Some Advice/Info/Feedback on Alliance Raids

Loki_Poki1280Loki_Poki1280 Member Posts: 511 ★★★
Background at Where I am at:
  • Has yet to fight Maestro and Ultron
  • Found Thanos and Kang relatively Easy
What I think the Problems are:
  1. Coordination demand is too high. Unfortunately, You all released an extremely involved, no room for error game mode.
  2. The treasure chests are RNG based which unfortunately cannot tell the difference between levels of contribution
  3. The 10% Damage Cap is harsh and too strict.
  4. The 60% Revives are too Costly
Some methods that may make Raids a more desirable and reasonable:

1, 3, and 4
  1. Remove the instant-death mechanic.
  2. Instead the fight will automatically time-out and the player will instead lose 50% of their current health (Still remove 1 Role Charge)
  3. Keep the 10% Damage Cap.
  4. Keep the 2 100% revives, however they expire at reset. (No Hoarding)
  5. Limit the maximum percent a player can contribute per day to 34% via a persistent charge. once 34% has been contributed that day, that player will no longer be able to contribute to that boss until reset the next day.
  6. This allows low-skill players to still revive as much as needed, while not punishing higher-skill players by instant killing their champions. They instead have the chance to complete their 34% without revives, but they cannot keep those revives.
  7. (These are just suggestions, there may be some good ideas buried within my ideas, or they could just be bad)
2
  1. This is really unfair in general. However the rewards are too good to just be a selector.
  2. If necessary to keep the RNG aspect, instead have each chest reward a specific type of resource. Like the first chest can be catalysts, second can be in-game currencies, and the third can be crystal shards/ champions (including rare items such as titan shards and 7* ultron). It would suck for a player to just get catalysts while another gets a little bit of everything.
  3. To remove the RNG aspect, lower the potency of the rewards and let it be a selector. Or let it be a selector of various in-game currencies instead (Units, Loyalty, Glory, Artifacts, etc) so players can go and choose where and what they want to get.
My Only real gripe about raids is the amount of coordination that needs to be done to complete the quest. It's annoying and exhausting to try and get everything organized on our own. And then, even if a player happens to carry they can get relatively bad rewards compared to the others that didn't participate as much.

I'm sure they are also plenty other suggestions and feed back on the raids that would significantly smoothen out the gameplay and experience, but as it is right now, it is unnecessarily frustrating.
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