Oneiromancer wrote:
Isn't there some minimum number of wins you have to have in that theme in order to join the raid? Like 10 or something?
This changed a few times, so I'm not sure what it wound up as. Currently I THINK it is 10 wins in every theme in order to do any ldon raid. This could be wrong or dated.
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Are these raids actually sorted by "Vex, Elemental, Time"? How do you know which one is which?
Not precisely. Basically, that's the categorization I've given them because the rewards for the vex difficulty ones are exactly in line with all dropds in Luclin and the mob difficulty is nearly identical to luclin mobs. THe elemental raids drop quality is nearly identical to elemental mobs, and trash/nameds hit roughly identical to elemental mobs. And so on. Time is actually more post-time, as some of the mobs are much more difficult than would reasonably be attempted by a guild that hasn't been in Time for long (like 1 million hit point bosses with significant AEs that quad hit for 4.5k). At any rate, it isn't hard to see what each one was roughly tuned for.
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Do you get rewarded with LDoN points for winning? How about losing?
30 points for win, nada on loss. Some can be completed for the loot after you get a Failed, some can't be.
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My guild is a family guild, that usually has trouble filling up 3 full groups for raids anyway. So going into these with my guild with the intention of winning is out of the question for now. However, you mentioned the Vex/Ssra loot dropping...are these random, from minis, from the bosses only, etc.? If they can drop from trash, could it possibly be worth it to take on a harder raid that we normally would just for the chance at some drops? Especially if it doesn't affect your LDoN ranking or anything like that. I'm sure we'll get booted out after dying anyway, so CR isn't an issue.
GoD expeditions would fit that well, since you can have partial wins, but LDoN raids aren't set up well to support that. Basically, currently when you complete an objective inside an LDoN raid, a chest spawns that can't be opened yet. When you complete all objectives of the LDoN raid, you are given the win, get the 30 points, given a win credit as an adventure in that theme (identical in effect to a regular adventure), and the chests can then be opened or broken for that loot.
In effect, unless you win, you get nothing for the attempt at all since you can't touch the chests yet. Also, the lockout and not being able to request the adventure again applies regardless whether you win or not. In fact, it applies whether or not you even enter the adventure. The system overall is extremely unforgiving, and was made a lot kinder in GoD expeditions versus ldon adventures.
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What is your opinion on instigating open LDoN raids? Do you think there is enough reward to inspire the average person to join? Sometimes people want to do it just for the fun of it, but most would be just wanting to get "phat lewt", etc.
I think a family guild that can manage to get another 3 groups or so for a full raid has a decent shot at the vex tuned one, Rujark in particular. I'd try that first. If you have a fair amount of elemental geared raiders looking for something to do, you could try the butcherblock elemental one for significantly better rewards. In terms of actual execution, I'd say those two are the easiest, and you can guage from there.
The actual mechanics of the raids can be VERY interesting. Both miragul raids have some brillant design to them, and I think the Time level Takish one was, for it's time period, probably the most difficult encounter in the game in a good way. I like them a lot. I think you really don't lose anything by trying except your time, and possible people being annoyed. Trying the vex level rujark one, you could potentially come up with a nice solid target to clear for 6 seru/vex style drops each week.
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I am definitely going to make some suggestions to SOE about these raids...I think LDoN raids have so much potential, it's so sad how they screwed them up.
I'm not as big a critic of them as most. I think the actual design of most of the raids were good, except for 2 major problems: They were too difficult for their rewards (not that the rewards were necessarily bad, just they require so much force that most people successfully doing them could do better elsewhere), and that the mechanics are too unforgiving- no partial success, no adding in people late, etc.
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Thanks again for your awesome write up, looking forward to more information!
Game on,
The Oneiromancer
Happy to help,
Apostate