User avatar
Sonny6166
Senior Member
Senior Member
Posts: 116
Joined: Thu Dec 15, 2016 12:10 pm

Re: [OPEN] Feedback about beta version of Guild Raid

Thu Mar 16, 2017 9:16 pm

Is a big no-no for me, made for specific triggers tean, so where do we find mystic in pve? Shitty boss skill+ incredibly high CC resist.. well only for physical atk team... So where’s the uniqueness and fun in building different to fight? I guess the dev is missing the whole point of this game... I really dont see any mystic team that can deal massively amount of dmg due to long cd and low hp...

And buyable key for guild raid......No == please ==

Instead of making this why not make a daily job bonus to every job like monday bonus stat(100%) for mystic then tuesday for champion?
 
User avatar
reyismujafi
Junior Member
Junior Member
Posts: 13
Joined: Fri Mar 17, 2017 12:23 am

Re: [OPEN] Feedback about beta version of Guild Raid

Fri Mar 17, 2017 1:10 am

I really appreciate the GM put this thread open. I'll follow this thread as often as i can, because in my opinion, this Raid Guild is the "Game Changing" momentum , due to its very good reward that can absolutely will tip the balance in Arena (especially), and give huge gap between the soloist player and guild player.

In the future i'll add more opinion due, my busy activities , and i still learning and watching how this beta raid develop, but for now my main concern is about : 

"who can enjoy the benefit of this features ?"

This is really important because it will affect to the extend of "who will still play" and "who will retire" .... at the first time the feature applied, the first week, i saw a worrysome thing, that this Raid Guild is only benefit to the Big Guild with high lvl and geared player because, my guild lvl 25 with 30 member (3 high gear, 7 decent gear, and the rest is newplayer or developing) can only hurt the serpent for 30 % at most in a WEEK. there're 4 boss , and not even one we can take down. I was thinkin "perhaps we will still get the tier prize and killling the boss will give us extra reward for that" and today i realize its wrong. We get nothing because we're not able to kill the boss. I know, people will say, "if you want good prize try not to be weak" , "you're not eligible for the good price" , "leave your guild and merge with other" , etc , so yeah.... thats why the question above is mentioned. "who can enjoy the benefit of this feature" .... i heard the big guild can hit 2 bosses, other can kill 1 with very hard work.... and there're 4 boss.... I imagine , what will happen to us and them in following 2 or 3 month ahead if the situation not changed... we'll be undergeared (the raid prize is so awesome as i said) and cant keep up in arena anymore, without a chance to catch up if we dont join big guild or no big guild will accept us... (cuz it suck due many of our member is free or low budget player)

I'll just go to the point, 
1. Make it the competition that everyone can enjoy. Make most of the guild can kill at least 1 boss OR can still get the prize eventhough small token price (slow but sure). There're four bosses, so the advantageous of big guild they can earn it faster due they can kill more boss than the weaker.

2. Game is made to be played, and then can be enjoyed , if there're something that make unreachable gap between player , especially paid and free, for some people the fun is gone.

Suggestion :
1. Make the bosses HP lower than now
2. Nerf the really annoying skill such as summoned snake skill count from 1 to 2. 
3. Make the acid pool last sooner.... because if it too long will make the melee type player too hard to do it well
4. Give more key instead of 3 to 5 , so we can experiment more combination without the risk failing too much.

I really love this game, so i hope it will be much better in the future :)
Thank you
 
User avatar
whodahackii
Senior Member
Senior Member
Posts: 489
Joined: Mon Nov 21, 2016 5:49 pm
Location: Taiwan

Re: [OPEN] Feedback about beta version of Guild Raid

Fri Mar 17, 2017 11:36 am

- I am not sure or aware about this, but this was speculated in the forum, so -


Really need an OFFICIAL statement from the game DEV, first we have an insanely high power check from the first week, (then it got nerf for all), now with lower HP, but we found out the rewards was not given automatically AND has very short (10 Minutes) time limit.

So after planning and coordinating within a guild, some will still not getting the reward even after killing a boss.
 
User avatar
Cassiel
Senior Member
Senior Member
Posts: 366
Joined: Thu Nov 24, 2016 11:54 am

Re: [OPEN] Feedback about beta version of Guild Raid

Fri Mar 17, 2017 2:13 pm

Judging from what could have happened, I believe that there are guild that start to kick people because they cannot contribute to the damage and render as, useless or waste of time.
This can be a huge setback to those new players that join a good and active guild but cannot be on par with others.
I too is worried about that because I not good with team formation and I usually need people to give me a strag to build a team.
So going towards that area, removing the ranking system in the guild might help and giving rewards without clearing the boss helps also.
But still guild want to see only powerful mates because of the rewards. So it really depend on the leader mindset.
I'm sure many guilds did that. I still take low lv players but u cannot blame the guild leaders that don't. The current reward system forces them to avoid any adverse effect. Also most of impatient players who want reward but still at low lv will have high chance of leaving the game coz no strong guilds want them and their current guilds have no hope of killing the boss. These players deserve some love too. They may be low lv but no high lv players will play forever. The game has to keep new players that start from low lv. Otherwise, they will just be waiting for old high lv players to get bored and leave. Let's hope they fix it the soonest. At least now they already start with health reduction.
 
User avatar
Cassiel
Senior Member
Senior Member
Posts: 366
Joined: Thu Nov 24, 2016 11:54 am

Re: [OPEN] Feedback about beta version of Guild Raid

Fri Mar 17, 2017 2:14 pm

- I am not sure or aware about this, but this was speculated in the forum, so -


Really need an OFFICIAL statement from the game DEV, first we have an insanely high power check from the first week, (then it got nerf for all), now with lower HP, but we found out the rewards was not given automatically AND has very short (10 Minutes) time limit.

So after planning and coordinating within a guild, some will still not getting the reward even after killing a boss.
This is the same case Sojubeer mentioned. Short window for collecting reward and has to do it manually. The rewards should automatically be sent to post office like arena rewards.
 
User avatar
gunfrey
Senior Member
Senior Member
Posts: 193
Joined: Fri Nov 11, 2016 3:39 pm

Re: [OPEN] Feedback about beta version of Guild Raid

Fri Mar 17, 2017 2:37 pm

Thanks for the nerf on boss HP, but i think rather than reducing its HP.
You guys better reduce the damage, make it so the boss starts with weak damage and then it increases every turn.
And also that poison pit and snake summon. Pls rebalance them.

Oh, and pls do something about guardian's taunt for raid. At this rate, you might as well remove taunt mechanic and give them defense buffs.

Come on VF, you got a big potential, maybe next time you should release the log about the mechanic first before actually releasing it, so you guys can at least get
suggestions from your player base.
Because as it stands now, IMO the raid is more like alpha version rather than beta version. 

Good luck on finalizing the guild raid, more power to XIIBraves.
 
User avatar
Autumnzz
Senior Member
Senior Member
Posts: 171
Joined: Sat Nov 12, 2016 12:53 pm
Location: Orion

Re: [OPEN] Feedback about beta version of Guild Raid

Fri Mar 17, 2017 8:43 pm

Please provide a way to check how many times a member has participated in guild raid, and how much dam/run.

This helps a lot in managing guild activeness. 
 
User avatar
Nekonase
Official Member
Official Member
Posts: 94
Joined: Fri Dec 02, 2016 9:21 am

Re: [OPEN] Feedback about beta version of Guild Raid

Sat Mar 18, 2017 10:56 am

Please make Taunt irresistable. My Victoria(s) are practically a liability in guild raid.
 
User avatar
davidkim
Veteran Member
Veteran Member
Posts: 749
Joined: Thu Nov 17, 2016 9:45 pm

Re: [OPEN] Feedback about beta version of Guild Raid

Sat Mar 18, 2017 11:49 am

In order for the raid to cater for everyone. It can be made with a very high HP but low damage boss and mob. Why?
High level players will take a while come up with a good strategy to output Max damage and eventually take down the boss.
Low level players can take play the raid pulling off as high damage as possible with their limited resources but eventually got wipe out in 5min rage.
So the raid will not be so team formation orientated where only a few specific team can pull it out. And to be frank, not everyone have those heroes.
And we are already seeing guild that "select" people that have the right teams. And those new players have no place to go and nothing to gain for.
 
User avatar
Nightingale
Senior Member
Senior Member
Posts: 397
Joined: Wed Aug 31, 2016 1:01 pm

Re: [OPEN] Feedback about beta version of Guild Raid

Sat Mar 18, 2017 12:28 pm

First and foremost, congratulations on successfully launching VF's first ever major content! Guild Raids was a long time coming and hopefully it is enough to get your players hooked even after the next major content update.

After going through the first week of Guild Raid. I'm finally able to give my own feedback and some on behalf of my guild. I'm going to simplify it so no long wall of text here.


The Good

- Promotes a lot of communication and discussions within the guild.

- Fixed amount of Raid Keys and not being rechargeable was a good call. 

- Bosses were well drawn and modeled.


The Bad

- Raid tokens are not evenly distributed. It's fairly impossible for majority of the guilds out there to kill all the boss within the given time frame. One will have surplus amount of Raid Armour Token if this doesn't change. No, RNG tickets is not a remedy.

- Competitive ladder within the guild. I know the reward difference is meager, but the fact that there is a competitive aspect in the guild is bad enough. We already have Arena and Event ladders being competitive aspects of the game, and further down the line Conquest is likely going to be a major competitive battleground. Guild Raids should be engaging and entertaining for everyone, not a breeding ground for contempt. Please leave the competitive aspects out in Guild Raids.

- Battle mechanics are not really well thought out. This really impairs a lot of jobs, especially for Guardians and Healers. Their auras are invaluable to the sustainability of the team. You have mechanics like the Venom Pool to purposely separate out team formations, normally this wouldn't be a problem if it were just a normal DOT floor of death which will disappear in a few turns. But the duration for which they remain is ridiculous. I remember I had like 4 or 5 venom pools staying active at a time right until the end and it's lunacy.

- Debuff resistance of Raid Bosses is unnecessarily high. For certain strategies to work, we need debuffs to work their magic. If you leave such possibilities to RNG against such high amount of resistance, you are just screwing your players over.

- The current difficulty is catered to only a minority of guilds out there. You have an insane amount of guilds who were unable to clear even the first boss, even more so for guilds with new players and casuals. Yes, the HP for all raid boss was just recently nerfed, but the messy mechanics and difficulty still stands.


Suggestions

- Implement raid entry a requirement as a daily quest (Expert tier), so that way everyone is encouraged to join a Guild and participate in raiding. If not then make it as another guild quest which must be completed to claim the guild chest.

- Split the raid into difficulties (Normal, Heroic, Legend). In Normal mode the boss would have only 1 skill per part, longer skill CD, deal less damage, less mechanics to deal with, less HP, longer enrage timer, etc, and of course lower rewards. Heroic would be the current difficulty. Legendary would be harder with shorter skill CD, deal more damage, more HP, etc, and more rewards. Bunny #22 has also suggested something similar to this, it's worth your consideration.

- Rewards for killing the boss automatically gets sent to each guild member's Post Office. Some of my guild members have forgotten to claim their rewards before the reset, they ended up wasting all their time, effort, and consumables for nothing.

- Remove the competitive ladder, rewards should be evenly distributed among participants and no one should be punished for having lower scores, all the more if they have put in their best resources, time and effort into participating. 

- Token rewards should be evenly spread out between different parts. Leave RNG out of the equation, for example; First boss (Serpent), killing it will reward each participant a fixed number of each raid token (Armour, Helm, Accessory, Vanity).

- Include all member's history in the Tab and not just our own.

This is what we have for now. Please continue to tweak and improve on the Guild Raids. Cheers!