New raid isn't difficult, its Dum

TlMMEH
60 posts Member
edited March 2018
You made a hundred neat characters, gave them abilities, friends, synergies! It was great.
Then you made a raid that you didn't want people to beat.
So you disabled every kit, combo, and synergy, and made it a pure GP check.
Counter Attacks? NOPE
Assists? NOPE
TM Gain? NOPE
TM Removal? NOPE
Double Tap? NOPE
TRIPLE Tap? NOPE
Attack Fast? NOPE
Rezzes? NOPE
Buffs? NOPE
Debuffs? NOPE
Triggers? NOPE
Heals? NOPE
The only reason expose was working was because it didn't count as an attack, but that's about to be gone too.
So is the raid difficult? Yea. That was your goal. But there are a hundred different ways to make a raid difficult without taking away every aspect of what makes the heroes we are using fun.
Nobody wants to slam their head against a wall 5 times a day getting 1m damage each by essentially white hitting and not using any abilities except the three provided by the raid itself.
With that in mind, Time consuming =/= Difficult. Anybody can beat T6. It is a battle of attrition. Just throw in your best 5 squads and push auto every day for a week or a more. But if we are all essentially doing a Territory Battle length endeavor with this raid, maybe the rewards should be on par with that, rather than on par with a Pit Raid that we complete on auto in 4 minutes.
Post edited by TlMMEH on

Replies

  • +1000 to this.
    This raid feels like a slog and though the graphics are great (and I love KOTOR lore) it's just a real trudge to get through.

    Expose was not the thing that made RJT more relevant than other teams, it was the sky-high tenacity and the inability to attack the first uber raid boss with a basic attack or use any other team synergies.
  • VonZant
    3843 posts Member
    Yeah. If anything Nihlus just feels like a chore. Cut his health for phase 1 in half.

    Also could just make them immune to TM and percentage health effects and let everything else work. That way you dont have to nerf expose and Would open it up to a lot more strategy.
  • Slap in the face for darkside user.. most of DS char rely on debuff.
  • Mithos
    109 posts Member
    You all realise that when the tank raid came out it was the same issues right?
    Thats how they do stuff, the released it so only whale guilds can beat it, that lets the whales feel good about their money spent and lets them brag. Then they hard nerf the raid to a reasonable level for other guilds to be able to do.
    For instance with tank, normal mode **** most guilds 2-3 weeks to beat but after nerf those guilds could do it in 2-5 days.
    So we already know they will nerf hp a little as they said they were, and i expect they will also nerf tenacity so that debuffs can actually land, and heroic dmg will most likely be nerfed by around 30%.
    Though in my opinion the only thing they really need to fix is nihi as he alone can break guilds and with jtr losing expose dmg, p1 will just be awful
  • TimMarshall
    180 posts Member
    edited March 2018
    Not worth my time for crappy rewards. CG failed.
  • TlMMEH wrote: »
    You made a hundred neat characters, gave them abilities, friends, synergies! It was great.
    Then you made a raid that you didn't want people to beat.
    So you disabled every kit, combo, and synergy, and made it a pure GP check.
    Counter Attacks? NOPE
    Assists? NOPE
    TM Gain? NOPE
    TM Removal? NOPE
    Double Tap? NOPE
    TRIPLE Tap? NOPE
    Attack Fast? NOPE
    Rezzes? NOPE
    Buffs? NOPE
    Debuffs? NOPE
    Triggers? NOPE
    Heals? NOPE
    The only reason expose was working was because it didn't count as an attack, but that's about to be gone too.

    This is what I don't get. They literally design phase 1 to soft or hard counter 99% of toon or squad synergies and are then surprised that everyone that can just goes with JTR.

    It led me to just largely ignore phase mechanics and just throw teams against the brick wall figuring it would eventually get battered down by numbers. There's not much point in learning the complex mechanics if the raid is designed to soft or hard counter all of my best teams.
  • leef
    13458 posts Member
    every raid thusfar has been a GP check, so i'm not sure why anyone would expect this one to be different. While i agree that quite a few options aren't viable due to the raid mechanics, your list doesn't make sence to me.
    Save water, drink champagne!
  • TlMMEH wrote: »
    You made a hundred neat characters, gave them abilities, friends, synergies! It was great.
    Then you made a raid that you didn't want people to beat.
    So you disabled every kit, combo, and synergy, and made it a pure GP check.
    Counter Attacks? NOPE
    Assists? NOPE
    TM Gain? NOPE
    TM Removal? NOPE
    Double Tap? NOPE
    TRIPLE Tap? NOPE
    Attack Fast? NOPE
    Rezzes? NOPE
    Buffs? NOPE
    Debuffs? NOPE
    Triggers? NOPE
    Heals? NOPE
    The only reason expose was working was because it didn't count as an attack, but that's about to be gone too.
    So is the raid difficult? Yea. That was your goal. But there are a hundred different ways to make a raid difficult without taking away every aspect of what makes the heroes we are using fun.
    Nobody wants to slam their head against a wall 5 times a day getting 1m damage each by essentially white hitting and not using any abilities except the three provided by the raid itself.

    This need to be quoted a million times, the raid is not hard its a gear check only, they removed half of whats fun with the game, the synergies, coming up with fun teams and dumb it down to this and to compensate they just give it tons more hp because thats awesome design.

  • Daishi
    718 posts Member
    edited March 2018
    TlMMEH wrote: »
    You made a hundred neat characters, gave them abilities, friends, synergies! It was great.
    Then you made a raid that you didn't want people to beat.
    So you disabled every kit, combo, and synergy, and made it a pure GP check.
    Counter Attacks? NOPE
    Assists? NOPE
    TM Gain? NOPE
    TM Removal? NOPE
    Double Tap? NOPE
    TRIPLE Tap? NOPE
    Attack Fast? NOPE
    Rezzes? NOPE
    Buffs? NOPE
    Debuffs? NOPE
    Triggers? NOPE
    Heals? NOPE
    The only reason expose was working was because it didn't count as an attack, but that's about to be gone too.
    So is the raid difficult? Yea. That was your goal. But there are a hundred different ways to make a raid difficult without taking away every aspect of what makes the heroes we are using fun.
    Nobody wants to slam their head against a wall 5 times a day getting 1m damage each by essentially white hitting and not using any abilities except the three provided by the raid itself.

  • The previous raid at least had some sort of path we had to take to beat them. In Pit it was TM reduction. In Tank it was TM-gain and burst damage (to deal with turrets and adds). In Trium its.... damage. Just lots and lots of damage. Just 5 teams worth simple damage, with just enough survivability to get to enrage.

    So I guess we're just waiting on them releasing toons who can do 100K attacks consistently and then it'll be fine.
  • I honestly don't mind the stacking tenacity by itself it's an interesting mechanic to work around.

    My biggest problem is debuff proc rates. So phase 1 against nihilus using my Jedi don't laugh, attack minions Yoda gives tenacity up so no defense down and I can attack freely. Now I have 5 buffs gotta stop protection regen. Keep attacking minions until it's Anakins turn and then first shot on nihilus Anakin basic while he still has normal tenacity, but with only 70% chance to apply healing immunity I have to restart several times to get it to land.

    I could mod for potency which would give me a better chance to land my debuff but I still only have a 70% chance to apply it. If the proc rate In the Sith raid and only the Sith raid was set to be 100% default it might be worth trying to work around the potency check but right now instead I just restart 5-10 times till I get some decent starting rng which I hate doing
Sign In or Register to comment.