Raids vs QOL
HERU
Member Posts: 132 ★★
The feeling is that Raids are going exactly the opposite direction of all the QOL improvements Kabam has done lately
I'm Valiant and liked the Necropolis , but I'm just hating to fight Maestro as the first boss. Many times the charges don't get registered and he's very punishing.
Plus all the team coordination needed over a 6 days span makes it so annoying and stressful for people that have a life, work, or family and are not just there in the same office but maybe spread over different timezones.
This is so much worse than early times AQs. Honestly It's like they selected all the game design problems that were already fixed in other game modes and put them all together into Raids.
All my anticipation is dead and just want to wait for the week to end.
Just sharing my thoughts.
I'm Valiant and liked the Necropolis , but I'm just hating to fight Maestro as the first boss. Many times the charges don't get registered and he's very punishing.
Plus all the team coordination needed over a 6 days span makes it so annoying and stressful for people that have a life, work, or family and are not just there in the same office but maybe spread over different timezones.
This is so much worse than early times AQs. Honestly It's like they selected all the game design problems that were already fixed in other game modes and put them all together into Raids.
All my anticipation is dead and just want to wait for the week to end.
Just sharing my thoughts.
60
Comments
Giving players only 14 revives, especially the first go around is appalling. It is going to take a run or two for people to figure things out, and for kinks to be worked out (e.g. losing all your charges if the game disconnects, allowing players to go down a lane that doesn't match their champ type... um ... there is a gate mechanic in the game, would easily solve this).
Maybe after 2 runs this would be fine... but we should have been given 3-4 revives this first cycle (3 would basically match what the content creators struggled with).
If "the economy of the game would have been broken"... their raids should have been on a public beta... or have the first cycle be with tuned down rewards (matching normal AQ at minimum) with the clear statement that the real rewards will be higher, that this is just a beta....
kind of like how Act 7 and 8 betas are done.
Then... there are the champ selections. Some of those champs are not viable. Nick... is going to die regardless how well you do on first fight. Now you are stuck on 2nd life the remainder of the quest, and his DOT doesn't scale.
The "good news" is the accidently glory bug can be used to buy extra potions and such... so I a guess "compensation" isn't really in order.
Seriously, am playing with a more casual alliance that I doubt even fully knows how Raids work and it's not been an issue so far. Just jump on every 4-5 hours and do a fight. Sure, you get 2 revives a day that are free, but other consumables still work for me, and the first Maestro fight was pretty easy if I didn't make any stupid mistakes with a low health revive.
I mean after removing linked nodes in AQ and reducing a day on it, i thought we were going somewhere.. seriouslly who had the brilhant idea to come up with this boring and annoying game mode?
Im running away from alliances that are doing this, idc for the rewards, its not worth the stress
AQ was originally intended to be alliance content - as in, to require an entire alliance to work together in a coordinated fashion to complete it. In other words, it was actually intended to be MCOC's version of MMO raids. However, over time it evolved organically to be something different, or at least a large portion of the playerbase pushed it to be something different. There were a lot of players who were treating it as a much more casual affair and wanted it to be even moreso. Energy management, path management, cost management, fight coordination, team coordination, was more than a lot of players wanted to do. So the developers began removing much of those elements from AQ: hidden nodes, links, path energy were all removed or reduced to make AQ a much more friendly affair.
Which is fine for the players who wanted a more casual mode, but what about the players who wanted a more involved coordinated mode? That's what Raids are there to provide: the other side of the coin. Standard AQ becomes the casual AQ mode, and Raids become the more involved mode. Raids remove all those QOL improvements to AQ because they aren't universal QOL. They are QOL for the players who want a more casual mode. But for players who wanted a more involved mode, it was the exact opposite: it was the slow death of the mode.
Raids are going in the exact opposite direction because it is supposed to go in the exact opposite direction, because not everyone wanted to go in the direction standard AQ was heading. If you don't want to go where Raids is heading, don't board that train.
Now with Raids, it’s at least adding something new with much better rewards. It has its problems, sure, but I’d do Raids all day, everyday over normal AQ.
I don't think the concept is even salvageable.
Start over please Kabam
Think back to how long it took you to learn map 6/7/8 when they were introduced.