So Tobold had a post talking about the shifting of Raid's from a single difficulty to having multiple difficulties so that more people can experience the encounters. I do agree to a point. The problem with having all of these versions of the same instance... is that hardcore players have to run ALL versions of these instances.
If I want to do the hard versions... I have to run both the regular for gear, and then the hard version of THE EXACT SAME INSTANCE. While having heroic versions is nice for the challenge... it isn't exactly the same as having challenging new encounters. Having a boss deal more damage and have more hps and maybe one new mechanic isn't very exciting. Or is it?
Well I know in the case of Crusader Coliseum it isn't very exciting. I was thinking though... what if Blizzard designed an encounter that progressively got harder? My unlikely to be implemented idea is that you take a relatively simple fight like say Patchwerk, you take the fight and add a twist to it.
You start off fighting Patchwerk and then after 3 minutes another patchwerk spawns. This patchwerk though has 10% (maybe 20% would be better) more health and does 10/20% more damage. You have another 3 minutes to kill this Patchwerk before the next comes out. Essentially each patchwerk becomes a level and every 3 minutes whether you killed him or not the next level starts. This simply continues till the raid wipes.
At that point the raid zones back in and a chest is there with rewards equal to the level of challenge they completed. You get one emblem of whatever for each patchwerk dead and then say after 5 you get an additional whateverlvl of gear. At lvl 10 you get a tier piece and every level after that you get an additional tier piece and so on and so forth. At level 10 the raid would have been fighting for 30 minutes straight and would have to kill a version of patchwerk dealing twice the damage and having twice the health.
With this type of encounter anyone can experience a challenge equal to their ability/gear level. You still get a reward no matter how far you get and the further you get the greater the reward.
The fight doesn't have to be patchwerk but I chose him because it is a good benchmark for dps yet still requires 2 solid tanks and good healing. You would have to find a good balance between the right number of dps and healers to get as far as you can before your healers run out of mana, the tanks get one shot, or you don't have enough dps to kill the current before the next comes out and you get overwhelmed.
The hardcore Guilds can compete to get to the highest level and would give them something to constantly challenge their abilities. Put the whole thing on a one attempt per week deal to where everyone gets an equal number of attempts to get the furthest.
Anyway what do you think of the idea? Is it stupid? What boss would be a better fit to challenge the whole raid since dps have the easy job? What kind of reward scaling would be appropriate?
The black hole of role-playing games
20 hours ago