The raid lead is supposed to explain the mechanics to players that are not familiar with the content. That's part of their job.
Exactly my point, some people don’t or haven’t got the time to have a job in the game.
Exactly my point, some people don’t or haven’t got the time to have a job in the game.
I'm not getting into another iteration of the "game not a job" and "I'm oh so busy and just want to relax" debate.
A raid lead that does not have the time to get familiar with the raid they are going to lead should not have become a raid lead in the first place. All the information you need is available in various formats. There are written guides out there if you head over to alcasthq for example. What more do you want?
An official guide, have you been reading this.
HatchetHaro wrote: »Trials mechanics are not designed with a set-in-stone strategy in mind. Rather, they implement the mechanics with a vague idea of what it'll do, and then leave it up to the players on how they want to deal with it.
Because let's face it: if they did design for specific strategies in mind, they'd have included better environmental markers to remove the necessity of addons like Elm's Markers on certain fights, like Taleria, Xoryn, and Jynorrah + Skorkhif.
These answers don’t solve the problem of the end game gap between casual and HM game modes. It’s extremely difficult to find players to complete this content, that’s why I created the thread. I propose the “official guide” to encourage and give confidence to players. Majority of players want to be spoon fed how to do stuff it’s a fact, why should players like me have to miss out because of the lack of ambition and confidence of 80% of the player base. End game needs some help at the end of the day.
ThetaSigma wrote: »The raid lead is supposed to explain the mechanics to players that are not familiar with the content. That's part of their job.
Exactly my point, some people don’t or haven’t got the time to have a job in the game. A lot come to relax and have fun. These trial were designed to be played a certain way by the devs, it would be nice to know the correct way after x amount of time has passed so people can maybe obtain the harder content in the confidence that they are doing it correctly.
- While the former raid lead in me would welcome at least a description of mechanics, I also worry whether this might incentivize slightly worse encounter design. Instead of creating meaningful telegraphs and intuitive mechanics, could this create an excuse of "well, the players can always look at the guide"?