The changes to CT Rancor Raid have been announced
here
Hi Holotable Heroes,
We have finalized the changes to the Challenge Tier of The Pit raid scheduled to be released in the coming weeks. Our main objective with these modifications is to maintain which Guilds can complete this event while removing the headache of coordinating the majority of Guild members over a very narrow period of time (and reduce the stress for Guild officers!) Second, we want to expand the accessibility of the Challenge Tier within the Guilds completing it. Guild members should be able to participate in this raid regardless of real life factors like time zone, Discord usage, and device ownership. And third, these changes are also aimed at preventing characters like Supreme Leader Kylo Ren from soloing phases of the raid.
With those objectives in mind, we are changing the stacking Speed and Offense that persisted between runs to only impact the current battle and adjusting the amount and rate at which these stacks start building up. While the changes can make large runs harder, your overall guild progress should be roughly the same but without needing the heavy coordination.
While we may in the future design game modes that require deeper levels of coordination, we recognize the original version of the The Pit Challenge Tier raid did not accomplish this in a way that was as fun for many Guilds. We will continue to monitor the impact of these changes and take your feedback into close consideration. There will be an announcement on the release date for these changes several days in advance in order to help Guilds coordinate when to launch their raids.
Red will be removed and
Green will be added to Pit Fighter 2 description in a future update.
Pit Fighter 2
This unit has +50% Tenacity while it isn't Toppled and is immune to Turn Meter Reduction effects.
For every 20% of its Health lost, this unit gains 75% Offense and Speed (stacking). For each 2% Health lost this battle, this unit gains 20% Offense and Speed (stacking). These bonuses increase by an additional 20% each time.NOTE: These bonuses work similarly to Enfys Nest’s Unique, Fighting Instinct, and will increase by 20%, then increase by 40%, 60%, and so on for this battle only.
At the start of each of its turns, this unit gains 50 Armor Penetration and 10% Critical Chance, Critical Damage, and Potency (stacking) and all enemies both active and defeated lose 5% Offense, Tenacity, and Mastery
(stacking) until end of encounter, tripled for Galactic Legends. (stacking, max 10 stacks) until end of encounter.Old Pit Fighter 2
This unit has +50% Tenacity while it isn't Toppled and is immune to Turn Meter Reduction effects.
For every 20% of its Health lost, this unit gains 75% Offense and Speed (stacking).
At the start of each of its turns, this unit gains 50 Armor Penetration and 10% Critical Chance, Critical Damage, and Potency (stacking) and all enemies both active and defeated lose 5% Offense, Tenacity, and Mastery (stacking) until end of encounter, tripled for Galactic Legends.
New Pit Fighter 2
This unit has +50% Tenacity while it isn't Toppled and is immune to Turn Meter reduction effects.
For each 2% Health lost this battle, this unit gains 20% Offense and Speed (stacking). These bonuses increase by an additional 20% each time.
At the start of each of its turns, this unit gains 50 Armor Penetration and 10% Critical Chance, Critical Damage, and Potency (stacking) and all enemies both active and defeated lose 5% Offense, Tenacity, and Mastery (stacking, max 10 stacks) until end of encounter.
Replies
Wasn't expecting a 2% threshold, i guess the intention is that each member contributes at least 2% per run, resulting in 100% (50x2) makes mercing more of a pain though
Excellent job at admitting the original design wasn't ideal, and trying to make it better, especially for international guilds.
2% is a crazy threshold, was expecting 10%, or worst case, 5%
2% is only where you start to see it. Planning, team comp, development, and as always RNG can get you past that point in a run.
Also, now you can make as many tries as you want for an ideal run....
Mostly good changes. My initial thought is that the 2% thresholds is ridiculously low but we’ll see when it’s out in the wild.
I know kyno, my point is that the raid rewards are pretty bad with respect to aeromagnifiers but you could've solved the uneven distribution with posting larger scores per run by splitting the guild in half
I don't want multiple runs for top score for aeromagnifier
its basically a r5 roster check to get most aeromagnifiers now
I agree, and discussed this point, but without other mechanisms in place, or a complete change to how raids run, that will almost always be the case.
Not a fan of quantity = top rewards
but oh well
This! Of course you should be rewarded better if you contribute more, but this raid is a joint effort.
This. I don't like guild hopping either, but anything below rank 25 is bad even if the entire guild is carrying their weight in the guild
I do understand that now you can use more and more teams in a given phase, so.... Proooobably it will compensate? Not sure, but i think this glass is half full this time
Not sure how your guild ran it, but before there was a limited time to make practice runs, especially on back to back phases.
Anyway, yes, rewards.... hopefully they take a look at those too, but for now this is a good thing.
I agree on your points. Especially with regards to the very low threshold.
I may have been a bit premature with my post. My main hope was that people would no longer be able to mess up the runs of others by premature posting, which the update covers.
Seems like the new bar for a quality run will be between 4 and 6%. That's a little tougher than what I was expecting, but at least it will encourage high participation.
I'll wait and see before I cry that the sky is falling.
It might sound better than the coordination but wait until you see it in the game. This is just a new grind.
Can someone please confirm which one of these is correct?
2% Health lost this battle = 20% total stat increase
4% Health lost this battle = 20% + 40% = 60% total stat increase
6% Health lost this battle = 20% + 40% + 60% = 120% total stat increase
8% Health lost this battle = 20% + 40% + 60% + 80% = 200% total stat increase
10% Health lost this battle = 20% + 40% + 60% + 80% + 100% = 300% total stat increase
Yes, this is my understanding.
Yes, this will require more than 7 people to do it....
With an average of 3% per run , still only means low 30s for participation, and each player can now develop more than 4 teams to make runs, so that number will start to drop too.