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Op Lock Outs & Difficulty - Printable Version

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RE: Op Lock Outs & Difficulty - Mesrith - 11-15-2011 11:17 PM

That's because they took 7 months to release that garbage raid with a handful of bosses instead of releasing it alongside Abyssal Maw because AM didn't "feel right". Would you really want to raid that place more than once a week?

If they put a points/commendations cap on weekly activity that will help limit it somewhat, but I still don't want to be expected to do 8-man Nightmare and 16-man Nightmare in the same week for gear drops.


RE: Op Lock Outs & Difficulty - Gorodetski - 11-16-2011 03:14 AM

I'd have to agree with Mesrith, once my guild started clearing FL in one night, we'd spend our other raid night doing 'fun' things, stuff like Tier 11 HMs, older raid achieve nights, things that weren't 100% serious. Funny thing is we found ALOT more people wanting to sign up for the 'fun' nights than would come along for the FL clears, because it was a more relaxed, entertaining night. So I'd quite like it if the 'serious' raids shared a Lock-out, so you could only do one a week.

Also don't forget there will be a second raid by release, so it would be better to have lockouts shared, I can just about bring myself to farm EV once and Hutt once, I don't want to feel like I need to farm both raids, just to get my gear.


RE: Op Lock Outs & Difficulty - Kaedis - 11-16-2011 06:13 PM

I don't know. I still remember having a lot of fun being able to clear both ToC and ToGC in the same week, and running a normal 25-man ICC as the main guild raid, with a smaller 10-man group of hardcore raiders pushing heroics on the off-nights was a total blast.


RE: Op Lock Outs & Difficulty - corruptionsorceror - 11-17-2011 08:47 AM

Remember there are going to be 2 operations at launch, so that makes 8 per week. That's enough to keep anyone occupied for most if not every night of the week.


RE: Op Lock Outs & Difficulty - Kaedis - 11-17-2011 09:02 AM

Well, I have a feeling that the Normal mode is going to quickly become irrelevant for anyone actually progressing in Hard and especially Nightmare. That leaves only 4. Still, I'm beginning to agree that a shared 8/16 lockout might be beneficial, depending on how many bosses are in each OP and how long it takes to clear them.


RE: Op Lock Outs & Difficulty - Pred - 11-21-2011 08:42 AM

According to raiders on reddit, you can only kill a boss once per difficulty level. So if you kill a boss on Normal mode 16man for example, you can only spank him again in 8man hard/nightmare mode in that week.


RE: Op Lock Outs & Difficulty - Mesrith - 11-21-2011 09:02 AM

(11-21-2011 08:42 AM)Pred Wrote:  According to raiders on reddit, you can only kill a boss once per difficulty level. So if you kill a boss on Normal mode 16man for example, you can only spank him again in 8man hard/nightmare mode in that week.

That's not too bad I guess. If your guild is struggling along Normal/Hard-16, you can still push Hard/Nightmare-8 on off-nights with your better players. On the other side, if you're working on Nightmare-16, you can relax some and help any alts or casuals in your guild with Normal/Hard-8.


RE: Op Lock Outs & Difficulty - Atrahasis - 11-22-2011 06:43 AM

I must be the odd man out here. I was in a decent 10 man raiding guild throughout most of Wotlk and I never felt the NEED or pressure to run a 25 man as well. If sat came and people were around we organized one if not we worked on alts and such. I liked having the choice.

(11-21-2011 08:42 AM)Pred Wrote:  According to raiders on reddit, you can only kill a boss once per difficulty level. So if you kill a boss on Normal mode 16man for example, you can only spank him again in 8man hard/nightmare mode in that week.

That's a pretty nifty solution.


RE: Op Lock Outs & Difficulty - Gorodetski - 11-22-2011 01:50 PM

Nope I was the same Atra, I've ALWAYS been a 10man only raider, even in TBC when that meant having nothing to raid after Kara for like 3/4 of the expac Big Grin, then all through Wrath I think I was in one 25man (it was OS) and in Cata I've not even bothered with that.

When it comes to Swtor I'll be the same, me and the misses will set up a nice 8man raid guild, and work on clearing all the raids we can.

Pred, that sounds like the most fair system to implement. Assuming gear will be shared, same as it is in WoW now, with 16 man getting the same gear, just 2x the amount, and higher difficulties giving better gear. That way you're 100% viable to progress in whichever group size you like, on whichever difficulty you like, and not feel pressured to run both 8 and 16 man just for gear.


RE: Op Lock Outs & Difficulty - LadyRepublic - 12-07-2011 06:01 AM

Does anyone have a breakdown of roles/assignments for 8 and 16 repsectively? For instance in "That Other Game", it was 2 tanks, 2-3 heals, and the rest DPS for 10m raids. Curious how many tanks, heals, and damage dealers are recommend for 8 man and 16 man ops.

Also - so if I understand correctly, no gear grind/rep grind is required for normal modes, but potentially useful for hard modes? I left TOG before the LFR system dropped, so I don't have a perfect understanding of the LFR difficulty level. Thanks!
Also - I've always been 10m only, largely because I'm our guild leader and NO WAY did I want to herd enough cats to field a 25m raiding team. >.< Props to those who do, just - more work than I've ever cared to take on. So our guild stuck to 10m since BC - meaning we only ran Kara and ZA, and didn't get to see half the content in BC until WotLK hit and we could go back adn run BT or Hyjal with 10 level 80s.

We may try 16s in TOR - converting our existing guild over from elsewhere to TOR, and it looks like there will be enough of us playing and active to potentially manage 16. Depends on how challenging the content is and how often we feel like raiding though, too - since most of us work full time, we try to keep raiding down to 2 nights per week.