I don't accept your premise. Why must I be kept "busy", for the sake of it? That gets tiresome quickly.
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He.
And I forgot that we get raid-level skirmishes as well, what is it, like 15 of them? But again, it's the loot table that needs to be addressed.... I recently did a few 12-man tier 3 skirmishes, some of the mirkwood ones.... and I gave it 2 hours of my time to do the 3, and literary got away with 2 or 3 relic items. I deconstucted them and got 3 or 4 total tier 5 relics which I masterfully combined into 1 tier 6 relic.
Whoop. Dee. Doo.
The only reason I kept going was that those raids have a nice amount of marks and meds as a reward, and a chance for a crystal to drop. And I think in three skraids, only ONE chrystal actually dropped.
The loot tables need to be changed drastically. Full raids should award random pieces of "gold" 5-slot essence armor (or some form of currency to save up for "gold" armor pieces), and skraids should offer random "gold" regular armor on tier 3, "teal" regular armor at tier 2, and "purple" regular armor at tier 1.
So you rather prefer 25min BBs that have that slow pace, instead of content that could be pushed to 15mins and where you could take pause as you will like on classic instances? BBs (rohan ones) are that you start them and after that you get basically no real pauses after it, if you have to leave for 5mins or so you miss huge parts of the instance (not like it matters since they are dirty easy and can be done with 2 lvl50 or so easily full plat), it doesnt allow group to do it on their own pace which is one of biggest problems these have along side of over long design and non interesting side quests and terrible to certain classes and way too easy for level 100s.
BBs generally speaking look OK, especially upcoming Minas Tirith one. But for certain classes they are absolutely pain in the, to do. For example for burg and warden. However there are side quests that are still totally broken and side quests that have strong bias against certain classes. There also are totally stupid sidequests like on pelargir 6man ones where those aren't balanced for 6 players at all. Only boss ones need more than 1 player on 6 man instance, that is broken.
Edit. So in my opinion BBs are a bit like those new console generation showcase games where they look so pretty and they hype their one feature, but when you actually play it yourself you see it's totally broken and while it looks nice it's just not as compelling as something that is a bit more traditional but simply works and is gameplay first look second (Ryse anyone?)
I wouldn't mind the pacing so much if there was a checkpoint system involved, and the on rails parts were 3-5 minute intervals at most.
For someone like me, I've got to feel like I'm constantly doing something in the instance, or I'm gonna get bored. Unfortunately, that short attention span is generic and not something that's going to be changed (despite many people
Actually, that's really good point.
One of major flaws on BB system is unability to reset failed quests, if you fail to get platinium it's looked as a failure (which is Fed up) and for that character quest is failed for a day basically. On classic instances you simply wipe and try again, nothing lost but gained experience how to do it better. BBs don't have this feature and it's instant failure state which is the most annoying thing in games, especially when content isn't even tried to design for hard core gamers.
One trick is to cancel BB side quest and try to get other side quests (this happened a lot on raid one and 6man HD). but going back potentially 10-15mins just to stand around is really annoying.
In your post here i'll add my minstrel also alongside with burg,warden.BB are terrible,i dont even need to be in healing spec,i do them in Red.Why on earth,if i wanted to dps i got tons of alts to dps,i want to heal with my minstrel,hence the last 2 years maybe i run like 5 BB for promotion purposes.
For the First posts in the thread,its so funny where devs and producers at some point talk about raids and they coudnt implement them due to lore.I mean rly?Have you forgotten about rk and warden?They were lore appropriate?Stop making excuses and act like a big company and communicate in forums,be honest,personally i dont expect a raid,so i play other games for that.
In no particular order:
- Offsite Hazardous research facility for Saruman, found after the Ents trashed Isengard
- Helms Deep as minor offensive actions to beat back the crowd, but ultimately being forced deeper into the keep as we help the Rohirrim carry out a tactical withdrawal
- Paths of the Dead
- Various offensive actions amongst the Corsair Fleet to help disrupt their assault on DA, and force them towards Pelagrir
- Assault on the dead not loyal to Aragorn to prevent them from swarming Eastern Gondor and/or giving away the element of surprise that Aragorn would have used for Pelagrir.
- Assault on the corsairs that remained behind in Pelagrir to finish routing them from the city and preventing any from following Aragorn upstream.
That's a few off the top of my head, point is instance possibilities exist throughout the area. The biggest flaw in Turbine's thinking is we want clusters, when really we just want instances, and while it's nice to have a new cluster with an expansion, at this point it'd just be nice to have instance or two with each update, and not necessarily a new expansion.
And for the love of the Valar, no more BB's.
Well, to me, all of those seem too contrived, with the exception of actions against the Corsairs; but to each his own. And, for the Love of Manwe, not only have more EBs, have a few 12/24 man ones, too in addition to a few more classics, for those who like those. :)
So would stuff like the following also be considered contrived?
- Defeat a bunch of Angmarim to thwart their attempt to pump a dead dragon full of spirits and raise it from the dead
- Defeault a balrog sealed away by the elves before the orcs can undo it's seal and release it on Middle-earth
- Defeat the Watcher
- Defeat a giant turtle
- Descended into the depths of Moria to thwart an uprising of nameless horrors
- Kick a Nazgul out of Dol Guldur to create a diversion so the fellowship can slip by downstream
- Defeat a bunch of gaunt lords before they loose horrors on Middle-earth
- Kill a dragon in its lair
- Thwart Saruman's scheme to create a new batch of rings of power
- Do stuff around Erebor (never was really clear on how they were all connected >.> )
I'm not gonna consider the skraids, as those are basically "random bad thing must die", "defend random maguffin", or "watch a warden run circles around the flagpole for an hour"
It's not about the one line description, it's the execution which is why a lot of the above are considered awesome and favorites of many.
So there were battles going on in the Misty Mountains? That's been about the most desolate of places, and Helegrod happens to be a thing because the dragon got raised during the epic story - the big stinker that he was.
Likewise, killing the turtle seems out of place for the freeps (why kill something that big, and likely very old, simply because it exists).
Draigoch was more "hey, here's a dragon go kill it". The real kicker comes in with a dragon being as smart as they are, why wouldn't he have flown up to the top of the cave, and then flooded the entire area in flame (killing us all), or better yet, flown outside, and waited for the adventurers to come out, and incinerate them in the open field where they had nowhere to run? Dragons are supposed to be smarter than us, so why did Draigoch do something THAT dumb? THAT fight seems very contrived.
Then there's the fight with Saruman, as we are going up against a wizard, which should have been a one sided smackdown, as Saruman was able to defeat Gandalf. So if we're able to defeat Saruman, that actually means the players combined strength is stronger than Gandalf the Grey - again, very contrived.
The Rift - I'm not sure if the Everseer didn't make it into the chamber before or after we broke the seal. If it was after, then we had a completely preventable boss fight because the elven guardian did something stupid. This one's conditional if it's contrived or not.
The Watcher fight: It's a giant squid thing that can move throughout the waters out to the lake. Why stand and fight us if it can swim away to yet another location in Moria? Animals don't stand and fight if they've a way out, especially if they're critically wounded. Contrived.
OD - We've got supposedly rare gaunt lords, including ones we've killed at least once (or more), coming back and we're fighting them again and it just HAPPENS to take place in Enedwaith next to the Hunter...
As far as the Skraids go, the great question of "if we have the player assaulting the camp, why doesn't the camp swarm them?" which makes all of the assault class skirmish contrived. For the defense ones, all of the attackers can swarm the players, and that would overwhelm theplayers abilities to survive that much of an onslaught, so again, we're surviving because the encounters are contrived. As for the Barrow Downs skirm... Stuff swarms players, warden runs cirlces, stuff kills players, warden runs circles, stuff moves players bodies in front of warden. Warden fall down go boom, stuff kills warden.
While I have mocked many of the instances above, it's done because they are all contrivances of Turbine, and to call out any other ideas contrived while failing to acknowledge the necessary contrivances that allowed for the original instances (many well loved) is actually very hypocritical.
Why can't we get better skirmishes instead? It works for multiple group sizes, has gear progression for tokens, has character progression (traits and soldier), and most importantly, I get to play my class as my class, not some engineer/officer nonsense.
Not all of us. Probably only a very small vocal group of so called casual players feel that way. I say "so called" because I cannot imagine a true casual player actually caring, let alone KNOWING what a raider gets.
My own personal opinion is that we "stop and smell the roses" players have more than adequate gear from questing and crafting to get by. We don't need raiding quality gear.
Especially if they had put any effort at all to get well geared at 95. That gear (and those LIs) were more than sufficient to complete most of the DA content, with that content drop, as I had used it to start gearing up to imbued and essence gear. However, sanity kicked in as I realized that there was little point to all of that gear grind, because I didn't have audacity gear to make it work in the 'Moors.... =/
I think part of the reason there haven't been new raids is that the trait trees threw off the balance between the classes and the threat revamp wrecked the game's tanking mechanics.
Making the classes more one-dimensional made balancing roles more difficult and reduced the devs' ability to design interesting encounters that take advantage of the classes' unique abilities. Instead, fights need to rely on transparently silly gimmicks and player stats more than teamwork and ingenuity.
The threat change was altogether bad for the players' enjoyment, and tanks can't have nearly as much fun in the role as they used to have. Off-tanks are extinct.
Unless the classes are revamped in such a way to restore the game's former synergy between players, end-game raids will never be all that much fun. That's my conjecture, at least.