Forum Discussion

RancorPackGuild's avatar
9 years ago

Raid Handicap Tool Needed Yesterday

Damage Handicap Limiter.

The idea is on each raid a leader can set damage allowed on raids as follows.

The Pit

U = Unlimited
0 = get on the board but no damage added (however does require 1 attempt lost)
500K
1M
1.5M
2M
And so on

Tank Takedown
U = Unlimited
0 = get on board but no damage added (however does require one attempt lost)
100K
200K
300K
400K
500K
1M
1.5M
2M
And so on

My thinking on this is as follows

Only the set damage is allowed per day to be applied to the COLLECTIVE GUILD RAID TOTALS

However

It DOES NOT limit play for the individual on that attempt

So a player can play a full solo if they like, but it will only apply the set cap.

Attempts stop once cap is reached.

So for instance. The cap for the raid The Pit is set at 500k

1. You play 1 attempt and throw down 1.5M in damage. The 500K is added to the raid total and your other 4 attempts freeze.

2. You throw down 280K on first attempt and second attempt you throw down 670K. Only 500K is added to the raid and your other 3 attempts lock.

Then if the guild leader then increases damage allowed to 1M then your attempts unlock.

2 major benefits

1. No need to worry about communication to guest players

2. People can play full bore testing their teams without fear of ruining the raid for others.

Ties are broken by who gets on the board first. Early bird gets the worm.

13 Replies

  • "sying;906305" wrote:
    OP, that's not a terrible idea but it's not one, IMO, that will be high on the to do list.

    As far as limiting players (I know this isn't really what you want to be talking about) I'm of the opinion you shouldn't limit players too much. If you have a guild that can clear a certain tier of the rancor or tank then let them run with it. The bottom will catch up to the top eventually. It could be through healthy competition, the desire to improve, or through learning from better or at least further along players.

    I think once you start imposing limits on players that's when you start seeing the debacle that was HAAT. For instance, I was in a guild that had a rule of only one attempt at rancor and then 12 hours later a zerg. Everyone had that one team that was amazing but not much behind that. Then I switched to a different guild who had no limits on the rancor. I found myself scrambling to bring up other teams. Then the tank raid came out. I was better prepared for it with the short amount of time to build other teams than I would have been had I stayed in my former guild. In fact, we had little trouble completing heroic tank in my new guild and it took a while for my former guild to complete it. Why? Because of limits and lack of quality teams.

    Whether you're trying to improve to the next level of raids or prepare for what's next, I believe that setting limits is counterproductive. Yes, setting an artificial bar where if I score 6 mil only 4 mil counts would help but until (if) that is implemented I would suggest not to set any caps on damage or any sort of other limits (like who you can or cannot use in a raid).


    I know it has not been on the high to do list.

    But it should be because it alienated up to this point players who cannot follow rules.

    These poor players came home or logged on to find they had been booted from guilds and not knowing why.

    Then other guilds reject them for the same issue's.
  • "sying;906305" wrote:
    OP, that's not a terrible idea but it's not one, IMO, that will be high on the to do list.

    As far as limiting players (I know this isn't really what you want to be talking about) I'm of the opinion you shouldn't limit players too much. If you have a guild that can clear a certain tier of the rancor or tank then let them run with it. The bottom will catch up to the top eventually. It could be through healthy competition, the desire to improve, or through learning from better or at least further along players.

    I think once you start imposing limits on players that's when you start seeing the debacle that was HAAT. For instance, I was in a guild that had a rule of only one attempt at rancor and then 12 hours later a zerg. Everyone had that one team that was amazing but not much behind that. Then I switched to a different guild who had no limits on the rancor. I found myself scrambling to bring up other teams. Then the tank raid came out. I was better prepared for it with the short amount of time to build other teams than I would have been had I stayed in my former guild. In fact, we had little trouble completing heroic tank in my new guild and it took a while for my former guild to complete it. Why? Because of limits and lack of quality teams.

    Whether you're trying to improve to the next level of raids or prepare for what's next, I believe that setting limits is counterproductive. Yes, setting an artificial bar where if I score 6 mil only 4 mil counts would help but until (if) that is implemented I would suggest not to set any caps on damage or any sort of other limits (like who you can or cannot use in a raid).


    The other issue I have with this is that even if it is free for all...

    In my family we have 5 accounts and 3 users. We all share 1 device.

    If it is always a free for all then only 1 person and 1 account potentially can play in one raid if it is over in 30 min.

    The only way to ensure equal play opportunity is raid restrictions or 5 seperate guilds for each of us.

    I have a couple members including myself with multiple accounts in our guild. In the free for all scenario those other accounts don't get a chance to raid.

    Raid damage caps to me is a fair and viable solution that allows free for all without completing the raid.

    Again the player can play 5 attempts and potentially solo the raid all 5 times if they are good enough.

    But only the raid damage limit is posted on the actual raid of the collective.
  • "RancorPackGuild;906229" wrote:
    "medetec;906139" wrote:
    They dont need a handicap tool, they need a toggle to just set rewards equal for the guild. If the guild wants to, they should be able to just give everyone in the guild the median rewards on raid completion so we dont have to continually come up with out of game methods to so much as get everyone a chance to even participate in the raid. This in an international game with international guilds and no filtering or communication. Its almost impossible to set a raid up as is where everyone in the guild can get rewards at all if you dont use out of game methods.

    The challenge should be completing the raid as a guild, not competing within your own guild anyways. If you want guild based competition make it vs other guilds, not within your own.


    If everyone gets the same rewards then there is no competition.

    In what I proposed it is whover hits that cap first is ranked first.


    That's the point. Competing within your own guild is a bad system to start with.

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