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[Suggestions] Make raids great again!


Daniel.5428

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Hello,

First of all, this is not one of those common posts where someone is complaining about raids and then asks for an easier mode. Actually I want to propose some off-raid things that may help both us and the future raiders. First of all, I will list some of the problems that always stress me and then I will propose some solutions for them. I will try to be realistic and think to the developers' work too, so I will try to make the solutions as easier to implement as possible. Please excuse the english grammar mistakes.

I) The problems as I see them:

  • Excesive linking. That moment when someone asks you for LI and you have to spamm in chat all your LIs + 6 pieces of armor.
  • Mechanics what were not strenghtened by solid pre-events. A lot of people complain about the green orb controls from Dhuum and there is no way of training except failing tries. And even then is hard.
  • A proper way to strenghten other skills like walking trough aoe's, learning how to keep your camera to make everything easier and others, in one word, general skills for raids.

II) Solutions:

Now I will talk about two features I tried to make as efficient as possible: The Raider Badge and The Simulation Room.

1) The Simulation room:

This room will be a simulator where players can train on various boss mechanics (mechanics that really require some individual training, not easy group mechanics like green circle - VG or mushrooms from Sloth). The simulator will be implemented like this:

  • There will be a teleporter from the actual DPS training room from Aerodrome. Each instance of the simulator is unique and there can be only one player in the instance.
  • The instance will be similar to the Taimi's simulator from LS3 to make sure we use existen resources, this will make implementation easier.
  • There will be a console inside where player can active events for a selected period of time: seconds or minutes, depending on the selected mechanic.
  • This simulator will contain training as:
  • a)Orb control: The player will be turned into an orb and will have to collect as many small orbs as possible in the selected time limit;
  • b)Dodge training: There will be aoe spawned similar to the sabetha's cannons or last phase fallin rocks + some Desmina walls from time to time. Player have to stay alive until the selected time expires.
  • c)Healing training: there will be several dummies spawned. The dummies will be spread and will take damage over time. The purpose is to keep them alive as much as possible (this may or may not be usefull in a trained group. For pug groups it would be usefull because players always tent to run around)
  • I could think only to those 3. In times, more mechanics can follow

2) The Raider Badge

And here is my solution for the excesive linkings and spamming. The badge. Well, this badge will work in this way:

  • Raider Badge item can be purchased for 10 silvers from LA Aerodrome. Once in inventory, you have to double click it to activate it.
  • The item called Raider Badge will disappear and, instead of it, you will recive a soulbound item called 's Badge (for example CoolGuy.5543's Badge). The name cand be different as long as is somehow unique, this was my best idea at the moment.
  • The coolest part is that you can link this item and chat and other players can actually right-click and inspect it.
  • When you inspect someone's badge, a dialogue box will pop-up and you will see some informations. There will be multiple pages of informations, you will have the next chat options for each of them "Next page" or "Close"
  • On the first page, you will see a list of all the bosses theowner of the badge has killed. If there is a challenge mote for that boss and the owner completed the CM, there will be an additional information, if not, only the boss name (Example: Deimos (Challenged) if he completed CM or just Deimos if he killed it the normal way). The bosses the owner did not kill will not appear in the list. The order of the bosses will be the classic one, from VG to Dhuum. This infos can be easly taken by devs from the Achievements.
  • On the second page, there will be displayed the number of LI that player ever had. Is easy to do it, just take everything from Deposit + 25 * each piece of legy armor from the account. This sum must be done only once because then it will be stored in a database.
  • Multiple pages can be added in case there will be further neede dinformations, but for the moment, I consider these two are enough.

Well, these are my suggestion. I really consider that those two things would organize the raiding community a bit. If you have questions, leave them below, I will answer, Please tell me what you think about these things. It would be cool if an official member would reply also, they know more than us about the way they implement things.

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@Zania.8461 said:1) This will get moved to Raids and Dungeons forums2) This is not a problem with the game, but self-imposed problem by the community, so I highly doubt ANet will want to dedicate resources to it3) Each piece of legendary armor after first set is 50 LI

1) Yeah, my mistake there.2) well, the community is the main aspect on a MMO. Solving community problems will make it a better place for future player who will buy the game and maybe will make them stick with it.3) Yup, forgot this detail too. I crafted only one set. Anyway, it can be easly determined how many LI a player have. I doubt people were deleting them.

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I'll be honest, I find this whole "pre-events" concept rather odd, but then again I'm a rather old-school raider who is used to spending 10+ hours wiping on a single boss encounter. I also don't like the simulation room idea, as to be it suggests that you expect a team to go into a new boss encounter and kill it in 1-2 attempts. That to me defeats the whole purpose of raiding as challenging end-game content. Call it needlessly hand-holding if you like, because to me a raid encounter is supposed to be full of new challenges that you haven't seen before. To me, you are expected to spend a lot of time learning the mechanics until you can finally beat the boss. If you go into a raid and 1-shot it first time, what is the point of it? But I'm probably in the minority and will get flamed for being too "hardcore".....

Anyway, what I did like was your last suggestion, of the raider's badge. Anything that streamlines the process of recruiting players into a raid is definitely a good thing to me, and this could be very useful, both to raid leaders and guild leaders.

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The simulation room is a good idea that sounds like too much resources to be spent doing it. The developers probably think the pre-events already do their job pretty well. Dhuum specially was probably designed with the Raid speed clearers in mind (will they finally calm down about GW2 having nothing nice to do yet staying here?), which means people that are willing to train directly within the content.

I'm also going to wager that Dhuum's mechanics are actually not much harder than everything else before, it's just that people got very used to being carried by godlike Chrono and Druids and pushed the Raid team into creating mechanics they would be forced to partake in. Just try having an updraft Gorseval run with 200+LI and watch your puggies crash and burn to see this in effect. Therefore, if Dhuum would be the only reason for this separate training to take place, it's no reason at all because people will eventually git gud for it (or find an ingenious way for a single good player to carry them, and this player WILL get all the practice he needs with the orbs solely from fighting with his guild btw).

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That's absolutely not efficient at all, even the soviet union would come up with a simpler system lol. You want to get rid off linking? Move Lis to the wallet and make KPs tradeable. That would cause a lot of salt and LFG would wallow in self-pity before it finds other ways to inflict itself more of the same misery, but that would solve your immediate problem without being needlessly complicated.

As for exposing players to mechanics before a boss fight, that's fair feedback but it would need its own thread.

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@"Rennie.6750" said:That's absolutely not efficient at all, even the soviet union would come up with a simpler system lol. You want to get rid off linking? Move Lis to the wallet and make KPs tradeable. That would cause a lot of salt and LFG would wallow in self-pity before it finds other ways to inflict itself more of the same misery, but that would solve your immediate problem without being needlessly complicated.

As for exposing players to mechanics before a boss fight, that's fair feedback but it would need its own thread.

Ok, could someone please explain to me why you need to "prepare" for a boss mechanic before doing the actual boss? Why not just learn the mechanic while fighting the boss itself? It's like telling people they need to do a car driving simulator before they can start their driving lessons.

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@Wandering Mist.2973 said:

@"Rennie.6750" said:That's absolutely not efficient at all, even the soviet union would come up with a simpler system lol. You want to get rid off linking? Move Lis to the wallet and make KPs tradeable. That would cause a lot of salt and LFG would wallow in self-pity before it finds other ways to inflict itself more of the same misery, but that would solve your immediate problem without being needlessly complicated.

As for exposing players to mechanics before a boss fight, that's fair feedback but it would need its own thread.

Ok, could someone please explain to me why you need to "prepare" for a boss mechanic before doing the actual boss? Why not just learn the mechanic while fighting the boss itself? It's like telling people they need to do a car driving simulator before they can start their driving lessons.

Sure no problem. Since I used to be a high school teacher I'm going to use an analogy from that time. If at the beginning of the year I gave my students a book containing all they need to know by the end of the year, most would probably not learn anything. Why? because throwing too much at once at someone feels overwhelming and they don't really want to learn it. So you slice knowledge into much smaller parts and start from there. You need to devote the most time to the most complex parts to explain the concepts properly otherwise half of your students will fail the tests.

So if you want to teach a difficult raid mechanic it's wise to put it on some trash before so that the players get used to it and can practice this and this only and can focus on learning all the simpler mechanics during the boss fight. Whether it needs to be done and what needs to be taught in advance is definitely open to debate, but it's never a bad idea you slice your raid mechanics into more accessible parts so that it doesn't feel overwhelming.

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@"Rennie.6750" said:So if you want to teach a difficult raid mechanic it's wise to put it on some trash before so that the players get used to it and can practice this and this only and can focus on learning all the simpler mechanics during the boss fight. Whether it needs to be done and what needs to be taught in advance is definitely open to debate, but it's never a bad idea you slice your raid mechanics into more accessible parts so that it doesn't feel overwhelming.

I agree with you here. And, anyway, orb collecting is only 15-20% of Dhuum's mechanics. Anet did this before by introducing those world bosses in LS3 who were resemble of raid bosses. The boss from Bloodstone fen who had the green circle mechanic from VG, the sloth from Ember Bay who had some of the attacks of Slothasor. They did it to help players get used to things like "how to spot the green circle" or "fire breath animation".Yes, maybe simulation room is too complicated, by they can easly add a tonic or a world event where you are turned into an orb, at least to make you get used to the movements.

If I want to train directly into raid, I would need to make 9 more people to do the pre-event which last around 1 minute just so I can go up for 10 seconds and train. Is not very effective, is not a group mechanic, the other 9 would have to keep failing just so you can practice.

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@Rennie.6750 said:

@Rennie.6750 said:That's absolutely not efficient at all, even the soviet union would come up with a simpler system lol. You want to get rid off linking? Move Lis to the wallet and make KPs tradeable. That would cause a lot of salt and LFG would wallow in self-pity before it finds other ways to inflict itself more of the same misery, but that would solve your immediate problem without being needlessly complicated.

As for exposing players to mechanics before a boss fight, that's fair feedback but it would need its own thread.

Ok, could someone please explain to me why you need to "prepare" for a boss mechanic before doing the actual boss? Why not just learn the mechanic while fighting the boss itself? It's like telling people they need to do a car driving simulator before they can start their driving lessons.

Sure no problem. Since I used to be a high school teacher I'm going to use an analogy from that time. If at the beginning of the year I gave my students a book containing all they need to know by the end of the year, most would probably not learn anything. Why? because throwing too much at once at someone feels overwhelming and they don't really want to learn it. So you slice knowledge into much smaller parts and start from there. You need to devote the most time to the most complex parts to explain the concepts properly otherwise half of your students will fail the tests.

So if you want to teach a difficult raid mechanic it's wise to put it on some trash before so that the players get used to it and can practice this and this only and can focus on learning all the simpler mechanics during the boss fight. Whether it needs to be done and what needs to be taught in advance is definitely open to debate, but it's never a bad idea you slice your raid mechanics into more accessible parts so that it doesn't feel overwhelming.

I understand the analogy however I'm reading through the boss mechanics and I'm seeing just 1-2 main mechanics in each 1. What are these other "simpler mechanics" that need to be learned and focused on? If you mean things like clearing conditions, dodging attacks and moving a boss through a certain area then surely these are things the players should have learned before going into the raid. Let's take Slothasor as an example. The fight has 2 main mechanics that players need to beware of. First is the volatile poison which needs to be taken away from the rest of the raid before being cleansed. The second is the poisoned arena that needs to be cleared by players consuming the inbued mushrooms. Are you really telling me that a group of raiders (who have probably cleared the t4 fractals dozens of times) can't cope with these 2 mechanics while fighting the boss?

Again, maybe it's because I'm oldschool and have faced mechanics very similar to this in the past, but I consider it an insult to my skills and intelligence to be required to practice a boss mechanic before fighting the actual boss.

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@"Wandering Mist.2973" said:I understand the analogy however I'm reading through the boss mechanics and I'm seeing just 1-2 main mechanics in each 1. What are these other "simpler mechanics" that need to be learned and focused on? If you mean things like clearing conditions, dodging attacks and moving a boss through a certain area then surely these are things the players should have learned before going into the raid. Let's take Slothasor as an example. The fight has 2 main mechanics that players need to beware of. First is the volatile poison which needs to be taken away from the rest of the raid before being cleansed. The second is the poisoned arena that needs to be cleared by players consuming the inbued mushrooms. Are you really telling me that a group of raiders (who have probably cleared the t4 fractals dozens of times) can't cope with these 2 mechanics while fighting the boss?There's more to it than that. Incidentally, the most wipes at the early training level that i saw are not to those two - they are usually caused either by tantrum, or by fix positioning Sloth wrong (moving too slowly, positioning him with back to the slubling player, or on top of the mushroom, etc). Or just getting overwhelmed in latter part of the fight due to leaving too much evolved slublings alive. Ah yes, there are also deaths due to getting feared into poison (most dps builds do not have stunbreakers these days). Volatile poison can be deadly, too, but usually only due to secondary mechanics.If it was only those two mechanics you mentioned that you need to take care of, then everyone would be killing Sloth nowadays, and it would be considered to be easier than escort.

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@Astralporing.1957 said:

@"Wandering Mist.2973" said:I understand the analogy however I'm reading through the boss mechanics and I'm seeing just 1-2 main mechanics in each 1. What are these other "simpler mechanics" that need to be learned and focused on? If you mean things like clearing conditions, dodging attacks and moving a boss through a certain area then surely these are things the players should have learned before going into the raid. Let's take Slothasor as an example. The fight has 2 main mechanics that players need to beware of. First is the volatile poison which needs to be taken away from the rest of the raid before being cleansed. The second is the poisoned arena that needs to be cleared by players consuming the inbued mushrooms. Are you really telling me that a group of raiders (who have probably cleared the t4 fractals dozens of times) can't cope with these 2 mechanics while fighting the boss?There's more to it than that. Incidentally, the most wipes at the early training level that i saw are not to those two - they are usually caused either by tantrum, or by fix positioning Sloth wrong (moving too slowly, positioning him with back to the slubling player, or
on top of the mushroom
, etc). Or just getting overwhelmed in latter part of the fight due to leaving too much evolved slublings alive. Ah yes, there are also deaths due to getting feared into poison (most dps builds do not have stunbreakers these days). Volatile poison can be deadly, too, but usually only due to secondary mechanics.If it was only those two mechanics you mentioned that you need to take care of, then everyone would be killing Sloth nowadays, and it would be considered to be easier than escort.

So correct me if I'm wrong but, according to you, the 2 most common causes of wipes on Slothasor are due to people not dodging a big aoe attack and the tank not moving the boss correctly, oh and sometimes not switching focus to adds when needed. To me, these are basic mechanics that people should know before going into raids. After all, these are things that are required in a lot of fractals already. The swampland boss fight teaches you how to switch to killing adds and moving a boss around an arena, and there are tons of big aoe mechanics that need dodging from. Maybe it's because I haven't done the fights myself but I'm still struggling to see why these raid bosses are such a big deal.

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@Wandering Mist.2973 said:

@Wandering Mist.2973 said:I understand the analogy however I'm reading through the boss mechanics and I'm seeing just 1-2 main mechanics in each 1. What are these other "simpler mechanics" that need to be learned and focused on? If you mean things like clearing conditions, dodging attacks and moving a boss through a certain area then surely these are things the players should have learned before going into the raid. Let's take Slothasor as an example. The fight has 2 main mechanics that players need to beware of. First is the volatile poison which needs to be taken away from the rest of the raid before being cleansed. The second is the poisoned arena that needs to be cleared by players consuming the inbued mushrooms. Are you really telling me that a group of raiders (who have probably cleared the t4 fractals dozens of times) can't cope with these 2 mechanics while fighting the boss?There's more to it than that. Incidentally, the most wipes at the early training level that i saw are not to those two - they are usually caused either by tantrum, or by fix positioning Sloth wrong (moving too slowly, positioning him with back to the slubling player, or
on top of the mushroom
, etc). Or just getting overwhelmed in latter part of the fight due to leaving too much evolved slublings alive. Ah yes, there are also deaths due to getting feared into poison (most dps builds do not have stunbreakers these days). Volatile poison can be deadly, too, but usually only due to secondary mechanics.If it was only those two mechanics you mentioned that you need to take care of, then everyone would be killing Sloth nowadays, and it would be considered to be easier than escort.

So correct me if I'm wrong but, according to you, the 2 most common causes of wipes on Slothasor are due to people not dodging a big aoe attack and the tank not moving the boss correctly, oh and sometimes not switching focus to adds when needed. To me, these are basic mechanics that people should know before going into raids. After all, these are things that are required in a lot of fractals already. The swampland boss fight teaches you how to switch to killing adds and moving a boss around an arena, and there are tons of big aoe mechanics that need dodging from. Maybe it's because I haven't done the fights myself but I'm still struggling to see why these raid bosses are such a big deal.

Yes, it is very much due to the fact that you have not done the bosses yourself. Mechanics are generally always very simple on paper, but it does take time to learn how to deal with them properly while ensuring proper movement, cc, dps and so on. Additionally, you often rely on 9 other people to know their part, and to actually spot the mechanics they are subject to.

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@Wandering Mist.2973 said:Maybe it's because I haven't done the fights myself but I'm still struggling to see why these raid bosses are such a big deal.Do them, then, and we'll talk. You will see what i was trying to tell you.It may seem simple if you read about it (or see on youtube vid when performed by people that have perfected the encounter already), but it really isn't. I mean, all those things i have mentioned about would have been probably easy if they had to be done in vacuum, with no other things that are distracting you. In a raid encounter, they aren't - everything is thrown at you all at once. And there are other players around whose actions can interfere with your own.

The idea of a training room is a good one, but i'd rather see one where a full squad can train the raid boss encounters while tweaking the mechanics (being able to enable/disable them individually).

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@Astralporing.1957 said:

@"Wandering Mist.2973" said:Maybe it's because I haven't done the fights myself but I'm still struggling to see why these raid bosses are such a big deal.Do them, then, and we'll talk. You will see what i was trying to tell you.It may seem simple if you read about it (or see on youtube vid when performed by people that have perfected the encounter already), but it really isn't. I mean, all those things i have mentioned about would have been probably easy if they had to be done in vacuum, with no other things that are distracting you. In a raid encounter, they aren't - everything is thrown at you all at once. And there are other players around whose actions can interfere with your own.

The idea of a training room is a good one, but i'd rather see one where a full squad can train the raid boss encounters while tweaking the mechanics (being able to enable/disable them individually).

You are absolutely right, it is easier to read about the mechanics than actually deal with them in a raiding scenario.....and pretty much every mechanic I've read about so far I have dealt with in previous games while raiding. That is why I am so confused, because I'm used to dealing with more mechanics than this, so I look at these bosses and think "is that all?" Maybe I'm just arrogant and it actually is harder than I think, but once again I'm comparing it to my previous experiences.

https://wow.gamepedia.com/Balerochttps://wow.gamepedia.com/Sartharionhttps://wow.gamepedia.com/Gluth

These are the kind of boss fights I'm used to, in terms of complexity and number of mechanics to handle.

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@Wandering Mist.2973 said:

@Wandering Mist.2973 said:I understand the analogy however I'm reading through the boss mechanics and I'm seeing just 1-2 main mechanics in each 1. What are these other "simpler mechanics" that need to be learned and focused on? If you mean things like clearing conditions, dodging attacks and moving a boss through a certain area then surely these are things the players should have learned before going into the raid. Let's take Slothasor as an example. The fight has 2 main mechanics that players need to beware of. First is the volatile poison which needs to be taken away from the rest of the raid before being cleansed. The second is the poisoned arena that needs to be cleared by players consuming the inbued mushrooms. Are you really telling me that a group of raiders (who have probably cleared the t4 fractals dozens of times) can't cope with these 2 mechanics while fighting the boss?There's more to it than that. Incidentally, the most wipes at the early training level that i saw are not to those two - they are usually caused either by tantrum, or by fix positioning Sloth wrong (moving too slowly, positioning him with back to the slubling player, or
on top of the mushroom
, etc). Or just getting overwhelmed in latter part of the fight due to leaving too much evolved slublings alive. Ah yes, there are also deaths due to getting feared into poison (most dps builds do not have stunbreakers these days). Volatile poison can be deadly, too, but usually only due to secondary mechanics.If it was only those two mechanics you mentioned that you need to take care of, then everyone would be killing Sloth nowadays, and it would be considered to be easier than escort.

So correct me if I'm wrong but, according to you, the 2 most common causes of wipes on Slothasor are due to people not dodging a big aoe attack and the tank not moving the boss correctly, oh and sometimes not switching focus to adds when needed. To me, these are basic mechanics that people should know before going into raids. After all, these are things that are required in a lot of fractals already. The swampland boss fight teaches you how to switch to killing adds and moving a boss around an arena, and there are tons of big aoe mechanics that need dodging from. Maybe it's because I haven't done the fights myself but I'm still struggling to see why these raid bosses are such a big deal.

Well considering you have no tank on sloth since s/he randomly fixate people, that can be a problem you may get fixated the second you have droped off poison for example.EditJust saw your wow bosses post, how many addons do you have helping you to spot and tell you to get out of mechanics?

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@Linken.6345 said:

@Wandering Mist.2973 said:I understand the analogy however I'm reading through the boss mechanics and I'm seeing just 1-2 main mechanics in each 1. What are these other "simpler mechanics" that need to be learned and focused on? If you mean things like clearing conditions, dodging attacks and moving a boss through a certain area then surely these are things the players should have learned before going into the raid. Let's take Slothasor as an example. The fight has 2 main mechanics that players need to beware of. First is the volatile poison which needs to be taken away from the rest of the raid before being cleansed. The second is the poisoned arena that needs to be cleared by players consuming the inbued mushrooms. Are you really telling me that a group of raiders (who have probably cleared the t4 fractals dozens of times) can't cope with these 2 mechanics while fighting the boss?There's more to it than that. Incidentally, the most wipes at the early training level that i saw are not to those two - they are usually caused either by tantrum, or by fix positioning Sloth wrong (moving too slowly, positioning him with back to the slubling player, or
on top of the mushroom
, etc). Or just getting overwhelmed in latter part of the fight due to leaving too much evolved slublings alive. Ah yes, there are also deaths due to getting feared into poison (most dps builds do not have stunbreakers these days). Volatile poison can be deadly, too, but usually only due to secondary mechanics.If it was only those two mechanics you mentioned that you need to take care of, then everyone would be killing Sloth nowadays, and it would be considered to be easier than escort.

So correct me if I'm wrong but, according to you, the 2 most common causes of wipes on Slothasor are due to people not dodging a big aoe attack and the tank not moving the boss correctly, oh and sometimes not switching focus to adds when needed. To me, these are basic mechanics that people should know before going into raids. After all, these are things that are required in a lot of fractals already. The swampland boss fight teaches you how to switch to killing adds and moving a boss around an arena, and there are tons of big aoe mechanics that need dodging from. Maybe it's because I haven't done the fights myself but I'm still struggling to see why these raid bosses are such a big deal.

Well considering you have no tank on sloth since s/he randomly fixate people, that can be a problem you may get fixated the second you have droped off poison for example.EditJust saw your wow bosses post, how many addons do you have helping you to spot and tell you to get out of mechanics?

I had a feeling you'd bring this up. The main addon we use in WoW raiding is called Deadly Boss Mods (DBM for short), which gives us timings on the boss mechanics, and tells us who has been marked for certain mechanics. This is considered a necessary addon for raiding because the bosses don't telegraph their attacks like they do in GW2 and there are no big orange markers on the floor telling you where to stand. You also weren't told in the base WoW UI who was being targetted by certain mechanics, so for example I'm watching a Slothasor kill right now and during the fight you get a message on the screen saying "[player name] is currently fixated". This again wouldn't happen in WoW without DBM. So in short, the addons we use level the playing field and tell us things that GW2 tells you as standard without addons. The only other addon I used while raiding in WoW was a UI mod to allowed me to have all my hotbars visible at a time, and put them in a place that was convenient for me without taking up the whole of the screen.

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@Wandering Mist.2973 said:

@Wandering Mist.2973 said:I understand the analogy however I'm reading through the boss mechanics and I'm seeing just 1-2 main mechanics in each 1. What are these other "simpler mechanics" that need to be learned and focused on? If you mean things like clearing conditions, dodging attacks and moving a boss through a certain area then surely these are things the players should have learned before going into the raid. Let's take Slothasor as an example. The fight has 2 main mechanics that players need to beware of. First is the volatile poison which needs to be taken away from the rest of the raid before being cleansed. The second is the poisoned arena that needs to be cleared by players consuming the inbued mushrooms. Are you really telling me that a group of raiders (who have probably cleared the t4 fractals dozens of times) can't cope with these 2 mechanics while fighting the boss?There's more to it than that. Incidentally, the most wipes at the early training level that i saw are not to those two - they are usually caused either by tantrum, or by fix positioning Sloth wrong (moving too slowly, positioning him with back to the slubling player, or
on top of the mushroom
, etc). Or just getting overwhelmed in latter part of the fight due to leaving too much evolved slublings alive. Ah yes, there are also deaths due to getting feared into poison (most dps builds do not have stunbreakers these days). Volatile poison can be deadly, too, but usually only due to secondary mechanics.If it was only those two mechanics you mentioned that you need to take care of, then everyone would be killing Sloth nowadays, and it would be considered to be easier than escort.

So correct me if I'm wrong but, according to you, the 2 most common causes of wipes on Slothasor are due to people not dodging a big aoe attack and the tank not moving the boss correctly, oh and sometimes not switching focus to adds when needed. To me, these are basic mechanics that people should know before going into raids. After all, these are things that are required in a lot of fractals already. The swampland boss fight teaches you how to switch to killing adds and moving a boss around an arena, and there are tons of big aoe mechanics that need dodging from. Maybe it's because I haven't done the fights myself but I'm still struggling to see why these raid bosses are such a big deal.

Well considering you have no tank on sloth since s/he randomly fixate people, that can be a problem you may get fixated the second you have droped off poison for example.EditJust saw your wow bosses post, how many addons do you have helping you to spot and tell you to get out of mechanics?

I had a feeling you'd bring this up. The main addon we use in WoW raiding is called Deadly Boss Mods (DBM for short), which gives us timings on the boss mechanics, and tells us who has been marked for certain mechanics. This is considered a necessary addon for raiding because the bosses don't telegraph their attacks like they do in GW2 and there are no big orange markers on the floor telling you where to stand. You also weren't told in the base WoW UI who was being targetted by certain mechanics, so for example I'm watching a Slothasor kill right now and during the fight you get a message on the screen saying "[player name] is currently fixated". This again wouldn't happen in WoW without DBM. So in short, the addons we use level the playing field and tell us things that GW2 tells you as standard without addons. The only other addon I used while raiding in WoW was a UI mod to allowed me to have all my hotbars visible at a time, and put them in a place that was convenient for me without taking up the whole of the screen.

And in gw2 we dont get timing on any mechanics you have to figure it out and then count in your head, some are random like sloths shakey shake, witch can be hard to spot when your staring at its butt.

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@Linken.6345 said:

@Wandering Mist.2973 said:I understand the analogy however I'm reading through the boss mechanics and I'm seeing just 1-2 main mechanics in each 1. What are these other "simpler mechanics" that need to be learned and focused on? If you mean things like clearing conditions, dodging attacks and moving a boss through a certain area then surely these are things the players should have learned before going into the raid. Let's take Slothasor as an example. The fight has 2 main mechanics that players need to beware of. First is the volatile poison which needs to be taken away from the rest of the raid before being cleansed. The second is the poisoned arena that needs to be cleared by players consuming the inbued mushrooms. Are you really telling me that a group of raiders (who have probably cleared the t4 fractals dozens of times) can't cope with these 2 mechanics while fighting the boss?There's more to it than that. Incidentally, the most wipes at the early training level that i saw are not to those two - they are usually caused either by tantrum, or by fix positioning Sloth wrong (moving too slowly, positioning him with back to the slubling player, or
on top of the mushroom
, etc). Or just getting overwhelmed in latter part of the fight due to leaving too much evolved slublings alive. Ah yes, there are also deaths due to getting feared into poison (most dps builds do not have stunbreakers these days). Volatile poison can be deadly, too, but usually only due to secondary mechanics.If it was only those two mechanics you mentioned that you need to take care of, then everyone would be killing Sloth nowadays, and it would be considered to be easier than escort.

So correct me if I'm wrong but, according to you, the 2 most common causes of wipes on Slothasor are due to people not dodging a big aoe attack and the tank not moving the boss correctly, oh and sometimes not switching focus to adds when needed. To me, these are basic mechanics that people should know before going into raids. After all, these are things that are required in a lot of fractals already. The swampland boss fight teaches you how to switch to killing adds and moving a boss around an arena, and there are tons of big aoe mechanics that need dodging from. Maybe it's because I haven't done the fights myself but I'm still struggling to see why these raid bosses are such a big deal.

Well considering you have no tank on sloth since s/he randomly fixate people, that can be a problem you may get fixated the second you have droped off poison for example.EditJust saw your wow bosses post, how many addons do you have helping you to spot and tell you to get out of mechanics?

I had a feeling you'd bring this up. The main addon we use in WoW raiding is called Deadly Boss Mods (DBM for short), which gives us timings on the boss mechanics, and tells us who has been marked for certain mechanics. This is considered a necessary addon for raiding because the bosses don't telegraph their attacks like they do in GW2 and there are no big orange markers on the floor telling you where to stand. You also weren't told in the base WoW UI who was being targetted by certain mechanics, so for example I'm watching a Slothasor kill right now and during the fight you get a message on the screen saying "[player name] is currently fixated". This again wouldn't happen in WoW without DBM. So in short, the addons we use level the playing field and tell us things that GW2 tells you as standard without addons. The only other addon I used while raiding in WoW was a UI mod to allowed me to have all my hotbars visible at a time, and put them in a place that was convenient for me without taking up the whole of the screen.

And in gw2 we dont get timing on any mechanics you have to figure it out and then count in your head, some are random like sloths shakey shake, witch can be hard to spot when your staring at its butt.

This is why I'm curious to fight the bosses for myself, to see how it feels to react to the mechanics without a timer. How many mechanics would you say are guarantee to cause a wipe if done incorrectly? Things like the green circles on vale guardian for example.

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@"Wandering Mist.2973" said:This is why I'm curious to fight the bosses for myself, to see how it feels to react to the mechanics without a timer. How many mechanics would you say are guarantee to cause a wipe if done incorrectly? Things like the green circles on vale guardian for example.On Sloth? Let me see...None. On the other hand, Greens on VG are also not a guaranteed fail (you can survive if you had full hp, you can be ressed if you only got downed, and even if you die, the rest of the group can try to continue).Still, there are several mechanics failing whose is usually a cause for /ggFirst is poison: drop it in the wrong place, and the poison will kill you. But it won't happen immediately, so you still have a bit of a time to kill the boss first. Of course, if that happened in the late stages of the fight, otherwise it is a delayed wipe with practically no chance of reversal.Second is mushrooms: if you kill the slubling before the player has a chance to clear the path... well, you have a big problem.The other mechanics may seem all lesser compared to that, as they are not as total. They are not the certain death button, but more like a death of thousand papercuts - they don't work on a "succed/fail the fight" binary, they cause attrition that is slowly lowering your capability to succesfully continue on. In short, they kill individual players off.Still, if your team will eat the shakes, or your healer will dodge tantrum into an aoe from someone else's, or your fix wanders into the flamebreath, or some of your dps get feared off to the other side of the room... well, too much of those, and you might just /gg as well.

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Sloth is a pretty fun fight. Lots of individual responsibility and emphasis on handling mechanics over straight up golem practice. It's a great snowball fight too. Bit of a pug slayer too. Nothing really insta-kills you, but the more mistakes made, the quicker it snowballs out of control. It would be a fight where you can't just scale numbers, you'd have to change the timing of attacks, make eaten mushrooms clear the field for longer, etc. Do a lot of things that changes the nature of the fight in order to create an easy mode. So it simultaneously would not be trivial to create an easy mode, and would also be a bad training/introduction for normal mode.

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@Daniel.5428 said:

@Zania.8461 said:1) This will get moved to Raids and Dungeons forums2) This is not a problem with the game, but self-imposed problem by the community, so I highly doubt ANet will want to dedicate resources to it3) Each piece of legendary armor after first set is 50 LI

1) Yeah, my mistake there.2) well, the community is the main aspect on a MMO. Solving community problems will make it a better place for future player who will buy the game and maybe will make them stick with it.3) Yup, forgot this detail too. I crafted only one set. Anyway, it can be easly determined how many LI a player have. I doubt people were deleting them.

Theres greater satisfaction when the community solves its own problems. For examples look no further than the current events they were adding last year.

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