Hello, that is a man who saved deliberating approaches to keep away from THE gatekeeping difficulty because of hazard of losing time or genuinely elitism whilst additionally now no longer making the raid itself easier.
After the Devs letter concerning raid modifications to keep away from scaring new humans I concept I should proportion a few thoughts should doubtlessly make the sport much less punishing, whilst additionally preserving its problem overall (much less wipes but greater pain).
My principal purpose is to remove "unmarried responsibility",mechanics that require a novel man or woman to acomplish a particular mission so as for the mechanic now no longer to wipe the entire raid, some examples come to mind:
Valtan Gate 1 Orbs
Vykas Gate 1 Orb/Gates & Stagger + Blue/Black
Vykas Gate 2 Red/Black Orbs
Kakul Gate 2 Labyrinth
Kakul Gate 3 Marios
These Mechanics have a tendency to be unforgiving due to the fact if 1 man or woman fails, the entire celebration wipes, consequently ensuring EVERY SINGLE PERSON ON THE RAID is aware of mechs earlier than even trying, worse but, if someone died BEFORE the mech, it's miles now not possible to achieve this and desires to restart from the beginning (and consequently, waste of time).
My plan to remedy that is via way of means of genuinely making the mech prevent wiping the entire celebration, and rather simply punish them severely (with a purpose to incentivize doing the mech properly).
I`ll be doing some posts withinside the destiny concerning Kakul & Brelshaza due to the fact that they deserve their very own discussion, however for now it will likely be targeted on Valtan & Vykas.
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Valtan Gate 1: Orb & Stagger Mechanic (30 & 15-16~ HP bars)
Currently: Each member has to gather an orb in a particular order, but if an orb is amassed of the identical colour in a row, the raid wipes, if successful, stagger finished to the boss is significantly increased, but if stagger takes to lengthy to acomplish the raid wipes anyways.
Proposed Change: Each member has to gather a orb in unique order, but if an orb is amassed of the identical colour in a row, the raid institution will take harm primarily based totally on the quantity of orbs but to be taken.
Each Orb counts as 10k Dmg (25K on HM), which makes 80k in total (200k on HM), have to you fail on orb no.three, it'll rely as 6 Orbs now no longer taken correctly, consequently anybody will take 60k (150k on HM) upon failure.
If sucessful on taking the orbs properly, the boss takes greater stagger harm, but if stagger takes to lengthy to acomplish, the raid institution will take 30k (60K on HM), Damage plus any leftover Orb harm.
The most quantity of harm taken if failing at orb No.three Would be 90K (210k HM).
You can but, tank the harm with shields and harm discount buffs (Support ult may be a 90k+ Shield for instance), You also can keep away from it with a properly timed time prevent potion (Except on HM).
Hard mode only: After the mech is finished, anybody who did now no longer took an orb no matter sucess or failure will acquire the Mark of Shame debuff:
Mark of Shame: You deal 10% much less harm and take 10% greater harm (can stack up to two times)
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Valtan Gate 2:
No modifications needed (if whatever you can inspire human beings now no longer to take Nahun`s blessing through taking 20k harm in case you have already got the buff, so as for them to apprehend you're efficiently killing a man if Balthorr isn't used.
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Vykas Gate 1: Orb Gates (49-50 HP bars)
Currently: Blue demon spawns four balls which extrade colour after a hard and fast quantity of time in a particular pattern, stated balls want to be lured into the colour gates close to them with the equal colour, failure to accomplish that (both through consuming the ball, taking manner to long, or putting the ball at the incorrect colour of the gate), will wipe the gate (you could simplest fail 1 time, you have to do it successfully at the least three times).
You also can keep away from it with a properly timed time forestall potion (besides on HM)
Proposed Change: Blue demon spawns four balls which extrade colour after a hard and fast quantity of time in a particular pattern, stated balls want to be lured into the colour gates close to them with the equal colour, failure to accomplish that will make the demon deal harm in keeping with the wide variety of colour gates failed.
Each Gate counts as 25k Damage (50k on HM)
Should all people fail, all people will take 100k DMG (200k HM)
You can but, tank the harm with protect and harm discount buffs. time forestall potion stays the equal.
Hard mode simplest: after the mech is finished, Blue Demon & Purple Demon will receive "energy of rainbow" buff primarily based totally on the quantity of failed gates (min 1, max four stacks, will matter as zero if three gates succeded earlier than creating a mistake).
Power of Rainbow: every stack presents three% harm dealt increase & 2% harm discount.
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Vykas Gate 1: Stagger & Blue/Black balls (35-37 & 13-15 HP Bars).
Currently: Blue demon begins offevolved to channel and desires to be staggered, failure to stagger on time effects in a raid wipe. upon stagger success, celebration have to acquire balls primarily based totally round their randomly decided on colour (both blue or black), if the boss manages to attain extra than three balls it will likely be a set wipe.
Can be time forestall potion'ed (besides on HM)
Proposed Change: Blue demon begins offevolved to channel and desires to be staggered, failure to stagger on time effects in taking 70k DMG (140K on HM).
Upon stagger success, celebration have to acquire balls primarily based totally round their randomly decided on colour (Blue/Black), any ball the boss manages to attain, will matter as 8k DMG (14k HM), ought to the boss attain AT LEAST three balls, he will glow purple for a 2d earlier than the standard explosion radio, in any other case will comply with as normal.
In general 20 Balls appear, making a complete of 160k DMG (280k HM)
You can but, tank the harm with protect and DR buffs.
Hard mode simplest: after the mech is finished, if the mech became a failure, it doubles the quantity of stack from Power of Rainbow from each Purple and Blue Demon. (Max quantity viable if the entirety became a failure is sixteen stacks).
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Vykas Gate 2: Red/Purple marks + Clone position (one hundred twenty HP Bars)
Leave it because it is, if whatever you can make every explosion be really well worth 80-100k Damage, but this isn't a "singular" mech, instead a "Collective" mech, in which all and sundry facilitates to manual for survival, as opposed to a mistake = wipes (thou it could manifest if there may be a false impression it could become in a wipe).
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Vykas Gate 2: Red/Black Orbs (sixty five HP Bars)
Currently: Vykas divides herself into three clones on exclusive directions (maximum generally recognize a five/7/11). after a while, the clones will start to price an assault which glows on five periods, those periods could be both RED or BLACK, the latter being the orb which desires to be blocked.
After sparkling five instances, the clones will start to assault vykas withinside the center with "pink" orbs, but sure orbs are sincerely black in disguise, and should be accumulated via way of means of the raid members, failure to achieve this could be a raid wipe ( most effective 1 mistake may be made, out of eight black orbs). Collecting pink orbs will immediately kill the raid member who took it.
Cannot be keep away from wipe with a time prevent potion.
Proposed change: Vykas divides herself into three clones on exclusive directions (maximum generally recognize a five/7/11). after a while, the clones will start to price an assault which glows on five periods, those periods could be both RED or BLACK, the latter being the orb which desires to be blocked.
After sparkling five instances, the clones will start to assault vykas withinside the center with "pink" orbs, but sure orbs are sincerely black in disguise, and should be accumulated via way of means of the raid members, for every black orb Vykas takes, her assault energy will boom, if all eight black orbs are accumulated, it`s a wipe.
Each Black Orb counts as 25K (40K on HM), thus, if failing 7 orbs will make 175k DMG (280K on HM).
Collecting a Red Orb will rather take 80K DMG (Will pass Time prevent Potion protection)
If zero-1 Orbs have been taken via way of means of Vykas, she'll get staggered as usual, in any other case she'll glow pink for 1 2d earlier than dealing the effective assault.
You can but, tank the harm with defend and harm discount buffs. time prevent potion may be used to keep away from harm on everyday version, does not paintings on Hard mode.
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Vykas Gate 3: Swamp Mechanic (169-171 - 75-seventy eight HP Bars)
Not in want of a change, if anything, you may probably make four debuffs in preference to three on everyday. perhaps much less velocity buffs? (in preference to 5/6 simply make it three/five, leaving a few men with none type of buff/debuff).
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Vykas Gate 3: Sword/Clones (one hundred fifty five HP Bars)
No want for change, flawlessly excellent because it is.
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Vykas Gate 3: Boba + keyboard challenge (a hundred thirty five HP Bars)
Normal: boom typing time via way of means of three-four seconds if zero gauge, no 2d typing.
Hardmode: Increase typing time via way of means of 1-2 seconds if zero gauge.
Currently: excessive harm if failed up to a few instances, extra than three equals a wipe.
Proposed Change: failing extra than three instances ends in Vykas making use of a buff on herself, Lust Feast.
Lust Feast: for every participant getting charmed, harm dealt + 2%, , for every participant lifeless harm dealt +four%, Damage discount + 2%, stacks are infinite.
Damage dealt to gamers if failing up to a few instances stays the identical, failing extra than three keeps to deal identical harm.
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Vykas Gate 3: Stagger + Frogs (103-104 HP Bars)
No want for change,(if anything, possibly upload 1-2 greater seconds to the stagger?/decrease fitness of frogs?)
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Vykas Gate 3: Tentacles (fifty five HP Bars)
Currently: If you do not kill ALL tentacles on time, its a wipe.
Proposed Change: Each Tentacle left alive will boom dmg from vykas assault, leaving all tentacles alive could be a wipe. On everyday mode, you deal 40% general harm if now no longer above 70% gauge to tentacles (On difficult mode this receives reduced to 20% harm).
Each tentacle will increase harm via way of means of 20k, no matter Difficult mode (E.G 6 tentacles alive could imply 120k)
This Damage CANNOT BE REDUCED BY SHIELDS OR DR BUFFS, can not be prevented via way of means of time prevent potions.
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Vykas Gate 3: Hard mode unique Red Orbs (40 ~ HP Bars)
No want for change.
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Vykas Gate 3: Stagger time (2 HP Bars)
No want for change.
That is occupied with now, allow me recognize withinside the remarks what do you think, i am all ears for positive criticism, or simply really inform me this could devalue your in-recreation enjoy and that I suck.
Sorry for the lengthy text, looking to preserve it simple. More in reddit and buy lost ark gold go to p2pah.com now, so easy and cheapest.
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