Recent Topics

Ads

Suggestions for the upcoming raid PQs

Let's talk about... everything else
User avatar
Derezzed619
Posts: 11

Suggestions for the upcoming raid PQs

Post#1 » Mon Apr 16, 2018 6:18 am

I couldn´t find any news on the Raid PQs that devs are working for the Onslaught sets. I don´t know if the devs who are making them have played games that concentrate heavily on PVE. I have some ideas I want to throw here so devs can pitch some if they like any of these.
After I red about the Grimgor PQ from live I remembered some mechanics from couple raids in two other mmos so 'ere we go.
Mobs/trash
Not sure what spawns there will be, but for example Grimgor could spawn at certain % of his hp those Bodyguards, maybe two hero Black Orcs. They both would grant to Grimgor guard 50% (stacking) as well as both bodyguards. You need to take them out of the proximity range to remove the guard. This gives the other tanks also things to do so boss not just tank and spank. There could also be healer(maybe Skarsnik) spawn maybe at 25% hp. One more trash mechanic could be that couple Volatile Squigs that needs to be beaten to 75% hp to trigger countdown for suicide. At that 75% tank takes them away from group and wait them to blow up dealing maybe 2-4k dmg per squig (thats why tank kites them).
Boss
Grimgor could have moments when people need pay attention, bit like already implemented on the season 2 beastlords. For example he shouts "Off wit' yer 'eads!". At this point hes stick to his point and every melee needs get out about 30ft of him or he does 360% decapitation instantly killing all those who didn´t pay attention. There could be also moment when he calls someone´s name and shout to artillery "Lob dat git!" who's furthest from him and points at this person. Targeted person needs to start run or he gets shot with siege weapon aoe with instakill.

There is plenty more mechanics but I don´t know the other PQs so can´t connect any mechanics to those. This is not anything they should do by any means but I hope there was something devs might like. I´m sure though devs can cook up something amazing nonetheless.

Ads
User avatar
daniilpb
Posts: 591

Re: Suggestions for the upcoming raid PQs

Post#2 » Mon Apr 16, 2018 7:50 am

You should not worry about PVE mechanics because Devs are creative enough to impress you (>>>I'm tester<<<).
Hopefully, you will test them yourself less than in 2 weeks (c). Therefore, they may use any of your suggestions in future plans (who knows).
Also remember that 70% of RoR community are casuals who don't want to communicate and group. They want to just chill, so, hard PQs and any other sophisticated PVE mechanics might scare them off.
Last edited by daniilpb on Mon Apr 16, 2018 8:58 am, edited 2 times in total.
Image
<Fusion>
Riphael - Black Guard.
Meridin - Sorcerer.
<FusionII>
Ripliel - Shadow Warrior.
Arfi - Swordmaster.
Very Serious Warhammer Online Montage

Mystry
Suspended
Posts: 445

Re: Suggestions for the upcoming raid PQs

Post#3 » Mon Apr 16, 2018 7:53 am

daniilpb wrote: Mon Apr 16, 2018 7:50 am You should not worry about PVE mechanics because Devs are creative enough to impress you (>>>I'm tester<<<).
Hopefully, you will test them youself less than in 2 weeks (c). Therefore, they may use any of your suggestion in future plans (who knows).
Also remember that 70% of RoR community are casuals who don't want to communicate and group. They want to just chill, so hard PQs and any other sophisticated PVE mechanics might scare them off.
I already don't get to do Beastlord because my class(es) are unpopular, so I'm not looking forward to this stuff either.

User avatar
daniilpb
Posts: 591

Re: Suggestions for the upcoming raid PQs

Post#4 » Mon Apr 16, 2018 7:58 am

Mystry wrote: Mon Apr 16, 2018 7:53 am
daniilpb wrote: Mon Apr 16, 2018 7:50 am You should not worry about PVE mechanics because Devs are creative enough to impress you (>>>I'm tester<<<).
Hopefully, you will test them youself less than in 2 weeks (c). Therefore, they may use any of your suggestion in future plans (who knows).
Also remember that 70% of RoR community are casuals who don't want to communicate and group. They want to just chill, so hard PQs and any other sophisticated PVE mechanics might scare them off.
I already don't get to do Beastlord because my class(es) are unpopular, so I'm not looking forward to this stuff either.
You shouldn't give up, Beastlord isn't that hard, it's doable with any class in the game, you just need a group, perfectly standard 2/2/2.
Use /5 for such purposes.
I've done it with dps dok once tho
Image
<Fusion>
Riphael - Black Guard.
Meridin - Sorcerer.
<FusionII>
Ripliel - Shadow Warrior.
Arfi - Swordmaster.
Very Serious Warhammer Online Montage

User avatar
peterthepan3
Posts: 6509

Re: Suggestions for the upcoming raid PQs

Post#5 » Mon Apr 16, 2018 7:59 am

Mystry wrote: Mon Apr 16, 2018 7:53 am
daniilpb wrote: Mon Apr 16, 2018 7:50 am You should not worry about PVE mechanics because Devs are creative enough to impress you (>>>I'm tester<<<).
Hopefully, you will test them youself less than in 2 weeks (c). Therefore, they may use any of your suggestion in future plans (who knows).
Also remember that 70% of RoR community are casuals who don't want to communicate and group. They want to just chill, so hard PQs and any other sophisticated PVE mechanics might scare them off.
I already don't get to do Beastlord because my class(es) are unpopular, so I'm not looking forward to this stuff either.
beastlord is doable with every and any class...
Image

User avatar
Loans
Posts: 414

Re: Suggestions for the upcoming raid PQs

Post#6 » Mon Apr 16, 2018 8:55 am

2 weeks hype , i'm months waiting 2 weeks :lol:

User avatar
Hargrim
Former Staff
Posts: 2465

Re: Suggestions for the upcoming raid PQs

Post#7 » Mon Apr 16, 2018 11:45 am

Loans wrote: Mon Apr 16, 2018 8:55 am 2 weeks hype , i'm months waiting 2 weeks :lol:
:lol:
Image

User avatar
Grunbag
Former Staff
Posts: 1881

Re: Suggestions for the upcoming raid PQs

Post#8 » Mon Apr 16, 2018 12:16 pm

Hello, thanks for sharing ideas . We are ending test on the 2 first bosses , and I hope we can release it soon . We are not working on Grimgor PQ , but you will be happy to fight another Orc Warlord . We are working hard to make PvE great again with nice mechanics .

But I am interested to learn more about grimgor pq mechanics if you can share it to me ?
Grunbag - 40 - 33 Squig Herder
Skorri - 40 - 65 Engineer

Image

Ads
User avatar
Reesh
Posts: 645

Re: Suggestions for the upcoming raid PQs

Post#9 » Mon Apr 16, 2018 1:09 pm

You will be happy with the new hard pqs, although, they will make pugs cry.
Image

User avatar
Sedok
Posts: 121

Re: Suggestions for the upcoming raid PQs

Post#10 » Mon Apr 16, 2018 3:02 pm

I'm not big fan of PvE/raiding (its nice to do every once in awhile, but not as main form of content), nor am I a developer here, but reading through your post, I don't think you realize how your suggestions would play out in reality. Keep in mind, I also do not know what the team's intentions are for these fights (are they for an organized 24-man, unorganized 25+-man PuG, what level of difficulty are they aiming for, etc.), so take my criticisms with a grain of salt.

Derezzed619 wrote: Mon Apr 16, 2018 6:18 am Not sure what spawns there will be, but for example Grimgor could spawn at certain % of his hp those Bodyguards, maybe two hero Black Orcs. They both would grant to Grimgor guard 50% (stacking) as well as both bodyguards. You need to take them out of the proximity range to remove the guard. This gives the other tanks also things to do so boss not just tank and spank. There could also be healer(maybe Skarsnik) spawn maybe at 25% hp.

The problem with the "Adds Guard Boss" idea, is that once the off-tanks control them and take them out of the fight, the mechanics is essentially over. Depending on the difficulty your shooting for, the adds need to have some kind of sub-mechanic that keeps the tank personally on his toes, and/or have some script that has the add run back to the boss to "restart" the mechanic (and actually have the whole "Guard" idea fit).

Healer adds fall under the "Kill Adds Immediately" concept and a result, can be one dimensional. They can be difficult and/or annoying depending on their health, mitigation, and/or healing values, but that's it. You could add a "Bad Gas" cloud around them, making it so mdps can hit the add, but rdps are more effective (also adds a positional element to the entire fight). You could have the add do a form of CC on specific or nearby players, if the boss is intended to be a dps-race. Or the better idea, would be to have a "Sneaky Shaman" npc that comes in at certain intervals of the fight at random coordinates who casts a channel heal on the boss, healing for large amounts very quickly; the players would need to watch out for it, and quickly dps/kill it before he runs off (he's a Gobbo afterall). The add respawns back in with the value of hp it had previously, so if the players have good dps, they can be rewarded for it by taking him out of the encounter permanently.

Derezzed619 wrote: Mon Apr 16, 2018 6:18 am One more trash mechanic could be that couple Volatile Squigs that needs to be beaten to 75% hp to trigger countdown for suicide. At that 75% tank takes them away from group and wait them to blow up dealing maybe 2-4k dmg per squig (thats why tank kites them).

Good idea on the delayed AoE and good level of involvement for an off-tank. The blast radius on the Squigs would need to be refined to accommodate all tanks, otherwise Knights and Blackguards would be the idea tanks to take with their AoE slows (class exclusivity is something I don't mind, but the premise of "exclusivity" is counter to popular expectations of MMORPG PvE currently).

Derezzed619 wrote: Mon Apr 16, 2018 6:18 am Grimgor could have moments when people need pay attention, bit like already implemented on the season 2 beastlords. For example he shouts "Off wit' yer 'eads!". At this point hes stick to his point and every melee needs get out about 30ft of him or he does 360% decapitation instantly killing all those who didn´t pay attention. There could be also moment when he calls someone´s name and shout to artillery "Lob dat git!" who's furthest from him and points at this person. Targeted person needs to start run or he gets shot with siege weapon aoe with instakill.

"Terminate" effects are popular suggestions, but they are the epitome of "unforgiving", so depending on what the developers intend these fights to be, insta-kills probably need to be replaced with massive damage. With the Lobba Git idea, that plays out as the "Avoid Stupid" idea, which is one dimensional. You could have the players hit by the blast to take damage and be knocked back a great distance if there is a positional component to the fight. You could have the poor git that was lobbed survive, get up, and run around frantically with a "Screeching Git" debuff aura that increases cast times by .5 - 1.5 seconds (allowing players the options to kill the git or dps through it).
Live: Karak-Azgal = Sedok, Golgaroth, Sakneth / Karak-Norn = Xnohrx, Alfriger, Volgarn / Vaul's Anvil = Alfriger, Volgarn, Dolgarn


RoR: Volgarn, Golgarn, Alfriger, Kelthazuul, Sedok

Who is online

Users browsing this forum: Ahrefs [Bot], Hazmy and 13 guests