I would really strongly vote against the raid mobs and those should be removed. Without the mobs, the raid can be shortened to like 50%, which encourages more players to participate and fully dedicate into. Mob drops can be added to boss loots.
A lot of people will say something against us but, if you want this community to grow, you have to be inclusive of those who are not able to participate in raids due to time commitment.
What do you think?
Raid Mobs
Moderator: Gifted
Re: Raid Mobs
Blizzard tried this once. It was called Trial of the Crusade. People didn't liked it.
I mean. As a Custom vanilla+ mini-raid? They could do it. A serie of arena combats or whatever. It woul pretty easy to make compared with a more complete raid. But they can't change old raids.
I mean. As a Custom vanilla+ mini-raid? They could do it. A serie of arena combats or whatever. It woul pretty easy to make compared with a more complete raid. But they can't change old raids.
Re: Raid Mobs
Honestly the bosses of Trial of the Crusade were fun.Galas wrote: ↑Tue May 16, 2023 7:02 pmBlizzard tried this once. It was called Trial of the Crusade. People didn't liked it.
I mean. As a Custom vanilla+ mini-raid? They could do it. A serie of arena combats or whatever. It woul pretty easy to make compared with a more complete raid. But they can't change old raids.
My own theory on why the raid wasn't liked is an association of many factors:
-The tier sets were ugly
-It only had 5 bosses
-4 of the bosses only happened in one room, and the room had no beautiful scenery whatsoever.
-The game let you do the raid 4 times per week on the same character, so many people did it to cause it's a guild responsibility and got nasty burnout, exacerbated by the fact it's just one room of four bosses then another room.
-The faction champions fight is pvp in a raid, lots of people didn't like that.
-The northrend beasts fight is much harder than the three encounters that follow it.
-all of that came directly after Ulduar, which had none of these problems, and Ulduar is considered one of the best raids Blizzard has ever made and it has maybe less than half the trash vanilla naxxramas has.
I'm fine with trash being a sort of gatekeep to the boss, think like the anubisaths introducing AQ40 and cementing it as the real deal compared to BWL, but imagine if we had to do 5 of those anubisath packs to reach Skeram.
Each type of trash pack should have atmost 3-4 spawns in a raid, the lab packs in Patchwerk room for example serve no purpose other than to slow the raid down. Once you kill 3-4 of them, you pretty much prove you can do them and shouldn't need to do any further (in that lockout).
Re: Raid Mobs
There is a lot of rhetoric that will dogpile you for wanting trash to be made reasonable.
Tempest Keep is a great example of restrained raid trash. The pulls are puzzles (like BWL trash), and there are 1-4 of them between bosses. Molten Core, Temple of Ahn'Qiraj and Naxxramas have some pretty repetitive, excessive, and uninteresting trash. Especially in particularly infamous stretches (After Twin Emps, After Razuvious, etc).
Cleaning up trash in MC first would be a boon for the lower access raiders. I think there are a few cheap and easy steps to get there, with MC in mind.
Tempest Keep is a great example of restrained raid trash. The pulls are puzzles (like BWL trash), and there are 1-4 of them between bosses. Molten Core, Temple of Ahn'Qiraj and Naxxramas have some pretty repetitive, excessive, and uninteresting trash. Especially in particularly infamous stretches (After Twin Emps, After Razuvious, etc).
Cleaning up trash in MC first would be a boon for the lower access raiders. I think there are a few cheap and easy steps to get there, with MC in mind.
- Remove trash that is not an encounter in and of itself (non-gatekeeping random Giants, random imp packs that are not near a boss)
- Identify 2-4 trash pulls that are nearest to each boss and link their pull / respawn behavior (a DB edit, "easy" and troubleshootable)
- Fold trash loot into boss loot tables as its own additional drop; increasing the items dropped by each boss (excluding Rag) by one.
Rokitt - High Elf Priest
Re: Raid Mobs
I think trash makes the places more feel like places that are alive and not purpose built for adventurers to get their loot in.
The only two stretches who are overbearingly annoying are the suppreassiongauntlet in bwl (which arguably is part of the boss encounter) and the aq40 piece between twins and cthun.
The aq40 trash is at the moment just not cleared by groups becauss its on one hand a complete pain and the other hand just not necessary. Much to the delight of most raiders and the dismay od people who need idols or trashloot off of these mobs.
I think its okey thinking about toning these places down to encourage people to actually fight these packs in the first place would be nice. But removing mc trash because someone doesnt have time for a 2-3h run is imho not warranted
The only two stretches who are overbearingly annoying are the suppreassiongauntlet in bwl (which arguably is part of the boss encounter) and the aq40 piece between twins and cthun.
The aq40 trash is at the moment just not cleared by groups becauss its on one hand a complete pain and the other hand just not necessary. Much to the delight of most raiders and the dismay od people who need idols or trashloot off of these mobs.
I think its okey thinking about toning these places down to encourage people to actually fight these packs in the first place would be nice. But removing mc trash because someone doesnt have time for a 2-3h run is imho not warranted
Re: Raid Mobs
The raid with a balanced trash/boss ratio and a model to be followed is AQ20.