Much agreed, Xil. Hard timers are boring, immersion-breaking, and deny build experimentation.
I agree that something should happen over time so a full-defense party can’t just faceroll things, but a death countdown should never be a standard for good, complex fight design.
How many people are experimenting with their builds currently when doing raids? I’m sure people have all gone full zerker and failed so there’s more to it than that.
I see people using this phrase often. Exactly how are timers immersion breaking?
So what ends up happening is:
1 tank in Soldier gear
1 healer in Zealot gear
8 Full-meta DPS in Berserker or Sinister (or Viper?) gear.
Forgive the sarcasm, but …woo. Such choice, many playstyle. Wow.
If you’re not doing that, you’re bringing down the entire raid, because the devs decided that using highly experienced playtesters was a good idea for balancing the encounter.
So, looking at the bad-design/time-limited option using fluffy hypothetical numerical comparisons, the party is on the hook to do 12.5% of the boss’s HP per minute, while contending with environmental mechanics. Each player, then, needs to do 1.25% per minute. Except you have tank and heal, which won’t be damage spec’d, so it’s more like 1.4%.
If a defensive party can buy just 30 seconds, the necessary dps drops by roughly 6%, given them breathing room to deal with other mechanics. But that’s 30 seconds of enduring mechanics that could rightly make them fail. In a proper soft-enrage scenario, their odds of surviving damage and mechanics damage drop every few seconds, so it’s still riskier to draw out the fight. It becomes about actually balancing defense and offense than “don’t screw up, not even once” and having your dps utterly fail because someone mis-timed an Eviscerate somewhere in Minute 2 of the fight.
Even in a hard enrage scenario, an 8 minute fight should take 7 minutes, with the last minute allowing for variation.
When I say “immersion breaking,” I don’t just mean someone’s head-canon or a group’s RP.
To go from “hard fight, we can do this” to “suddenly dead because cheap mechanic said so” doesn’t feel good. It hardly makes sense. There’s no story in it. Unless the story is baddie finishes some mcguffin task that explodes all the things, then by all means put a timer on it. But it shouldn’t be a standard.
Soft enrages come with a building tension and the possibility of clutch win. Players are gritting teeth and yelling “Go go go go!” into their mics, making desperation plays and sacrifices so the rest of the team might pull it off, while, numerically, the game is smugly continuing to amp up. “110% damage not enough for you? How about 120%? More damage, more!” until the party endures for a win or they can’t sustain and inevitably topple.
So, if the fight already has a compounding damage mechanic where the boss gains stacks of power when the players fail, let that be the limiter rather than an arbitrary timer.
This is exactly what people asked when they asked for the trinity – any trinity set-up is like this.
As few tanks and healers as possible to stay alive with everyone else going for as much damage as possible.
How is this a surprise?
Highly experienced players were used because guess what – it’s supposed to be hard. If they had used average players and balanced raids using regular or average players guess what we’d have? dungeons 2.0.
They already tried this – to balance content around the average player – we got dungeons – which obviously degenerated into speed clears for profit and the zerker meta. People shouted and screamed and said they wanted a change.
Raids are this change.
I understand what you’re saying – raids are so finely tuned now that if you miss certain timers you can be 5 minutes away from the fight’s “end” and still know you’re going to fail.
What’s missing is that excitement of “are we going to make it? Are we going to beat it by the skin of our teeth?” – that doesn’t happen in Raids now. If you don’t hit certain markers you’ll know with 90% certainty that you have failed – even 2-3 minutes into the fight.
The situation you’re describing is definitely more rewarding and more fun -but it would also make things much much easier for skilled players and would generate a lot of unwanted behavior.
For example – I predicted that if raids weren’t so finely tuned as to require all 10 people to be at 100% for the entire length of the fight ( which seems to be the case now) you’ll quickly see raid spots for sale.
100g a piece for example – and people would pay for it – but that would be a very bad PR situation for Anet and the community would be up in arms.
The thing is – Anet can’t stop it – you can’t stop people making arrangements outside the game and then raiding together – only that 1 person is just now pulling his weight and will at a later point pay someone else for the run.
It’s inevitable – and to avoid this they went with the all 10 on point all the time situation.
One of the problems is that there is far too much gear choice, in this game.
In a game like WoW, you couldn’t abandon all survivability for DPS, even if you wanted to and (aside from some trinkets) you can’t choose a secondary stat over a primary one.
You have the gear for your amour weight and primary “power” stat and it has x amount of primary “power” stat (i.e. Agility/Intellect/Strength, depending on class) and y amount of Stamina on it; whether you would prefer either of those to be another stat, or not.
The content is then balanced around you having x amount of “power” and y amount of Stamina and the other two stats your armour generally provides, which can be more random, are only regarded as secondaries.
This makes it less of a gear type choice thing (as gear is more standard) and more of a learning the fight thing.
Which I tend to think is the way it should be.
Yes, gear ilevel is more important than it is here and people min/max etc., but it is far less widely varied in terms of its stats.
Also, re. “Raids are this change.” – well, raids are not supposed to be a change.
They are supposed to be one option out of many.
You’re not, as a game developer, when a few hardcore types say they want raids, supposed to go “Oh, so you want challenging content, do you? Well, have some very challenging raids and that is basically all you will be getting, so enjoy!”.
You’re supposed, if you add them at all, to add them as an added extra; not as the be all and end all.
Because, unless you also provide an LFR type version, most people will either never do them at all, or will never complete them.
ITA with you re. the undesirability of people selling raid (or dungeon, or fractal) spots BTW and I guess making raids require near-perfection, from everyone, is one way of preventing that.
But, honestly, I think the only way to get rid of it (as far as possible), in general, is to make it against the rules and ban anyone who is found to be doing it.
Because, even though you may be able to deal with the problem in this way, in the case of raids, you can’t make everything in the game extremely challenging, otherwise you simply won’t have many players left.
“Turns out when people play the game, they don’t admire your feet at all.” sephiroth