"sying;741491" wrote:
I see on the leaderboard that 162 guilds have completed the tank raid, 33 of which were heroic. I don't know how many guilds exist so please don't ask about what percentage that is. Like that matters anyway.
I am curious to learn a few things about the normal difficulty. This might be a stretch, but are guilds requiring each member to score a certain percent on each phase? If not, why? How do you control raid damage otherwise? I'm not asking about a cap. I'm asking about a minimum. Theoretically, each member of the guild should have to put up 2% each phase. If any member doesn't then the rest of the team has to pick up the slack. I'll be the fist to admit that by p4 I'm having trouble putting in even multiple teams that can do that damage so the rest of the guild has to take up that slack. I have to put two teams in p3 just to hit what I need to.
These are the more important questions: how many teams is it taking to hit that damage threshold? I would assume from all of the comments it is more than five full teams. Also, what kinds of teams are you putting in there? How well are they geared or modded? Add a link to your swgoh.gg account even. For all I know, the normal level is insanely hard. I would think, though, that it is doable for the right guilds and each guild just has to work towards that level.
You can see my acc. on the sig and go to guild roster from there. The teams that succeed are mostly the same teams that does well on heroic. There's the advantage of not having to preserve some toons for a certain compo. As expected the teams that are capable of serious damage are all fully geared/modded to the level player levels allow. On heroic we are 3/4 phases capable, this would put us somewhere close to it in near future, right? No. It's months away without serious blood transplantation or without a steady gear feed from -normal- assuming it's kept as is.
What do you mean more than 5 full teams? You have 5 matches on normal diff. per day. We are dilligently encouraging players to hit it, but to little avail. I can't fault them, it's freaking boring everytime I go through it. If were to be on the threshold to pass to heroic, enforcing some rules would make sense since you can either do it, or you can't. But on normal the goalpost is not clear, it just drags forever. Looking at the current normal we are at the beginning of phase 3. 30 have hit more than 1M, 18 more than 2M, 10 5M, 1st has about 8.5M.
Let's say we start to enforce damaging the raid. That's the same outcome as indulging in a merger. All are pushed into army like discipline who doesn't do it because they are having good time doing or feel responsible, but fearing the boot. And on officer side it's becoming a full time job like it already wasn't. Keep track of daily contributions, make sure Rancor is not abused, now one more duty without a decent payoff I have punch my card into on a daily basis aside from playing the damned thing itself.
Edit: There is the stage specific uber teams like roids for stage 2 as you know. They will yield you somewhere between 2M-3.3M (that's the record one of ours had yesterday), then you have other fully geared teams that will take as long to play but will only yield you %10 of that damage. Unless autod and left as is this daily 5 matches task takes more than an hour.