Think of a raid where lets say its a 10 man TERA has already broken the standard combat
Tuesday, November 29th, 2011Think of a raid where lets say its a 10 man TERA has already broken the standard combat style with no tab targeting and “dice rolls” so why not break the trend of having all 10 people stay together? Think of this, use TERA's steam punk anime style to create a castle raid where there is one mechanical boss at the end attached to the castle itself by cables to a generator lets say in the basement' When entering the dungeon the raid is forced to break up into two teams, team and team y, team x immediately runs out into the courtyard and begins to battle through waves of monsters and rooms to get to the mechanical boss while team y battles through a basement labyrinth full of traps to get to the generator.
Now begins the final battle' Team X starts the fight with the giant boss while team y approaches the generator in the basement when they are blocked by lets say 2 elite or 1 elite guards which will be a mini boss that they will have to defeat and turn off the generator to de buff the mechanical boss team x is fighting' This is all just a rough idea, you could have multiple generators so multiple de buffs would be applied to the boss. I believe this would work very well since in lets say a real life raid everyone does not clump together but spreads out to clear different wings of their target. Also the mechanical generator part would fit nicely with the great artists they have working for them right now.
Please feel free to add anything you would like All criticism and ideas are welcome since it is just a rough idea I also apologies if someone already had an idea like this and I missed it in the forum.
I've had this exact idea myself, I was about to suggest it to Brian Knox during the devchat in twitter a few days ago. It would make the raid more diverse by requiring players to split up and handle the encounters accordingly. This could also add to the depth of the raid and endgame itself, it would ultimately require people to tailor their “attack-squads”, if you will, to perform well for the specific encounter they are brought to handle.
I see almost an endless stream of possibility here, it would/could boost teamplay and immersion sooo much if it's done well. Having people work together in order to achieve the goal, but not necessarily being at the exact same spot/encounter at the same time.
