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ScherBR
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Re: Fixing High Raid Damage Problems with an Easy Fix

Thu Sep 14, 2017 9:06 am

And we are once more having to deal with this inconvenience, please devs, help us?

3 hours passed and Snake is already dead with lots of people missing the hit!
 
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Sheryl
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Re: Fixing High Raid Damage Problems with an Easy Fix

Thu Sep 14, 2017 1:03 pm

Well, to me this problem seems even worse...with raid2 coming...

Well, I'm not a veteran player and start to play on arathos during emilia/raeger event. And I have no SDD team... But I feel this is a serious problem for this game...and It's getting worse.

To me, the current raid system has 3 problems...

1) In-guild competition.
I have no idea why in this awesome game, the guild mates have to compete with each other on the vital gold/raid set token. Isn't a guild supposed to have its members united and fight against the other guilds? 
The reward system needs some rework to reward the guild as a whole rather than reward only the top players in a guild.

2) The cake is not large enough.
I have no SDD team and have to fight for 6min each key... it takes about 20+ turns... and I can see the bosses casting their awesome skills. I believe the raid boss is designed to be extremely difficult to fight and only the strongest guild stands a chance to even meet the chimera lion. If this is the case, then the current system is ok since the cake is large enough... and it depends on the player's ability to get the most out of the raid boss. Top players contribute more and get more rewards. 
But with SDD, the boss becomes fragile, and the 4 raid bosses just don't offer a large enough cake for all guild members. thus at this point, we need to plan carefully how to share the cake...And it is very difficult to achieve a happy end.
We need a master difficulty on raid bosses! We need a larger cake to feed all our dear guildmates! They deserve it!

3) More raid bosses are coming.
According to what I've heard, the raid2 is coming, and it works like that:
3 more bosses are added to the raid, so now we have to fight a total 7 bosses.
New raid bosses are very strong, and SDD is no longer effective against them.
We have to finish raid1 in legendary difficulty to unlock raid2 and we have to finish both in 2-week raid cycle...

So what? 
Raid2 is so difficult that we need as many keys to fight them as possible....
And we need to finish raid1 first to unlock raid2...
Which means we need to finish raid1 AS SOON AS POSSIBLE and can NO LONGER afford to waste our keys sending skeletons to wait for people to hit... 
OMG, we need even more SDD player in our guild so we can chop down 2 bosses a day and have 12 days for raid 2...
I mean... excuse me? Isn't raid 2 supposed to solve the SDD problem?
I have no solution for raid2 since raid2 is considered the solution to the previous problem.

Please...devs, you really need to fix this... or the raid will be BETA forever...
 
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whodahackii
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Re: Fixing High Raid Damage Problems with an Easy Fix

Thu Sep 14, 2017 1:45 pm

Well, to me this problem seems even worse...with raid2 coming...

Well, I'm not a veteran player and start to play on arathos during emilia/raeger event. And I have no SDD team... But I feel this is a serious problem for this game...and It's getting worse.

To me, the current raid system has 3 problems...

1) In-guild competition.
I have no idea why in this awesome game, the guild mates have to compete with each other on the vital gold/raid set token. Isn't a guild supposed to have its members united and fight against the other guilds? 
The reward system needs some rework to reward the guild as a whole rather than reward only the top players in a guild.

2) The cake is not large enough.
I have no SDD team and have to fight for 6min each key... it takes about 20+ turns... and I can see the bosses casting their awesome skills. I believe the raid boss is designed to be extremely difficult to fight and only the strongest guild stands a chance to even meet the chimera lion. If this is the case, then the current system is ok since the cake is large enough... and it depends on the player's ability to get the most out of the raid boss. Top players contribute more and get more rewards. 
But with SDD, the boss becomes fragile, and the 4 raid bosses just don't offer a large enough cake for all guild members. thus at this point, we need to plan carefully how to share the cake...And it is very difficult to achieve a happy end.
We need a master difficulty on raid bosses! We need a larger cake to feed all our dear guildmates! They deserve it!

3) More raid bosses are coming.
According to what I've heard, the raid2 is coming, and it works like that:
3 more bosses are added to the raid, so now we have to fight a total 7 bosses.
New raid bosses are very strong, and SDD is no longer effective against them.
We have to finish raid1 in legendary difficulty to unlock raid2 and we have to finish both in 2-week raid cycle...

So what? 
Raid2 is so difficult that we need as many keys to fight them as possible....
And we need to finish raid1 first to unlock raid2...
Which means we need to finish raid1 AS SOON AS POSSIBLE and can NO LONGER afford to waste our keys sending skeletons to wait for people to hit... 
OMG, we need even more SDD player in our guild so we can chop down 2 bosses a day and have 12 days for raid 2...
I mean... excuse me? Isn't raid 2 supposed to solve the SDD problem?
I have no solution for raid2 since raid2 is considered the solution to the previous problem.

Please...devs, you really need to fix this... or the raid will be BETA forever...
Hold on your horse, and I'm not going to argue with you about the problems in Raid 1.
But I have to tell you that the reward system is actually ok, the real problem is how to let the competition be fun AND also rewarding everyone who are actives to go online and hit at least once.
1) The raid is already designed that IF ANYONE HIT at least once _before_ it is killed, they get the Phase 1 reward, and then Phase 2 reward.
- The problem here is the HP being 'too low' for SDD, but this could be 'fixed', if the boss is still 'hit-able' after being kill.
2) The competition isn't really that 'hard', Why did I say so ?
- Because if you really look into the Tier Reward, there are only 3 tiers. 1st - 3rd / 4th - 10th / 11th - the Rest
- And the reward are 6 Fixed Token + 4 Random / 6 Fixed Token + 2 Random / 4 Fixed Token + 2 Random (the 2 more tokens, be it the Fixed or Random, is the MINIMUM reward for those who wanted to carry, and this is all getting blurred AFTER Leon SDD is introduced with Talent system)
- The real problem, is still the system that prevent others to hit the boss within time frame, which should be at least 1 day window (like the whole one day the boss is killed)
 
shirokane
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Re: Fixing High Raid Damage Problems with an Easy Fix

Thu Sep 14, 2017 8:00 pm

Here I am again, game designer ScherBear once more 

Well, it goes without saying that this problem is getting too much of a hassle to control, with the so powerful and incomparable SDD strategy, players can deal so much damage that they can form a guild with only 5 people and still kill all raid bosses in two weeks (or less)

Pandemonium tries to solve this problem by shifting people to abandoned guilds, so that every player can get a better chance on a better chest, other guilds do the same when others just try to put rules above rules to avoid people don't getting a chance to hit a certain boss and miss the raid chest. This is tiring and bad for the overall relationship of the members of the guild if one just goes to kill the boss without thinking about others cause of a chance of reaching a higher tier chest.

I suggest a easy fix for this:

1. Boss don't die until next day reset! All damages past total HP will go as Overkill Damage
After you hit 100% damage of the boss it's a guarantee that the boss will die when the server reset
2. All damage is free, so everyone can hit in the way they want to, without having to moderate their damage. if the boss won't die fast it means that everyone will have 24 hours to hit the boss at least once without losing their chance at the raid chest.
3. Give a incentive to incentive to strong guilds. based on the overkill damage give the guild an Overkill bonus! 

Thanks and give feedback if possible!
+1, Cant agree more with Scher, all he's asking (so are a lot of players) is fair and does not "secondary effects" to gameplay. For me i's a simple solution that can be undestood for any player, even ones new to the game.
 
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Zayler
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Re: Fixing High Raid Damage Problems with an Easy Fix

Sun Sep 17, 2017 12:55 pm

No acknowledgement yet again from any moderators. Guess this is just a self-enforcing pattern.

Releasing Raid2 while ignoring this problem is the same as what the devs did with Mystic + Healers. They implemented some proposed improvements on NEWER heroes but left the old ones rotting away. I honestly believe that this is an indirect message from the developers telling players to focus on new contents only and forget about the old stuff..... quite sad really.

My guild is still facing the issue of only 3-4 people actually being able to hit the boss on our agreed "kill" day. The rest of the guild members who do not wake up at 5am are just left hanging with 1-2 hits during our "participation" day to ensure everyone gets at least the minimum reward. I can't see how this is healthy for players and it seems like the devs just don't care.