I believe there's been 3 or 4 completions? It's very likely the raid loot hasn't even been added yet. Most of the people posting in this thread probably haven't been inside the raid. I'm actually very concerned this raid will be too easy with a group of twelve. That doesn't necessarily mean the raid won't be menacing or frustrating.
How vague are we talking? When you say "raid loot", do you mean hand-crafted named items or random generated loot that drops from a chest within a raid?
Hand-crafted named items that appear only in this raid. I apologize if that was not clear, that is the usual meaning of "raid loot", and is certainly what I refer to when I use those words. They can appear in all of the chests. Thus, more chests = more chances at raid loot.
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Originally Posted by Chilldude
Aeolwind (5/12) - 18 Sorc/1 Art | Melisandria - 20 Fighter SD | Anlona - 20 cleric RS
Proud Recipient of At least 8 Negative Rep From NA Threads.
Main: Sharess
Alts: Avaril/Cyr/Cyrillia/Garagos/Inim/Lamasa/Ravella
Aeolwind (5/12) - 18 Sorc/1 Art | Melisandria - 20 Fighter SD | Anlona - 20 cleric RS
Is the raid loot just not turned on yet? There have been numerous completions but no one has pulled any.
For the record I think the raid has alot of potential. Just needs alot more work. I understand release dates and all that jazz but I think there are some parts that could definately be added too. The optional system needs to be looked at. Because if no one bothers doing the optionals (and at this point I'm just not sure if its worth it) and getting her there full health or close too is a no go(which was nigh impossible in the last implementation - we will see about the next) we end up getting half the raid loot we would normally get. I imagine of the three(?) chests each has a 50% drop rate of similar raid chests.
I am actually looking forward to going back in when llama is back up. Its a nice change of pace to be honest even if it gets very VERY frustrating at times. Hopefully working out the kinks will make it less so.
@ Flimsy - I think the bug with the traps is this: we were doing an optional orb and anna got messed up and was ported to home. She then fell off somewhere so we thought whats the point the optional is done lets move to the next(That same optional we gave up on was the one we were beating on for 30 min). From that point the wards filled the instance. Hope this helps to replicate.
N
GROAN-1 (Melee/Casting Horc FVS)
I hope people don't mind me recalling and dropping group in the middle of this raid when it becomes apparent that we're going to be getting a single chest completion instead of a multi-chest-successful-optionals completion. Because it's going to happen.
And when 3 other people recall and drop party because they see the same thing happening, then there won't be a completion for anyone.
Hopefully, that's working as intended since that's how it's going to end up working.
How about a warded treasure room at the end that Ana has to expend 99% of her health in order to open?
That way at least people would get the idea that high Ana health == loot.
Having the optionals provide an item (potion of Ana healing?) that could heal Ana a little might be a better mechanic. You could then have teams go gather enough Ana healing items to get Ana to full health to attempt the treasure room opening.
-J
This sort of thing COULD be completely eliminated by dropping special raid tokens on completion, then these tokens could be used to turn in for the raid loot you're going for. At least then people will still have a completion and a token or two, knowing they made SOME progress towards the goodies.
I have to agree though. If my loot chances drop by half or 3/4, (And they're usually some ridiculously infinitesmal amount anyhow) I would be tempted to not complete. With tokens you are never skunked.
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Originally Posted by Chilldude
GROAN-1 (Melee/Casting Horc FVS)