The competition within guild should be totally removed, Players in guild should help each other, not compete against each other which promotes bad will and in long run enrich whales way too much (cos the raid items are free so whales will have way too much dominance to get the top raid items way too early)
This is especially for the last hit which like if the boss has only 10,000 hp left and thus the player can only get 10,000 points compared to if prehaps his normal run is 1 million and if everyone in the guild can hit 1million points, why should the last hitting player get penalized with 10,000 points only?
Defense taunt should not be highly resisted (or i will even say totally cannot be resisted) as that is the tank's only single job else all defense tanks are totally useless in raid which in any normal game, defense should play an important role, not just dps dps and dps
I agree with this, +1
Although the problem of 10k points (for your example) you mentioned will be totally eliminated if they got rid of the
stupid ladder (that encourages competition in guild) because it won't matter anymore. I'm already hearing rumors of guildies considering quitting because they are so stressed out retrying their raid for better RNG all for the chance of higher points/damage (probably they are looking at top (or top 5 spots) that they are considering quitting! WOW talk about breaking up guilds! And this, while this stupid raid is in BETA some more.
Also, yes, Taunts should never be resisted (or a very small % chance) as that's what the tanks are for unless it's a unique, special encounter.
Different types of debuffs should be in their own category and not be put into one large blanket % for all debuffs.
Taunts and possibly other defensive debuffs should be in 1 category and should be rarely resisted (unless it is a special feature of that unique encounter). It is already pretty hard for tanks to do their job (tanking) with the current mechanics with no "Threat building" putting taunts with the same fail chances as other offensive debuffs really defeats the purposes of tanks (though some tanks have other uses besides their taunt, but I really see
no reason to keep a blanket high resistance against taunts in PVE even with Raid bosses. PVP already ignores taunts)
Raid bosses should mostly have high resistance/immune to Disabling/causing loss of control effects like stuns/sleep, but their minions (summoned or not) should have low resistance to them. This will not trivialize the encounter but still make them useful to cc Adds if needed.
Damage debuffs should also be rarely resisted, otherwise a large chunk of damage for certain classes will be affected.
Status debuffs like blind should be fairly resisted, higher than taunts/damage debuffs but definitely not all out Sky high like Disabling effects. This will make certain units useful while not making them OP like Disablers.
Summoned units like the snakes in the first Raid boss, seriously should not have a 1 turn CD skill. They should have the minimum 2 turns just like the Summoner's. Maybe if there is a legendary or tougher version with better rewards, then yea it will be fine as those people trying it will already know it's a harder version of the raid. Yes this makes normal easier, but currently you are giving almost no reaction time to kill them === bad encounter design.