knightgf
09-06-2011, 10:30 AM
First off, I must admit that Turbine's currently idea to massively buff raid monsters is just a fail concept. For one, it certainly won't make fights fun; in fact, it might prove the opposite, especially if you look back at epic content and realize that too big of a boost is going to not only make sense for at-level raids, but also drain the fun out of the content. Two, pushing buttons and changing values for the players all the time isn't a good thing; in fact, this argument would go great for guild inactivity, but thats a story I will save for later.
Anyways, I feel there IS a possible alternative to just inflating certain raid monster's HP and doing it flatout crazy. Raid scaling. Now you might ask, "What is this raid scaling, and why would it be better?" Well, raid scaling is similar, but not exact to, quest scaling. For starters, it DOES NOT lower the difficulty of raids; it's the opposite in fact, it adds difficulty to raids, but only based on what class joins, and how many. With raid scaling, the base difficulty(I.E.: The difficulty that is on the live servers now) is unchanged, but it obviously will be harder based on what class joins(Offensive caster types will probably add more scaling than melee.) For multi-class types, the majority of classes will determine what % to increase scaling(Unless Turbine decides to add certain multiclass builds into the scaling list, with other less-known multiclasses as "You guess" for the scaling system.)
The raid scaling system effects things on a broad level, such as HP, saves, AC, spells used, monster attacks used, exc. For example, if you have a raid filled with a large amount of melee party members, AC will probably increase a bit, as will HP. Saves however, remain the same, and the spells used will lean a bit towards immobilizing melees, or at least trying to put them at a disadvantage. A raid filled with casters will have ramped up HP, less AC, spells that lean more at preventing spellcasting or damage spells, and increased saves. Regardless of which example you use, raid scaling will do its best to attempt to scale the challenge based on what classes join and how many joins.
Yes, the raid scaling system does have advantages, but I might also wish to point out that it can still have disadvantages, in this list here:
Advantages:
Still allows raids to be difficult, but in a way thats flexible based on who joins.
Does not make raid content easier.
Disadvantages:
People may fall for the stereotype that offensive casters make raids too difficult and will never allow them in.
While it may not impact them much, solo members may find it a bit more difficult to solo raids.
If done wrong by Turbine, raid scaling may be just as, if not more difficult than what is proposed. But I still have a tad bit of faith...
Discuss? (And yes I know this will never make it into this update, but perhaps the next update?)
Anyways, I feel there IS a possible alternative to just inflating certain raid monster's HP and doing it flatout crazy. Raid scaling. Now you might ask, "What is this raid scaling, and why would it be better?" Well, raid scaling is similar, but not exact to, quest scaling. For starters, it DOES NOT lower the difficulty of raids; it's the opposite in fact, it adds difficulty to raids, but only based on what class joins, and how many. With raid scaling, the base difficulty(I.E.: The difficulty that is on the live servers now) is unchanged, but it obviously will be harder based on what class joins(Offensive caster types will probably add more scaling than melee.) For multi-class types, the majority of classes will determine what % to increase scaling(Unless Turbine decides to add certain multiclass builds into the scaling list, with other less-known multiclasses as "You guess" for the scaling system.)
The raid scaling system effects things on a broad level, such as HP, saves, AC, spells used, monster attacks used, exc. For example, if you have a raid filled with a large amount of melee party members, AC will probably increase a bit, as will HP. Saves however, remain the same, and the spells used will lean a bit towards immobilizing melees, or at least trying to put them at a disadvantage. A raid filled with casters will have ramped up HP, less AC, spells that lean more at preventing spellcasting or damage spells, and increased saves. Regardless of which example you use, raid scaling will do its best to attempt to scale the challenge based on what classes join and how many joins.
Yes, the raid scaling system does have advantages, but I might also wish to point out that it can still have disadvantages, in this list here:
Advantages:
Still allows raids to be difficult, but in a way thats flexible based on who joins.
Does not make raid content easier.
Disadvantages:
People may fall for the stereotype that offensive casters make raids too difficult and will never allow them in.
While it may not impact them much, solo members may find it a bit more difficult to solo raids.
If done wrong by Turbine, raid scaling may be just as, if not more difficult than what is proposed. But I still have a tad bit of faith...
Discuss? (And yes I know this will never make it into this update, but perhaps the next update?)