Eliminate Raid Bosses

General Discussion Started Last reply 58 posts
Since the "other problem" with raid bosses can't be fixed, just cut them from the game. They do more damage then good and everyone knows why.

Make the necessary changes to the quests that require raidboss kills.

If this has been said before I lose no sleep over echoing it.

Discuss
RBs are a very decent addtion that is supposed to require complete clan/ally involvment but right now due to extremly flawed design:
you need tank, SE, one more healer. 2 parties of nukers and a few minutes for a Raidboss.
Increasing the mdef of RB and adding random elements of immunity (immune to water, immunte to wind for example) would return the RBs to where they were supposed to be.
Now they are just easy xp/drops for farmers or alliances, not a challenge at any rate.
One thing I do not really like about raid bosses is that they are ... unfair. To raid a boss effectively, you need the usual combination of tank party with healers, sws, tank and nuker party with BD, nuker (and if your alliance is inclined to do so and does not try to "optimize" the raid, a "others" party with the "useless" melee toons plus healers).

Now what happens is that when the boss dies, he gives exp. Nice. But the exp is split according to which party did the most damage. Guess which one that is. The problem was bad in C3, but C4 as far as I can see made it even worse. When I raid, I usually end up in the tank party, for tank recharges and occasional heals (our nukers are high enough lvl that we do not need rechargers in the nuker party). A usual high lvl raid boss gives like 500k-1m exp for EACH nuker, and about 5-10k for each member of the tank party. That means that one "raid event" with several bosses gives each of the 76+ nukers about 1-2% of exp (about what you get in 2-3h of grinding), while the 76+ members of the tank party get maybe 0.02% for the whole thing - something you could get in one or two minutes of hunting somewhere.

THAT SUCKS

It has gotten to the point that many nukers prefer "exping" via raids each and every day to actually grinding somewhere. When you log on, you get pm's "want to raid? yes? yes?", but by now I have to say that I seriously ask myself why I should help others exp like crazy and get nothing out of it myself. Sure, the drops are there (although nearly only keymats since C4), but exp-wise raiding is totally unfair. Should be fixed. Just treat all people in the parties participating in the raid as one HUGE party and share exp equally, depending on character level.
RBs would have been fine unless the stompting dmg of nukers (and terrible mdef, compared to pdef of RBs, AoEs that never hit nukers, etc). Well, tank party may never get the best xp, but still nukers shan't be so favored at RBs. Virtually no melee is usefull, save a tank and sws (for earth, wind, vita), plus buff bots BD (conc, mystic, siren if high enough) for nukers. (Ok, you can add sword muse to nuker parties but it's overkill usually)
One prophet for bts (if needed) and zerk the RB, one OL for mass acu/zerk(emp, if high enough) and that's all you need.

Like I said zero challenge and a min or 2 for a RB is just flawed design.
Pretty good list of flaws.

Then there is the major one, who is doing them? What are they doign with the drops, and what are they doing with that adena if they sell them?

I don't believe for a second that the bosses will be retooled, hence I would rather them deleted.

About you xp complaint, yeah, multiplay that times ten for Antharas.
/Signed.
Nothing would please me more then to see pro raid farmers out of business. Who the hell can compete with a full clan that is runned on 3rd party software, is on 24/7 and know when every good boss is up before anyone else does and can have their full force there within 10 minutes.
But I know this ain't going to happen. NCsoft doesn't regocnize this as breaking the EULA until they can proofe "beyond any doubt" that the pro farmers run their parties on 3rd party software. - And god know how hard it is allready for NCsoft to regocnize bots....
... well I'm kinda fed up with the game atm, so maybe NCsoft will let me play Raid Bosses on Sieghardt, with my own set of *enchanced* buffers to spice up the boss and I'll fix the farmer problem.

/smash healers
/watch nukers die
/giggle
/do it again

^_^
As much as I hate to, I have to agree. Not that it makes a differance.

If real players can't have them, no one can. Wishful thinking.

One thing I do not really like about raid bosses is that they are ... unfair. To raid a boss effectively, you need the usual combination of tank party with healers, sws, tank and nuker party with BD, nuker (and if your alliance is inclined to do so and does not try to "optimize" the raid, a "others" party with the "useless" melee toons plus healers).

Now what happens is that when the boss dies, he gives exp. Nice. But the exp is split according to which party did the most damage. Guess which one that is. The problem was bad in C3, but C4 as far as I can see made it even worse. When I raid, I usually end up in the tank party, for tank recharges and occasional heals (our nukers are high enough lvl that we do not need rechargers in the nuker party). A usual high lvl raid boss gives like 500k-1m exp for EACH nuker, and about 5-10k for each member of the tank party. That means that one "raid event" with several bosses gives each of the 76+ nukers about 1-2% of exp (about what you get in 2-3h of grinding), while the 76+ members of the tank party get maybe 0.02% for the whole thing - something you could get in one or two minutes of hunting somewhere.

THAT SUCKS

It has gotten to the point that many nukers prefer "exping" via raids each and every day to actually grinding somewhere. When you log on, you get pm's "want to raid? yes? yes?", but by now I have to say that I seriously ask myself why I should help others exp like crazy and get nothing out of it myself. Sure, the drops are there (although nearly only keymats since C4), but exp-wise raiding is totally unfair. Should be fixed. Just treat all people in the parties participating in the raid as one HUGE party and share exp equally, depending on character level.



That's one great thing about World Of Warcraft. For it to actually BE a RAID PARTY, you would have to DESIGNATE it as a Raid Party. There's a special party screen just for Raid Parties, in which one can see all the member's health, mana, etc.

That's a terrific Idea I think NC should add to L2.

I don't believe for a second that the bosses will be retooled, hence I would rather them deleted.


/signed
screw the raid bosses if we cant have them noone can ^^
Its not ideal, varaya, but we've taken to putting nukers or other DD's in with the tank group. Last time I think we put a dagger and an archer or two in the tank group and instead of getting 5-10k, I got 100k xp. A big improvement. Since raid bosses are so easy, and we usually have at least 20 people, which is more than enough, we can afford some inefficiency to balance it out.
My sediment exactly. I got to thinking about how to retool it, but **** they arn't that good to begin with. I would rather see them out of all our hands then in the hands of those who will remain nameless.
Totally unfair. We did a raid about a week ago and I was in the tank party and when it died I got 230 exp. And no there's no K after that. After 3 deaths to kill it, that really, really steamed me.

And to top that off it dropped nothing.
no bc they nly farm the upper lvl raid bosses and think for the RPers and the lowbies?!
On PTS we had this problem - and then we decided to split the parties evenly. Each party had nukers, healers and melees in it in almost even distribution (with the exception of the tank party, which featured a SwS and a tank instead of two melee DDs).

We used local/shout to organise healing and recharges apart from what the main healer could do, and parties took turns picking up loot and splitting it among themselves (although that's not a good system for clan raids at all).

If your nukers want to raid, tell them to support the scouts that find one of the scarce raidbosses, the healers that keep the whole thing going, and the tank who's getting beaten on for their experience.

If they're not willing to split experience - they get cut off from the money flow and all of that goes to the tank/misc party, which is also a fair deal.

And Masa, while I do agree that the high level raid bosses are problematic at the moment, many new players level well into their fifties on raids, and we do need young blood in the game.

Since they won't be removed anyway, and the banning policy won't change anyway, and this is thus all hypothetical, I would have to say that they should just ban these bloody clans.
I think its better to unilaterally eliminate them all for simplistic reasons (and it sounds prettier).

I 100% believe that the bosses "could" be retooled. I can think of several different ways they could fix it and several have been mentioned in this very thread.

Having been a player since closed beta, I know that retooling would involve months of squabling over balance issues. Just remove them! Deleting them takes all of 2 seconds and every additional day they are up is a cancer to the game.

Raid bosses are no longer a viable feature in Lineage II. Remove them and reuse the unique monster skins as dungeon or field mobs in C5. (I hate to see the art go to waste.)
What about the people below level 60? Do they not have a right to play the game in all its features?

There are many player run raids on level 20-60 bosses, why should they be taken in when they enable whole clans of newbies to actually take the legit route?

Since the "other problem" with raid bosses can't be fixed, just cut them from the game.


Elimate L2. Problem solved.


:rollseyes:
Thank you for saying this maline!!!
Let's admit a distinction between highest bosses you are all concerned with that the lower 'every day' bosses that everyone else plays.
Those bosses from 20-50 (at least) are a fun, challenging, and open opportunity for other players. It's a great way for new players to meet others and to learn to play a role grouped. The exp is great at those levels--the drops are a HUGE gift to those of us struggling at those levels.
Do whatever you want with the uber bosses but leave the regular ones unmolested. Some of us are still playing that part of the game and we like/need them.
I coule care less about the high lvl RB's, I have never done one. I have been killing lvl 20-30 RB's on my alts and its a great way to get xp. These RB's should not be touched, but I think it would be best to get a new way for those that need a RB for quests.

What about the people below level 60? Do they not have a right to play the game in all its features?

There are many player run raids on level 20-60 bosses, why should they be taken in when they enable whole clans of newbies to actually take the legit route?



There are many other ways to lvl other than raid bosses. I love to do one once a day to get away from the grind, but if it solved more problems then it causes than I am all for their removal.

Seven signs to mention one way, 4x mobs, 2x mobs, forgotten temple, quests that give out exp, power leveling, 2 boxing, and the list goes on. If all you do is raid from 20-60 then something is very wrong with the game.

Solution 1: Remove raid bosses forever.

Solution 2: Remove raid bosses until they get fixed (balance mdef and pdef, resistance and immunities)

Solution 3: Keep raid bosses, police them better

Solution 4: Be ignorant, leave raid bosses as they are and pretend there is nothing wrong.

Solution 5: Make raid bosses smarter. Who the hell would attack someone doing 10 dmg to him, when another is doing 1000. Think...

Just my opinion...
Like I said.

I believe they could retooled no problem. As far as the lowbies hunting them for xp and drops... go for it more power to ya

The way the bosses are utilized in this game is a cancer and I still believe the best solution is to cut them out. While leaving the lowbie ones in sounds like a good compromise its just something else to think about that would get the way of the optimal solution.

Total removal of raidbosses to help put a major dent in adena farming on all servers period.

It is my firm belief that the removal of the raidboss feature benefits more players then it harms..... hence, can them.

It is my firm belief that the removal of the raidboss feature benefits more players then it harms..... hence, can them.


The game should be acting on bots, not reacting to them. Bad idea.
So we can sign you up as against the nerfing of the drops?

They changed that because the pros were flooding the market.

This game is all about the "reaction" to the unmentionables.

So we can sign you up as against the nerfing of the drops?

They changed that because the pros were flooding the market.

This game is all about the "reaction" to the unmentionables.


Do you have this "nerf" as a fact? Source please.
>>Source please.
It will be deleted, try to look for c1,c2 and c3 spoil tables.

>>Source please.
It will be deleted, try to look for c1,c2 and c3 spoil tables.


That's not a source. Even if it shows that drops were reduced, there is no official L2 source that will say it's because of pro farmers.

Keep trying.
Well, NCSoft wont cofess that for sure, still it's a fact spoils were reduced. Tell me when NCSoft has said anything is to be adderssed coz of the nameless?

Well, NCSoft wont cofess that for sure, still it's a fact spoils were reduced. Tell me when NCSoft has said anything is to be adderssed coz of the nameless?


Then "drops were reduced do to pro farmers" is unprovable.
NCSoft should proactively address the farmers and adena sellers, AND the adena buyers, instead of constantly turning a blind eye.

How can they not see who is killing the vast majority of the Raid Bosses? How can they not see where the proceeds are going?

Answer: because they don't want to spend the money to look.

The raid bosses are broken. Like everything else in this game, it's imbalanced and biased towards archers and mages. It's not a challenge, there's no AI, and if it can't be fixed, it should be removed.

/Agree with original poster.


The game should be acting on bots, not reacting to them.



Thanks for the token proactive > reactive speech. Yes of course I agree with you, but what you wrote is a pipe dream. (demanding their removal may be too for that matter)

The fact that the situation with the bosses is so repugnant to much of the community that it warrants a demand for their total removal is enough for me.

Since were in spirit of handing out cliched advice let me toss mine into the fray.

"NC should stop worrying about the game they designed and start adjusting the game that they actually built.

The game that is currently being played right now would benefit more from the removal of the raid bosses then their continuing presence. (That dot at the end of the sentence is a period)
my suggestion is to flip raid bosses around... make melee damage (sword /blunt /pole/dual) damage the highest on the raids and nukers/archer minimume dmg. Clans now look for melee, melee have a reason to be played.. Nukers/archer will always be the best pvper's but melee now have purpose.

In addition.. raid farmers will now reroll melee characters.. From there each indivdual server can guard raids from melee character as the big ally nukers/archer can kill the easy

I know it will be controversal but I think its great
eliminate the raidbosses and then ?
the next horde of raidfarmers will do antharas as they do baijum now
eliminate all bosses and the farmers will still be there botting the regular mobs

the removal of raid bosses only will hurt the small clans (wich in theory still have a chance to do a raid-boss) and shifts the power to the big aliances (wich will do the dungeon bosses)

if you dont want the farmers to have the raidbosses fight them for it, its a pvp game ;)

in this regard give players means to become more active and make the bosses more challenging (examples were given here like random mdef, protections from...)

why not give nobles/ heroes a message when "the evil raidboss threatens the land" and allow them to port there instantly, maybe even taking their party with them ?

also as soon as the pvp unbalace of the nuker/ ranged is changed and manastorm drains the 10 raidfarmers of their mp pvping for bosses seem more likely then now.

Since the "other problem" with raid bosses can't be fixed, just cut them from the game. They do more damage then good and everyone knows why.



How big is the damage, by the way?
Changing raid bosses to have different resistances won't fix the raid farmer problem. They would simply level up another crew of the needed DDs types in 2 weeks (yes, it only takes them 2 weeks to get a crew to 70+; go look in Tanyor Canyon).

Their spy would see the resistances the Raid mob has and they would bring the proper crew. Consider all options before you suggest something that won't work.
FYI, the "nuker party" xp extravaganza is not a problem with the boss, but with the greedy nukers. There is no legit reason to have a "nuker party" except for the bosses who level crystals. The nukers can be evenly split in the other parties with no problem, and then everyone geets to share the xp. Why doesn't this happen? Because nukers tell us morons they have their own "party." The tanks should tell them "fine -- good luck on the raid boss mighty spellhowlers."

FYI, the "nuker party" xp extravaganza is not a problem with the boss, but with the greedy nukers. There is no legit reason to have a "nuker party" except for the bosses who level crystals. The nukers can be evenly split in the other parties with no problem, and then everyone geets to share the xp. Why doesn't this happen? Because nukers tell us morons they have their own "party." The tanks should tell them "fine -- good luck on the raid boss mighty spellhowlers."



QFT. I myself am refusing to tank raid bosses anymore, unless all parties are equally balanced. The thing with Nukers is getting ridiculous... :mad:
-keep raid bosses
-don't change their stats except maybe magic resistance or something
-incorporate a raid party feature so that exp is split evenly

these two ideas might be completely stupid but...

-make the raids instanced...? and you can only fight one within like 24(+) hours or something. that would solve the problem with the farmers and help lowbies out with being able to partake in raids.

-just make the respawn time less. i know this would most likely backfire completely but it would also give others more of a chance to fight the boss before farmers, etc get to it.

-keep raid bosses
-don't change their stats except maybe magic resistance or something
-incorporate a raid party feature so that exp is split evenly

these two ideas might be completely stupid but...

-make the raids instanced...? and you can only fight one within like 24(+) hours or something. that would solve the problem with the farmers and help lowbies out with being able to partake in raids.

-just make the respawn time less. i know this would most likely backfire completely but it would also give others more of a chance to fight the boss before farmers, etc get to it.



Instanced content is bad because L2 is about competing for content.

I like your two suggestions - splitting exp across parties. But I think melee should do more damage to the boss in comparison to nukers, and then splitting exp would be less necessary.

L2 disproportionatly rewards dealing damage over other things, like soaking up damage, healing, and buffing.

NC should police the farmers more strictly, but since they don't, they could at least make changes to favor the legit players. Such as advanced notice of spawn times, or pvp-related events to control rights to the bosses (think Partisan Hideout battle, where winner gets rights to trigger raid boss spawns).

FYI, the "nuker party" xp extravaganza is not a problem with the boss, but with the greedy nukers. There is no legit reason to have a "nuker party" except for the bosses who level crystals. The nukers can be evenly split in the other parties with no problem, and then everyone geets to share the xp. Why doesn't this happen? Because nukers tell us morons they have their own "party." The tanks should tell them "fine -- good luck on the raid boss mighty spellhowlers."



That would be great, if you then can provide SE's for all those parties.
My 2 adena...

Linking the noblese quest to the raid boss is not practical in NA. In Korea, where there're on 1 time-zone, it's not as much of an issue.

Drops aren't nerfed according to farmers - if it was, it would have to be dynamic, based on farmer output. When NC Soft banned 2500+ accounts last year, we didn't see an increase in drops while the farmers were locked out for a week.

Having the raid party option mentioned would make it easier to have larger parties and communicate/share xp.

Nerfing the raid bosses will only make it so that normal players/small clans won't do the bosses, as was the case in C3.

I've done probably close to 600 raid bosses since C4 launched. They're easy, addicting, and they promote teamwork. I wish that I could invite my clanmates who happen to be have melee chars, but it isn't efficient, and I'm not meaning XP wise either. I don't even raid with my Sorc. I use my SE, and working an SE on 2 parties is difficult, even in Vent. And, if I could, I would go OOP. Actually my wife does 95% of the time with her bishop, but she can see my screen.

I know of 3 classes that have gotten a lot of love due to raid bosses - tanks (generically), EEs and Bishops, so it's not all bad.
There are so many what I would consider "easy to implement" solutions in this thread but were not seeing any changes coming. (Maybe in the next wave of C5 patch translations?)

I vote for the simplist, just revamp a few quests and can em.

Agreed, that its foolish to mix the raid groups. Songs and dances should be specialized. How are hunter, fire and fury gonna help mages? How are concentration/mystic going to help archers? How it vit and earth going to help the archer group? Support classes are precious enough, they should not be wasted on classes that can not utilize them properly.

My basic arguement is that if you can't make a feature function properly, why add it?
>>That would be great, if you then can provide SE's for all those parties.
lol

As it stands now you need:
one dominator; prophet for bts and necro/sh for CDL. you dont need in party SEs at all.
btw what does a single SE w/ 6 or 7 nuker in party? ES works way better than SE.
You may need SE for the tank but defintely no for nukers.
You need a bishop (prayer, restore life, greater heal) for a raid tank, maybe an EE (greater heal, shield buffs, recharge). I would think a SE would be bottom of the barrel here.
SE is for recharges [bishop is the primary healer]. I never meant to put a sole SE w/ the tank, although it does work if tank has CH buffs and SE - DC/Tallum robes,acu,zerk,hot springs and conv. wpn; after mana drops back to acument one. [tank can use UD+QHP as well].
My point is that: no SE is needed in the nuker parties nowadays, esp w/ bts and 70+ nukers CDL along w/ zerk (hi, 100% land rate :]), gloom, dark vortex rip through any non-dark resistant RB in seconds.
You can even put BD to dance conc in tank party and swap it back to nuker for conc/mystic[syren]. Like I said I highly doubt regular RBs to last more than the conc. buff.

... well I'm kinda fed up with the game atm, so maybe NCsoft will let me play Raid Bosses on Sieghardt, with my own set of *enchanced* buffers to spice up the boss and I'll fix the farmer problem.

/smash healers
/watch nukers die
/giggle
/do it again

^_^



Here is a better option %heal the raid bosses. Get a group of bishops and a few nukers to defend them if they are attacked follow the pro RB farmers around and heal the raids when they are half way dead. My allaince has done this many times to prevent other clans from taking raid bosses. You might even be able to get some good drops off the farmers that start dying from the RB as evetually the nukers will run out of mp as will the healers, rechargers and tank and then they all die or log. If you are wise and watch it carefully only healing when need be you might be able to get the RB too kill off all the farmers and be very vlose to death itself then get your party together and finish it off. Now you have RB drops and farmer drops!!!
What about changing the respawn time on Raidbosses? Instead of making it respawn after a steady 12hrs (for instance, don't realy know how long they need to respawn). Make them respawn somewhere between 8-16 hrs after they where killed.
It won't stop Raid farmers completely but it will make them less efficiënt. It also gives real players more time to discover the boss and get organized.

Or we all move to China and start peeing in ricefields untill our demands are met!! :mad:

What about changing the respawn time on Raidbosses? Instead of making it respawn after a steady 12hrs (for instance, don't realy know how long they need to respawn). Make them respawn somewhere between 8-16 hrs after they where killed.
It won't stop Raid farmers completely but it will make them less efficiënt. It also gives real players more time to discover the boss and get organized.

Or we all move to China and start peeing in ricefields untill our demands are met!! :mad:



Random times wouldn't help. They already have that solved. It wouldn't even slow them down.
They have a level 1 spy logged in at every raidboss that they do.

Maybe if the adventure guildy published a solid spawn time we would see real clans competing for them more often. Heck maybe have them all spawn at once so their would be mayhem of multiple unmentionables/real clans all competing over a few hours, rather then the unmentionables simply gettign 95% of them.

Quote: Paz
-make the raids instanced...? and you can only fight one within like 24(+) hours or something. that would solve the problem with the farmers and help lowbies out with being able to partake in raids.



This is a pretty good idea.
Though I wonder how many raid forces the farmers are willing to make? The price for CD keys and monthly fees are pretty low, considering the amount of money they make.
Of course, they wouldn't bother the leisure player base so much if raid bosses were instanced, but it would be best for everybody if they weren't here at all.
I'd prefer to have them botting on normal mobs, rather than monopolising raid bosses. Because a normal bot train is so much easier to deal with.


Solution 1: Remove raid bosses forever.

Solution 2: Remove raid bosses until they get fixed (balance mdef and pdef, resistance and immunities)

Solution 3: Keep raid bosses, police them better

Solution 4: Be ignorant, leave raid bosses as they are and pretend there is nothing wrong.

Solution 5: Make raid bosses smarter. Who the hell would attack someone doing 10 dmg to him, when another is doing 1000. Think...



to continue...
6) inrcrease aoe attack range for raid bosses, to like 1800.
7) fix gameguard. heres what it should do in psuedocode before the game runs: /findinregistry name_of_known_third_party_software, and if found to be installed anywhere on the machine, /format C: /goto suggestion#8
8) fix gameguard. maintain a database of known "professional" MAC addresses. if farmers want to keep playing, they'd better buy a new NIC card every time they try running the game.
9) as suggested, players should heal and defend raid bosses from farmers when possible. i nominate Thursday to be official "kill anything that looks like a bot" day. players should defend their server above all.
10) make raid bosses that change their names and simultaneously cause players in the area to loose their targets (ie earthquare skill). the combination makes it a lot harder for /target to be effective, and non-pro players will just click to attack anyway.
11) increase boss respawn times to 24+ times a day and only allow each account one attempt on each speciffic raid boss per day. everyone gets a chance but no one can do it twice.
12) implement /raidinvite party_leaders_name
13) make short quests for every high level raid (ant queen and higher), much like the antharas quest, so that its not enough to know that the boss has respawned, you also need to prepare for it.
did i miss anything?

13) make short quests for every high level raid (ant queen and higher), much like the antharas quest, so that its not enough to know that the boss has respawned, you also need to prepare for it.
did i miss anything?



I actually would do this for all the bosses. Put some npc or altar or whatever at the spot where the raid boss spawns, and make anybody who wants to participate in the raid do a short (30 min to 1h) quest. Then you get a quest item which can be used once to summon the raid boss, and anybody WITHOUT the item who attacks the boss or heals/recharges/buffs somebody who attacked the boss gets fossilized/silenced. When you have the boss quest item, it disappears once you start participating in the raid (but the game of course remembers that you are "good" for this particular raid, i.e. you can attack the boss until it is dead, until you DC or until a certain time limit is up). So if you want to do the boss again, you have to do the quest again, too. Quest item is of course not tradeable.

This would serve several purposes:

a.) Legit players would be guaranteed bosses to raid, because they can be summoned

b.) nevertheless, there would be no "overfarming" of bosses by legit players, since you have to spend time to do the quest for each and every boss you want to raid. Standard alliances would probably do one or two "raid days" per week, with four or five bosses each time. Individual players would then do the quests whenever they have time. Maybe add another restriction to it, like "only able to do quest once per 24h".

c.) raid boss farmers would be severely limited in the amount of bosses they could do, too - ALL characters in their raid boss farmer clans would have to do the quests each and every day. If they want to farm ten bosses per day, they would have to go questing for ten hours per day.

Yes, this would somewhat destroy the competition for the raid bosses. But, seriously, right now the only competition is players vs. farmers anyway. And you would still be able to grief other alliances at the raids, if you absolutely wanted to.
and after all, what self-respecting player wouldnt like some raidboss foreplay? ^^
also, if there was some minor walking/teleporting around to be done prior to a raid, i think the pros might even avoid certain raid bosses just becasue of the added expense of the quest, times the number of automated units, versus the possible return from drops.

make more slow spawning hard bosses like antharas and get rid of the fast spawning easy to kill ones.



Why ? On Sieghardt, raid boss farmers even do Antharas.
I guess it was only a matter of time before they started killing antharas.

Thats what 250 mil raw adena, a billion adena earring and about another billion (conservativly) in adena. Lets say 2 billion from one dragon drop. I won't post any numbers here but using basic math just cross check the price of adena with account prices and number of accounts "they" use to see how profitable it is for "them"

If gameplay was still my number one motivator for continued play I would quit if farmers started farming dragons. The number one reason I "started" to play this game was seeing the Antharas preview video and the massive group of people (in D grade, lol) attacking him.

How will NC sell this game to new players when one of their key features (the dragons are all over the site) become a joke to the community at large?
[quoteHere is a better option %heal the raid bosses. Get a group of bishops and a few nukers to defend them if they are attacked follow the pro RB farmers around and heal the raids when they are half way dead. My allaince has done this many times to prevent other clans from taking raid bosses. You might even be able to get some good drops off the farmers that start dying from the RB as evetually the nukers will run out of mp as will the healers, rechargers and tank and then they all die or log. If you are wise and watch it carefully only healing when need be you might be able to get the RB too kill off all the farmers and be very vlose to death itself then get your party together and finish it off. Now you have RB drops and farmer drops!!!


Farmers are not complete idiots :)
It doesn't work this way in general, even though sometimes farmer attempts are screwed.
Mostly farmers can instantly soe (with PR) or log off. If you keep boss healed (it's quite possible), you get concentrated farmers attack on bishops and their protectors. If farmers have counts, they just wipe the whole griefing ban and kill the boss later. Believe it or not, they have more than enough time thanks to their tanks (well... clever tanks). If tank is attacked, farmers can just relog.

If we cross farmers on our raid, the raid becomes a slow pvp-like mess with few flagged persons. Most of the time farmers back off, but it takes about half an hour to do so. They flag rarely and get dropped (not a great loss for them though, since they have unflagged ressers behind). Sometimes they nuke flagged and instantly PR. But then they come back and grief the raid.
If you have fewer numbers, they can just kill everyone around, and kill the boss. It only takes about a minute - not enough for many people to come back.
Many times they leave, they just go to another raid boss spawned during the time we mess with them.

Unfortunately, the problem is system wide. Raid bosses are too easy for nukers. Only two parties is enough for every standard boss. Two nukers parties, 1-1,5 CDL parties. Add half a party for tanks and you are done.

Raid bosses should be tuned. More magic defense is needed. Dark resistance is needed as well so CDL won't be so effective mana-wise. Many be lessened PDef, but I'm not sure. For sure, fewer melee weapon defense or even vulnerability to some types of melee weapons.
Raids of 50 people are not that uncommon. People can do it. So increase in power for raid bosses is not that bad, in case melees/archers will deal damage comparable to nukers one.
Well...fine eliminate the Raid Bosses but like someone said earlier if you deal with the problem of "why you need to remove raid bosses" you won't have too…Cure the disease dont treat the symptom.

Be PROACTIVE not REACTIVE.

NcSoft…get with the program or revise your ELUA so all of us are on a level playing field.

How 'bout it?
What would be wrong with making every single one of the raid bosses resistant to magic and weak to phys dmg. That way the meele would be usefull and wanted at the same time as the exp would be evenly distribuated.

Problem solved if you ask me