"CG_SBCrumb;d-169517" wrote:
Hello Holotable Heroes,
We have received a wide range of feedback about the newest raid, The Sith Triumvirate and we would like to hear more about your experience. Please include the following information in addition to your feedback:
- What tier or tiers did you play?
- What GP is your Guild that is attempting the raid?
- What teams you did you attempt the raid with?
- What part of the raid motivated or demotivated you to continue trying?
- What about the raid did you enjoy? What did you dislike about the raid?
Firstly, good to see you guys taking serious feedback on this. I would like to say "I'll keep this brief" but...you know...
At the moment my guild of 100mil (was 110mil but greener pastures and all that Trayas) is doing T5 with the occasional T4 just when we need a break. T4 is done in around 16 hours, T5 5-7 days depending on participation.
My usual teams are JTR, NS, and Imp Troopers. At T5 I can still use a dot team of Zader, Bobba, Zidious, Wampa, Shaman because dots still apply. I have doubts on the viability of that side at a higher level. My 5th team is usually a rotation of whoever I want to try. Rebels, Sith, Random mixes etc.
Right now my only real motivation is that I come first every time. Rewards are horrible but atleast they're better than other members are getting.
There's a lot about the raid that is demotivating.
1) Massive health pools drawing out the raid. I get the idea of wanting it to be a guild wide raid, but asking people to do 25-30 battles per raid is more than a guild wide activity. It's a chore.
2) DN. This guy is horrible. Ignores protection, gains protection, but the worst part about him is annihilate. Even when you successfully shield yourself you often can't recover health to make it worthwhile. Even with a healer, when DN drops your cooldowns right after annihilate you're done.
2A) The DN side effect. The first day everyone hits the raid, the second day very few people hit the raid because they don't want to be the ones who use up their attempts and miss out on p2/p3. Same thing happens at the beginning of P4. This definitely adds to the dragging out of the raid.
DN is horrible. Sorry to say it again, he really just is.
3) Resets. It's a complicated mechanic especially with DN and it leads to frustration and restarting. This just drags everything out further.
4) Demotivated guild. Hard to stay motivated when everyone is always complaining about the raid. I quit as an officer not long after the raid came out. I really tried to help my guild get through HAAT long ago but couldn't do it with this raid when I myself had so little interest in it.
5) Time sink. By the time we finish a T5 we have enough tickets to start again. Sometimes we do a T4 to give us a rest, but this raid is staring us in the face all day every day. You just did QOL updates and then added a raid that adds 20-30 minutes a day at least. I know you value engagement, but this is ridiculous.
6) It's not really fun. For so many reasons that I've listed. There's no feeling of "I want to do this raid" there's only a feeling of "I need to do this raid".
What I like and don't like...
1) Squads. I actually enjoy the fact that it makes me use toons and squads I haven't previously. However, it also makes the gear crunch (and horrible raid rewards) stand out even more. In Rancor/HAAT you usually had 2-3 toons ready to go and that meant to get a viable team you were focusing on 1-2 toons at a time.
This raid is built for squads with synergy. Few other combos work. You're not only forcing people to upgrade to g12 without releaving the gear crunch, but now they're required to focus on 3-5 toons at a time instead.
2) I like that each phase has something different about it, but I don't like how so many toons are essentially rendered useless due to there being too many effects being blocked. I imagine it's a logistics nightmare trying to get the balance right, but despite the differences in phases it does feel like the teams you can use have been pre-determined for you.
3) I hate everything DN, but you probably already guessed that.
My Biggest Complaint though....
This game is a grind, we know that and accept that, but there always needs to be a light at the end of the tunnel. I hated what you guys tried to do with Talzin/Wicket, but I understand the need to experiment. The reason I hated it was because generally a difficult to get toon was a 6 month grind. That's a long time, but it's close enough for us to see that light in the distance.
What you guys tried to do with Talzin/Wicket essentially removed that light which is why so many were upset about it.
Now look at the raid. Guilds filled with players who have been around for 18-24+ months are struggling to finish the raid in a reasonable time and then get rewards that don't even help them level the toons to get them to the next tier. 2+ years of grinding nearly every single day, and now there's no light in the distance. There's nothing more demotivating than that.
Again, appreciate you opening up this thread for debate. Hopefully you get some good feedback that helps you find the right balance between the companies needs and the player base.