Muldar wrote:Definitely something to consider.
We will be analyzing the boss spread between clans post Corrupted Gardens to determine the effectiveness of the zone and if it is drawing players away from older bosses.
You design raids that force people to create large clans (which kills competition) so I don’t see how the “boss spread” is something that’s analysed - or considered important
For example, making a boss have twice the health doesn’t increase the difficulty or the skill required for it to be killed, it just means you NEED more people - obviously efficiency to a point helps.
Having an extra two mob at gelebron doesn’t increase the raids difficulty, it just needs an extra tank.
I think there’s a big conflation between difficulty and numbers required at OTM. The numbers game is tantamount to comparing answering 100 GCSE Questions vs 10 A-Level, simply increasing the numbers doesn’t actually make them harder, someone could get 100% on the former and 0% on the latter.
We NEED a raid like the original iteration of Necro, where a good strategy was more important than bringing excessive amounts of people.
“Brevity is the soul of wit.”