As has been stated many times from the community - and recently indirectly in the Road Ahead, powerful teams being able to solo raids is a problem, and the power-creep makes the gap from best to worst team ridiculous.
This can be handled in a very easy way: make the regular 4 phases into 4 separate battles were your fight does not continue from one phase to another.Sure, with 4 "solo teams" you can still take down the raid alone, but it will require a lot more toons and teams than currently.
Example: In phase/battle 1 you use your SLKR team and solo the entire phase. In phase 2 you will then have to choose another team, because you already spent your SLKR team in phase 1.
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Personally, I'd also like a time delay between phases, probably just 10 minutes, so that other people can finish their runs on that phase before the first person to finish can start the next phase. It just locks out everyone who isn't currently in the middle of a run from the moment the phase is first defeated.
I'm sure I would still solo HAAT, though now I'd have to look again at which squads I'd want there - I've only ever solo'd the raid with 2 different squads (well, 3, but two of them overlap by 4 characters), so it would be interesting to look over the squads that can solo all the phases. I'm sure I've got enough firepower, but it would make me think.
As for a damage cap, that would also work. Set it at 12% or so. You can finish the raid with 8 people maxing their damage + 1 person inflicting a mere 4%.
That requires a reasonable minimum number of participants (unlike the separate phases idea, where one player could still solo the raid if they used 4 different teams), but it doesn't require everyone to participate in an old raid that has gotten boring if that's not what they want, since by then you would expect to have a bunch of people maxing out their damage potential.
You would just use some crap team and be ready for the next phase
For outdated raids, I would prefer to just let guilds turn an option on that allows people to run the raid themselves. Give it 24 hours or so for people to do their runs and then all the scores are added together. This allows people to play it at their own pace.
It's that they don't want people to be able to solo it right out of the gate, is all.
Ya sith raid was something they thought wouldn’t be beat for probably 7 months and was beat in less then a month. Now it’s cheaper and easier to just go back and put extra tiers in old raids. NEW CONTENT if you look at it that way lol!
This could be used in future raids in various ways: put her/him in stasis, debuffed so she/he can use basic only and watnot.
Sure, but the OP was specifically about future raids, not current/outdated raids.
Not sure why a guild activity with 50 people working together to beat a god-tier boss should inherently be solo capable? Why is that the metric you measure your raid enjoyment in?
better dispersion of rewards is what should be talked about. taking away the fun of soloing a raid is like keeping training wheels on a bike just because the other kids around you need training wheels. this wouldnt be an issue if the raid rewards were better dispersed which is what people really want in the end imo.
No it's because if all raids were supposed to be solo capable, then there would never have been guilds in the game. Guild content is there for guilds, contrary to your apparent belief. I agree the rewards are a huge issue, but making it so that even some of the most guild-centric content is *meant* to be single player defeats the purpose of guilds at all.
Obviously it resets if you bring in a new team, just as it does now.
That's why we've been proposing things like phase delays so others can jump in, or higher tuned difficulties so it requires full guild participation like HSTR when it was first introduced, or with a mechanic that neutralizes the strongest character like Rancor picking out GL's which would force people to theorycraft with 4 v 1 teams. We've been trying to be productive, which is more than you comparing guild friendly content to training wheels.
Unless they plan to reveal something higher than Galactic Legend, there won't be a huuuuge power creep left other than relics. So if they tuned a new raid to high relic level GL squads, then it wouldn't solo capable for years unless they really speed up the update schedule.
Also, "Content meant to be challenging for a group of 50 people and potentially upward of 100 GL's is definitely something that should and will eventually be solo-capable" just sounds stupid. They can tune raid content infinitely higher to meet power creep, that's what new content is for. Even if it becomes solo-capable, at this point we've hit the point where power creep is entirely dependent on relic levels because all future GL's are supposed to be "on par" with the past ones.
Right now, SLKR remains the best investment in the game.
That is not true, they can easily make mechanics that would keep him in line.
Oh yeah that's indisputable. But if we limited the attempts each person can make and had a mechanic that somehow made it impossible (or at least highly unlikely) that anyone could take a full phase + some on the next using a single team, then solo-ing the entire raid won't be possible for any one person until relics get out of control, and reward distribution will be fixed as such. Obviously an SLKR team could probably still take a full phase+ under this system, but that's why I suggested (jokingly at first but I kind of like it the more I say it) a mechanic where the boss targets higher power characters first. This would lead to better theorycrafting of either 5 person squads focused on supports or a 4 person squad with someone to take the hit. An SLKR squad without SLKR can't solo a raid, especially not one tuned to a higher standard than HSTR where most of his squad is dead behind him by the end anyway.
Alternatively they could make it so there are more than five phases so that no one needs to lower their attempts to avoid someone solo-ing the whole thing. A six phase raid would be wild
Yeah they could... Like anti first order synergy or something. Idk if they would do that though. Doesn't make sense lore-wise with the rancor.
I believe that they could, I just don't think that they would. Nor do I think they should single out a specific character, if anything they'd have to reign in all GL's somehow with a mastery manipulating raid boss, but I feel like that's a way down the road.
I don't see anything there that would give any of the other heros in the game an edge over SLKR
Sure you can make the Rancor target the highest power hero on your team but that means he will also target Rey, JML, SEE, etc. And the amount of time from start of battle to the time the GL is eaten, SLKR would still put out a lot more damage than the others.
So yeah making the raid not able to be solo'd is easy, but i still think SLKR teams would do the most damage.
Unless they add mechanics that are actually anti-SLKR and visibly/obvious anti-SLKR. But idk if they would do that.