Controversal Topics that I see around this thread.
My thoughts are as follows:
Scaling- Should Raids be rigid to make balancing easier or, should Raids be very flexible so that all guilds can be more inclusive to their members?
We need a middle ground. The Marionette was a good example of this: Both the defense and the boss fight segments were made to require 5 teams, but a good team could get by with fewer people within that team. However no group, no matter how good they were, could get by with only four teams.
Difficulty- Should Raids be easy enough for casual players, or should raids be difficult so it requires skill on the risk of excluding casual player.
As my suggestion in my recent post suggests, you can have part of the raid open to more casual players, and have only the climax of it require the higher levels of skill and coordination.
Think of it like a typical multi-level dungeon in most RPGs. The first level is easy, but it gets harder as you go down. Getting to the boss requires good skill and equipment. Players are free to go as far as they can get. That way, only a part of the new content would be “raiders only”.
Stacking- What steps should be taken to remove stacking or should it even be removed at all?
I think the better idea is to make it a good idea for the players to move around. Here’s a few ideas (some are, I admit, borrowed from another game):
- The boss calls out the attack and a target’s name. The fewer people near them, the more damage they take. This can easily One-Shot the player if they’re not careful.
- The boss calls out a (different) attack and a target’s name. A moment later, there’s an explosion where that player is standing. The more people there are near them, the more powerful the explosion. A stack of players will become a stack of corpses.
- Parts of the floor become dangerous for an extended period. Standing there will either damage or disable you. These areas appear and disappear throughout the fight.
- Parts of the floor become beneficial for an extended period. You really want to be standing there if at all possible.
- Enemies create AoE buffs when and where they die. A powerful heal or damage reflection will give you good reason to want to spread them out while fighting them.
- Enemies create areas useful to the players when where they die. Perhaps you can only do damage to the boss while you’re standing in one, or maybe while IT is standing in one. Or they may give protection against an otherwise deadly attack (Grand High Viscount of Candy Corn is a good example of this.)
AI- What AI should be in place?
I’ll leave that mostly up to those that are more likely to raid than I, but I do have one suggestion: Some foes should have more than one AI set-up to use.
If you’re taking on a (for example) “Skritt Elementalist”, it’s easy to know what to expect and how to counter it. But if it’s a “Skritt Spell Slinger”, and you don’t know if it’s an Elementalist, Necromancer, or Mesmer until you start the fight, then you have to adapt and quickly.
Rewards- How rewarding should Raids be?
Straight raids? Honestly, not very. Otherwise, you run into the problem of people feeling they HAVE to do the raid to get things, and you wind up with people that don’t really want to be there joining the raids.
Now, if it’s a multi-stage event where non-raiders can jump in and do parts of it? Then that changes, and you can have the non-raid parts give small rewards that can build up to the big ones, and the raid itself can give the bigger rewards, or at least get to them faster.
Punishment- How punishing should failing a raid be? How punishing should dying be?
This is an MMORPG, not a sex dungeon. This isn’t where people go to “enjoy” punishment. If the raid wipes, it can start over again. That’s punishment enough. If you think you need punishment to enjoy yourself, go to the Black Lion forum and suggest they put in a mini of a female skritt that wears black leather and carries a whip.
….
Actually, I want that. But no, no “punishment”, thank you.
delicate, brick-like subtlety.