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![]() So I think this needs to be hashed out.
This is a Pro/Con thread to discover the potential impact and proposed solutions for Variance in Velious. This should be a healthy discussion for debate on this issue. So please no trolling/name-calling/or other asshattery. Variance: This is the forced randomization of raid mob spawn times. This is an artificially created solution to solve the problem of poop-socking. When it was created there was a 15-man on spawn rule-which basically means the first person to sit on RaidMobA's spawn point had claim on that kill. Effect of Variance on Classic-Kunark: Variance did limit poopsocking but did not end it. The unforeseen consequence is that raid guilds swelled in size to allow a raid force to be fielded at all hours of the day including constant tracking. This is a shitty situation but is sustainable in Kunark. Variance in Velious: Kunark/Classic Raid mob count: 26 (not including Maestro but including 6VP not really sockable dragons) Velious Raid mobs: 55(Approx) (not including ToV Entrance dragons or PoG Mini's) The new raid content will more than double. Ever raid mob wont be able to be locked down... and you cant poopsock Velious raid mobs (other than probably Velk or Wuoshi) Variance just hurts casual raiders and hardcore raiders alike. Velious will require so much more tracking on targets you can't realistically poopsock anyways, and casual raiders who are less likely to poopsock old world content will need to track for mob spawns. Proposed Solution: Remove variance on Old World and Velious encounters upon Velious' release. /Debate on | ||
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