty already high, but not pointless i hope), i applause u for this

Why i got mix feeling, because you are not give us detail to a certain point
1 . when the key reduced into 2, hmmm.... HP boss decreased how much % exactly, why i ask this? this is for veteran guild as u state before the curremt default raid level is legendary, if the veteran guild can finish legendary before & suddenly they can't, that can bring another commotion & disapointment once again(U will don't want that i assume)
2. Stiil have Link to the my 1st question, is the legendary reward still the same as current legendary raid, or will be add a bit but the heroic reward will be the same as the current legendary raid?

If you can answer both question i guess we don't need to worry at all about the 2.0 raid implementation

PS: i hope you guys still wanna shared & change with us, so we can relax, because if ur not doing right i am affraid my current guild will disbanded again, remember 27 april also opening of world of crown(i will not retired from VF also i am not intrested in WoC, but to change guild is very exhausting)
 
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Rain
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Re: Updates Regarding Raid Dungeons 2.0!

Fri Apr 21, 2017 3:53 pm

1 . when the key reduced into 2, hmmm.... HP boss decreased how much % exactly, why i ask this? this is for veteran guild as u state before the curremt default raid level is legendary, if the veteran guild can finish legendary before & suddenly they can't, that can bring another commotion & disapointment once again(U will don't want that i assume)
2. Stiil have Link to the my 1st question, is the legendary reward still the same as current legendary raid, or will be add a bit but the heroic reward will be the same as the current legendary raid?
1. "For clarification purposes, both the bosses' HP for Heroic and Legendary difficulty will remain the same after the update, with their current HP being slashed by 1/3. Only the stats ATK/DEF/MAG/CRIT will be reduced when guilds switch over to Heroic difficulty"
Reduced by 1/3. By 33.3333333333%
Snake: 156.000.000 104.000.000
Ogre: 238.000.000 159.000.000
Treant: 322.500.000 215.000.000
Chimera: 400.000.000 267.000.000
Not clear enough?

2. "The difficulty level will determine the amount of rewards given, with Heroic difficulty giving fewer rewards and Legendary difficulty giving more rewards."
But I don't think they plan to increase the current rewards. Maybe they give lesser of current reward for the Heroic one.
 
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YayuSheng
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Re: Updates Regarding Raid Dungeons 2.0!

Fri Apr 21, 2017 4:01 pm

agh ty my mistake xD because  i see the note first in indonesian language(no bottom note there) so i'm not reading the note that's post here, but thank you to point it out @Rain

my 2nd question not clear but no problem

my 1st question response : i guess 1/3 quiet reasonable.(i really hope the empiric will prove this :D)
 
agnostic
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Re: Updates Regarding Raid Dungeons 2.0!

Sun Apr 23, 2017 1:23 pm

Please consider removing retreat not using up keys for raid. Players should not get unlimited tries
 
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Rain
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Re: Updates Regarding Raid Dungeons 2.0!

Wed Apr 26, 2017 7:13 pm

Thanks for the update! Question!

Raid Timer will now cut off at 6mins sharp, allowing your units to finish their last attacks before stopping their moves.

Does this affect triggering team? What if we use SDD? Can Drake still triggering and deals damage even the time already reached 6 mins?

Or does it mean, allowing us to have the last turn instead of the boss instant kill our units at the 00.00 marks?
Last edited by Rain on Wed Apr 26, 2017 7:18 pm, edited 1 time in total.
 
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uratex16
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Re: Updates Regarding Raid Dungeons 2.0!

Wed Apr 26, 2017 7:16 pm

Thanks for the update! Question!

Raid Timer will now cut off at 6mins sharp, allowing your units to finish their last attacks before stopping their moves.

Does this affect triggering team? What if we use SDD? Can Drake still triggering and deals damage even the time already reached 6 mins?
Wanna ask the same question.