"GOWLIKEABOSS;c-1551905" wrote:
I just echo what everyone else says. I've done tier 4, tier 5, and tier 6, and heroic with mercs. Heroic was the only one that had rewards worth doing the raid. It was actually fun because it was hard, but not a slog. The lower tiers are awful, very boring, take forever, and are way too dependent on RNG. I would suggest making Nhilus immune - or virtually immune - to ONLY certain debuffs in particular to exclude teams that you want to exclude, without making it virtually impossible to do anything without a "cannot be resisted" debuff. For example, make him immune to expose if you don't want resistance. Or make him immune to turn meter reduction if you don't want Zeta Vader. Don't make him virtually immune to all the debuffs. Because it renders teams like Bounty Hunters who ordinarily might be really good in p1 and p4 practically useless.
Thr tank raid is superior because there are multiple teams that will work for each phase, which encourages diversity and better farming. In this raid, there is virtually one team, and one team only, that works in each phase. That is not fun.
This can't be overstated enough.
Tank raid shows that you can implement mechanics that target specific tactics such as the tank being immune to TMR. Going the tenacity route means instead of targeting a specific tactic you target all TMR and debuff toons, which is basically 90% of all good toons (hence why there are like basically 2 viable teams for fighting DN). Sure a lot of us get by using unoptimal teams (ie no JTR) but that leads to the other common problem which is that it's a mindless slog because we can't do decent damage. Just because technically toons can damage DN doesn't mean they're viable IF DN has mechanics that hard counter what makes them good.
It really seems you guys threw out the targeted phase immunities or soft counters (ie GG gaining 100% TM after X hits) with tank raid and took the route of just hard countering everything. Which is fine for heroic if that's how you want heroic to play out. But it strikes of terrible design and balance when lower tiers still require 7* toons for optimal damage even though a guild that only meets the minimum requirements literally does not have access to that toon.
As others have said if you intend tier 1-6 to take about a week of play for a guild just meeting the minimum requirements then we need rewards at minimum equal to TB rewards. That's literally they only way that kind of design won't upset players. Like why should I be motivated in this raid when I objectively know that TB which lasts about the same amount of time would give me 2-3 times more of a reward for the time investment?