Cloudrest made me sick for various reasons but what make me really depressed was the way Welkynar motives could be obtained. Before we go there please look at what would make trials feel a bit more valuable than they are.
Long story short
Trials length must be similar!
Trials difficulty levels should also be very similar!
Trials loot table must also be on par across all trials and it should scale to the trial length and difficulty a lot better.
*If i have to choose between farming jewelry in vAA HM and vHOF HM guess what everyone will choose!
*If I have to farm some quick gold between going for some vAA HM and vCR1 which one will I choose?
Some in depth details about Cloudrest, what ruined the raiding experience for some of us and what can be improved.
Trials design.
- The color theme from Cloudrest is simply sick. Way too much mixture of blue, purple, gray, black colors are simply not good for some eyes.
- Visual FX, mechanics, insane stupid DOT damages, performance values can easily create a serious dizziness to some players, stress players, annoy players, anger players, depress players, tire players, exhaust players, and make people to lose space orientation and focus really quick. Especially for tanks.
- Difficulty levels and bad loot table make certain hard modes to be totally avoided.
Trials length.
Trials such as vAS and vCR hard modes should be redesigned and we should actually be forced to kill all the mobs and mini bosses before engaging into hard modes. Hard modes could be activated into their specific mini bosses chambers, by pushing a button, a lever, enchant a spell and so on... It is really stupid to make raids shorter the harder the difficulty choose'd.
Trials difficulty.
Raids difficulty is still unfairly balanced. I think people should be forced to play through mechanics even since normal trials, so they can be better prepared for veteran content. In order to make trials a bit better balanced one idea that crossed my mind is to re evaluate the reaction times. Those should decrease for easier content and increase the harder difficulty is choose'd.
As an example lets take Cloudrest. Overcharged mechanic from Lightning boss gives us 3s warning, followed by a 10s cooldown period. This should be adjusted as follow:
nCR0,1 - 5s / 5s
nCR2,3 - 4s / 7s
vCR0,1 - 3s / 10s
vCR2,3 - 2s / 12s
Trials loot table.
Certain difficulty levels are totally avoided. To overcome this I think loot table must be redesigned a bit better following these 8 difficulty levels instead of 4 (vcr 0, 1, 2, 3):
CR - solo
CR - Lightning - +1k more gold
CR - Ice - +2k more gold
CR - Fire - +3k more gold
CR - Lightning + Ice - +4k more gold + 1x 5k golden item
CR - Lightning + Fire - +5k more gold + 1x 5k golden item
CR - Ice + Fire - +6k more gold + 1x 5k golden item
CR - Lightning + Ice + Fire - +10k more gold + 1x 5k golden item + 1x 10k golden item (2 in total)
Similar for vAS
AS - solo
AS - Nightblade - +1k more gold + 1x 5k golden item
AS - poison - +2k more gold + 1x 5k golden item
AS - Nightblade + Poison - +5k more gold + 1x 5k golden item + 1x10k golden item (2 in total)
This way certain difficulty levels avoided for certain reasons will now be more appealing to players.
In a similar way... the item drop rates should also be tied a little more closer to certain bosses / difficulty levels. For example the bigger the difficulty the better the chances to obtain an item in a better trait or additional items.
In a similar way the Welkynar fragments drop rate should also be redesigned. It is unfair that some teams could get 0-12 fragments per raid day while others get 20-50 per raid day if not more, simply because the harder the difficulty the better the loot and also the less time spent in.
To overcome this nCR shouldn't drop ANY fragments and vCR loot table should be redesigned as follow:
CR - solo - 1 + 10% chance for a second fragment
CR - Lightning - 2 + 10% chance for 1 or 2 more fragments
CR - Ice - 2 + 20% chance for 1 or 2 more fragments
CR - Fire - 2 + 30% chance for 1 or 2 more fragments
CR - Lightning + Ice - 3 + 20% chance for 2 or 3 more fragments + 5% chance for a whole page
CR - Lightning + Fire - 3 + 30% chance for 2 or 3 more fragments + 10% chance for a whole page
CR - Ice + Fire - 3 + 40% chance for 2 or 3 more fragments + 20% chance for a whole page
CR - Lightning + Ice + Fire - 4 + 50% chance for 2 - 4 more pages + 30% chance for a whole page or book
* % values could be re adjusted. Following was just an example
In case of Asylum Polymorph drop rate should also be redesigned / readjusted. Polymorph should have a small chance to drop in vAS +1 as well and not just in vAS +2 and drop rate overall should be increased to avoid situations where players could make tens of millions by selling polymorphs. One change could be made by making those items BOP / tradeable only in your raid team. Another change could be made by giving players fragments of the polymorph instead of the whole piece in one go.
Similar to the Welkynar motif you should add a motif for Asylum as well. And much later, when Cloudrest will be a subject of past you should revive that raid by adding a polymorph to it.
Edited by deleted008293 on October 3, 2018 12:39PM