Blind Raiding (an observation, no major spoilers) (Destiny)
by Claude Errera , Monday, September 28, 2015, 16:07 (3438 days ago)
So the last(ish) group of DBO folks still on 360 tried a blind raid on Friday; we got to the Warpriest but only played about 3 hours before we lost some of the team. We got back together yesterday, finished that stage, and lost a player due to real life stuff. We couldn't find a 6th; we tried the next encounter with 5, but gave up after a short time because we felt we weren't making enough progress with a smaller group.
I'm not positive we'll actually get to finish the raid blind; several participants can't play again until next weekend, so we lose this checkpoint and start over (which is fine), but the more time that goes on, the bigger the likelihood that SOMEONE will be familiar with the new parts, and the joy of discovery will be lost.
This is more important than I'd given it credit for. I played both VoG and Crota only with fully competent groups; I was told exactly what I was supposed to do in each encounter, the first time through. (This doesn't mean it went smoothly; I wasn't GOOD at either one, the first few times. As an example, we finished off the evening last night running through Crota, twice, once on regular, once on hard, with a group of 4, and had pretty much no trouble at all - that did NOT happen in the early days, even when folks knew what to do. It just means that I didn't ever need to worry about mechanics - I only needed to worry about execution.)
These last two sessions, on King's Fall, have been a blast. Noticing what works and what doesn't, having player 2 build on something player 1 noticed, trying things that MIGHT make sense (at least before you try them) just to see what will happen... I want to apologize to Cody for dismissing his consistent praising of the idea of a blind raid - I thought it wouldn't matter that much, but it does. (It's not just Cody - but Cody has been the most consistent, here, and probably the earliest to publicly push for blind raiding.)
Killing a boss that YOU FIGURED OUT HOW TO KILL is so much more satisfying than killing a boss that someone told you how to kill.
I guess this is just a post to express regret that I'll likely not be able to finish blind. :(
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Blind Raiding (an observation, no major spoilers)
by Blackt1g3r , Login is from an untrusted domain in MN, Monday, September 28, 2015, 16:11 (3438 days ago) @ Claude Errera
Keep in mind that even if some of us know spoilers, we can keep our mouths shut for people who want to go blind. Maybe give out some subtle hints that a blind raider would normally say and leave it to the rest to figure it out.
That said, I personally don't mind not going in blind. I don't feel a particular rush from figuring out how to beat a section and I'd rather the raid didn't take so many hours to do. I end up feeling like Destiny becomes my life instead of just something I'm doing for fun.
I feel the same way
by Oholiab , Monday, September 28, 2015, 17:49 (3438 days ago) @ Blackt1g3r
That said, I personally don't mind not going in blind. I don't feel a particular rush from figuring out how to beat a section and I'd rather the raid didn't take so many hours to do. I end up feeling like Destiny becomes my life instead of just something I'm doing for fun.
I suppose if time and responsibilities were non issues, I would enjoy a blind raid. As it is, I appreciate having guardians on my fireteam who can coach me along. The 360 crew has always been great at not giving away too much, while also patiently explaining mechanics where needed.
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A Taken Captain could help you with that.
by Stuntmutt, Monday, September 28, 2015, 16:15 (3438 days ago) @ Claude Errera
Amirite?
It's not Friday, are you allowed to pun?
by Claude Errera , Monday, September 28, 2015, 16:18 (3438 days ago) @ Stuntmutt
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Blind Raiding (an observation, no major spoilers)
by CruelLEGACEY , Toronto, Monday, September 28, 2015, 16:24 (3438 days ago) @ Claude Errera
Yeah, it does add a layer of satisfaction to the entire thing when you have to figure everything out together. As someone else pointed out in another thread (sorry, I can't remember who said it), it's the difference between just knowing what you are supposed to do and understanding why you need to do it.
Still, I've been able to get similar satisfaction from re-running raids over and over by forcing myself out of my comfort zone. I'll constantly try playing different positions, using different classes and subclasses, etc. I love it when you get to the point where something clicks in your head and you suddenly feel aware of what everyone on your team is doing and why, instead of simply focusing on what is happening right in front of you. A team opperating like that is suddenly able to improvise and shift gears on the fly, which is where the real fun often happens :) Figuring out an encounter kind of forces you into that headspace right off the bat, which is great.
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Blind Raiding (an observation, no major spoilers)
by slycrel , Monday, September 28, 2015, 16:57 (3438 days ago) @ CruelLEGACEY
© 2015, destiny.bungie.org and Slycrel.
All Rights Reserved.
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Blind Raiding (an observation, no major spoilers)
by Kermit , Raleigh, NC, Monday, September 28, 2015, 16:27 (3438 days ago) @ Claude Errera
So the last(ish) group of DBO folks still on 360 tried a blind raid on Friday; we got to the Warpriest but only played about 3 hours before we lost some of the team. We got back together yesterday, finished that stage, and lost a player due to real life stuff. We couldn't find a 6th; we tried the next encounter with 5, but gave up after a short time because we felt we weren't making enough progress with a smaller group.
I'm not positive we'll actually get to finish the raid blind; several participants can't play again until next weekend, so we lose this checkpoint and start over (which is fine), but the more time that goes on, the bigger the likelihood that SOMEONE will be familiar with the new parts, and the joy of discovery will be lost.
This is more important than I'd given it credit for. I played both VoG and Crota only with fully competent groups; I was told exactly what I was supposed to do in each encounter, the first time through. (This doesn't mean it went smoothly; I wasn't GOOD at either one, the first few times. As an example, we finished off the evening last night running through Crota, twice, once on regular, once on hard, with a group of 4, and had pretty much no trouble at all - that did NOT happen in the early days, even when folks knew what to do. It just means that I didn't ever need to worry about mechanics - I only needed to worry about execution.)
These last two sessions, on King's Fall, have been a blast. Noticing what works and what doesn't, having player 2 build on something player 1 noticed, trying things that MIGHT make sense (at least before you try them) just to see what will happen... I want to apologize to Cody for dismissing his consistent praising of the idea of a blind raid - I thought it wouldn't matter that much, but it does. (It's not just Cody - but Cody has been the most consistent, here, and probably the earliest to publicly push for blind raiding.)
Killing a boss that YOU FIGURED OUT HOW TO KILL is so much more satisfying than killing a boss that someone told you how to kill.
I guess this is just a post to express regret that I'll likely not be able to finish blind. :(
I'm so strident about not having my raid spoiled that I feel confident I can be an effective faux non-spoiled player, if needed. (I've played through 3/5ths of the raid as of today.)
Figuring out how raids work on your own is one of the greatest thrills that Destiny has to offer.
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Blind Raiding (an observation, no major spoilers)
by cheapLEY , Monday, September 28, 2015, 17:36 (3438 days ago) @ Kermit
I'm so strident about not having my raid spoiled that I feel confident I can be an effective faux non-spoiled player, if needed. (I've played through 3/5ths of the raid as of today.)
Figuring out how raids work on your own is one of the greatest thrills that Destiny has to offer.
I'm right there with you Kermit. I don't have a 360, so I can't help there, but as far as our group finishing blind on the Xbox One, I'm with you for as long as it takes. It's been so satisfying.
I'm trying to be really mindful of any spoilers at all. When we were fighting that Ogre, I asked Disciple if we seemed to be on the right track, and I was hesitant to even do that because some people might consider even that against the spirit of the thing.
And he led us to that secret chest, which is fine with me. I know I'll never have the time or inclination to really be digging through the raid like that to find them, but if that's something that others in the group really don't want spoiled, we need to make sure everyone respects that too.
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Blind Raiding (an observation, no major spoilers)
by Kermit , Raleigh, NC, Monday, September 28, 2015, 17:55 (3438 days ago) @ cheapLEY
I'm so strident about not having my raid spoiled that I feel confident I can be an effective faux non-spoiled player, if needed. (I've played through 3/5ths of the raid as of today.)
Figuring out how raids work on your own is one of the greatest thrills that Destiny has to offer.
I'm right there with you Kermit. I don't have a 360, so I can't help there, but as far as our group finishing blind on the Xbox One, I'm with you for as long as it takes. It's been so satisfying.I'm trying to be really mindful of any spoilers at all. When we were fighting that Ogre, I asked Disciple if we seemed to be on the right track, and I was hesitant to even do that because some people might consider even that against the spirit of the thing.
And he led us to that secret chest, which is fine with me. I know I'll never have the time or inclination to really be digging through the raid like that to find them, but if that's something that others in the group really don't want spoiled, we need to make sure everyone respects that too.
For the first time, we'll be only two-thirds blind tonight, but I've asked the "spoiled" guys to allow us to figure things out.
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Blind Raiding (an observation, no major spoilers)
by Speedracer513 , Dallas, Texas, Monday, September 28, 2015, 18:25 (3438 days ago) @ Kermit
For the first time, we'll be only two-thirds blind tonight, but I've asked the "spoiled" guys to allow us to figure things out.
To be fair, we haven't yet succeeded in beating the encounter your group is on - but yes, we have figured it out. Don't worry, we'll stay quiet!
Also, I don't know about the rest of the team (and I'm sure this depends on other factors we'll have to play by ear) - but if Kermit is the only one that has a hard-stop time at 11 EST, Chewbaccawakka said he can probably jump in to keep going (or maybe Disciple, who is currently signed up as a tentative...)
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Blind Raiding (an observation, no major spoilers)
by Cody Miller , Music of the Spheres - Never Forgot, Monday, September 28, 2015, 18:40 (3438 days ago) @ Speedracer513
We miss you on PS4.
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+2
by dogcow , Hiding from Bob, in the vent core., Monday, September 28, 2015, 18:47 (3438 days ago) @ Cody Miller
Come back. You know you want to.
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+4. Kermit too.
by someotherguy, Hertfordshire, England, Monday, September 28, 2015, 18:51 (3438 days ago) @ Cody Miller
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The Deeply Flawed Raiders will return!
by Kermit , Raleigh, NC, Monday, September 28, 2015, 18:58 (3438 days ago) @ someotherguy
It may have to be reimagined, though. This raid is a beast!
I can't wait *sp*
by someotherguy, Hertfordshire, England, Monday, September 28, 2015, 19:06 (3438 days ago) @ Kermit
The Deeply Flawed Jumping Puzzle seems like a good first choice.
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He's ours now!
by bluerunner , Music City, Monday, September 28, 2015, 18:59 (3438 days ago) @ Cody Miller
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Give him back! We'll let you keep Korny!
by CruelLEGACEY , Toronto, Monday, September 28, 2015, 19:02 (3438 days ago) @ bluerunner
;p
Love ya, Nando <3
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Give him back! We'll let you keep Korny!
by Korny , Dalton, Ga. US. Earth, Sol System, Monday, September 28, 2015, 20:36 (3438 days ago) @ CruelLEGACEY
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Blind Raiding (an observation, no major spoilers)
by Speedracer513 , Dallas, Texas, Monday, September 28, 2015, 20:55 (3438 days ago) @ Cody Miller
We miss you on PS4.
Wow, I'm overwhelmed by you all saying that!
Don't worry, I'll be back on PS4 soon. I actually played on there for several hours last Saturday so I can get raid-ready within the next week or so.
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Blind Raiding (an observation, no major spoilers)
by Kermit , Raleigh, NC, Monday, September 28, 2015, 19:00 (3438 days ago) @ Speedracer513
For the first time, we'll be only two-thirds blind tonight, but I've asked the "spoiled" guys to allow us to figure things out.
To be fair, we haven't yet succeeded in beating the encounter your group is on - but yes, we have figured it out. Don't worry, we'll stay quiet!Also, I don't know about the rest of the team (and I'm sure this depends on other factors we'll have to play by ear) - but if Kermit is the only one that has a hard-stop time at 11 EST, Chewbaccawakka said he can probably jump in to keep going (or maybe Disciple, who is currently signed up as a tentative...)
Since cheapLEY is now tentative, I've sent feelers out to Chewbaccawacca and Disciple. BTW, my hard-stop is not 11, it's 12, and that might be more flexible than I realized (my meeting has been cancelled.)
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Blind Raiding (an observation, no major spoilers)
by cheapLEY , Monday, September 28, 2015, 22:01 (3438 days ago) @ Kermit
Since cheapLEY is now tentative, I've sent feelers out to Chewbaccawacca and Disciple. BTW, my hard-stop is not 11, it's 12, and that might be more flexible than I realized (my meeting has been cancelled.)
Yeah, sorry about that. I'm just trying to make sure my schedule is clear for the rest of the week so we can knock it out after the reset.
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Blind Raiding (an observation, no major spoilers)
by Cody Miller , Music of the Spheres - Never Forgot, Monday, September 28, 2015, 16:44 (3438 days ago) @ Claude Errera
I am glad you got to figure it all out, but I am also glad Bungie helped in enabling this for a larger group of people by eliminating the grind to get to raiding level.
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Blind Raiding (an observation, no major spoilers)
by Kahzgul, Monday, September 28, 2015, 16:52 (3438 days ago) @ Claude Errera
I went in blind to the raid and found the following:
I'm spoilering each step, so don't mouse over the next one unless you want to read about it. I don't discuss the actual mechanics of the fights, but people may not want to know how easy or hard I found each one to be, as that may tip them off when doing it themselves.
Opening the door and the first encounter were totally intuitive to figure out and were really fun to do blind.
The second encounter (the one in your spoilers) is mostly intuitive, but has 1 element that my team was never going to discover on our own. We're playing with a "1 night then spoiler" rule, so each night if we had at least 2 hours on a boss fight and didn't get it, we read the strat online. We were not going to figure out that 2nd encounter's little trick any time soon (though we may have cleared it anyway, since our DPS was so damn good). That being said, we did figure out every other aspect of the fight, so we were damn close.
The third encounter we had properly identified all of the elements, but completely failed to recognize the phase transitions of the fight. I guarantee we would never have gotten it without spoilers because we made some very broad assumptions that our approach simply would never have disproven. Having a good strat for this fight trivializes it, so I recommend banging your head against it blind for longer than you normally would.
The fourth encounter was the easiest for us by far and we figured it out and beat it in only 3 attempts.
The last encounter is utter horseshit and we never in a million, billion, trillion years would have figured it out without looking up the strat. There's one element where we actually thought the game was bugging out on us because the mechanic at play is so incredibly subtle. It's also a stupid fight where one errant button press from any single player completely wipes the attempt. And it's a 20 minute fight. Serious F that fight. Even fully spoiled we've only gotten more than 75% of the boss' health down once in 8 hours of attempts.
IMO the last encounter is the least fun part of TTK by a large margin. Any fight with a one-shot wipe and no opportunity to recover from someone's mistake or to save the day when something bad happens is a shitty fight as far as I'm concerned.
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Blind Raiding *SP*
by dogcow , Hiding from Bob, in the vent core., Monday, September 28, 2015, 17:29 (3438 days ago) @ Kahzgul
The last encounter is utter horseshit and we never in a million, billion, trillion years would have figured it out without looking up the strat. There's one element where we actually thought the game was bugging out on us because the mechanic at play is so incredibly subtle. It's also a stupid fight where one errant button press from any single player completely wipes the attempt. And it's a 20 minute fight. Serious F that fight. Even fully spoiled we've only gotten more than 75% of the boss' health down once in 8 hours of attempts.
Are you DPSing Oryx in the chest while the other 4 guardians run to detonate the tainted light? Oryx takes more damage from the detonations if you shoot him in the chest to keep it wide open.
We were missing that aspect of that fight for a while.
The last encounter is utter horseshit and we never in a million, billion, trillion years would have figured it out without looking up the strat. There's one element where we actually thought the game was bugging out on us because the mechanic at play is so incredibly subtle. It's also a stupid fight where one errant button press from any single player completely wipes the attempt. And it's a 20 minute fight. Serious F that fight. Even fully spoiled we've only gotten more than 75% of the boss' health down once in 8 hours of attempts.
Are you DPSing Oryx in the chest while the other 4 guardians run to detonate the tainted light? Oryx takes more damage from the detonations if you shoot him in the chest to keep it wide open.We were missing that aspect of that fight for a while.
That was certainly one of the many things we didn't get. I'm more annoyed that if just one person is a half second late to get on their platform, you wipe. One person jumps accidentally, you wipe. One person misses a jump, you wipe. One person gets too close to a black ball, you wipe... etc etc.. There seem to be 40 different wipe conditions, all of which are very simple mistakes and none of which can be recovered from.
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Blind Raiding (an observation, no major spoilers)
by cheapLEY , Monday, September 28, 2015, 17:46 (3438 days ago) @ Kahzgul
The second encounter (the one in your spoilers) is mostly intuitive, but has 1 element that my team was never going to discover on our own. We're playing with a "1 night then spoiler" rule, so each night if we had at least 2 hours on a boss fight and didn't get it, we read the strat online. We were not going to figure out that 2nd encounter's little trick any time soon (though we may have cleared it anyway, since our DPS was so damn good). That being said, we did figure out every other aspect of the fight, so we were damn close.
Can you elaborate one what you were missing? Just out of curiosity? I think our group figured out this encounter relatively quickly and easily. We just couldn't execute and do enough DPS before we ran out of available damage dealing rounds.
The third encounter we had properly identified all of the elements, but completely failed to recognize the phase transitions of the fight. I guarantee we would never have gotten it without spoilers because we made some very broad assumptions that our approach simply would never have disproven. Having a good strat for this fight trivializes it, so I recommend banging your head against it blind for longer than you normally would.
Again, we figured this out relatively quickly (I think), but we were missing a key step in how the adds spawn in. We just weren't killing them all before we started burning the ogre, which, looking back, seems really stupid. Why wouldn't we at least try it before just jumping in after the big guy?. We finally figured that out on night 2 of that encounter, though. You're right, in that finding a workable strategy changes the fight from "Seriously, fuck this!" to "Holy shit, that was it?" pretty quickly.
Can't wait to figure out the next one!
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Blind Raiding (an observation, no major spoilers)
by Kahzgul, Monday, September 28, 2015, 18:24 (3438 days ago) @ cheapLEY
The second encounter (the one in your spoilers) is mostly intuitive, but has 1 element that my team was never going to discover on our own. We're playing with a "1 night then spoiler" rule, so each night if we had at least 2 hours on a boss fight and didn't get it, we read the strat online. We were not going to figure out that 2nd encounter's little trick any time soon (though we may have cleared it anyway, since our DPS was so damn good). That being said, we did figure out every other aspect of the fight, so we were damn close.
Can you elaborate one what you were missing? Just out of curiosity? I think our group figured out this encounter relatively quickly and easily. We just couldn't execute and do enough DPS before we ran out of available damage dealing rounds.
When you get the red aura, the person with the aura on him can kill adds to reset the countdown timer. When the last add dies, the next phase of the fight begins, so if you time it out well, you can do about 40% of the boss' health in each red aura phase. We had just been chain dying/ressing (and still almost killed him) until we read that nugget.
The third encounter we had properly identified all of the elements, but completely failed to recognize the phase transitions of the fight. I guarantee we would never have gotten it without spoilers because we made some very broad assumptions that our approach simply would never have disproven. Having a good strat for this fight trivializes it, so I recommend banging your head against it blind for longer than you normally would.
Again, we figured this out relatively quickly (I think), but we were missing a key step in how the adds spawn in. We just weren't killing them all before we started burning the ogre, which, looking back, seems really stupid. Why wouldn't we at least try it before just jumping in after the big guy?. We finally figured that out on night 2 of that encounter, though. You're right, in that finding a workable strategy changes the fight from "Seriously, fuck this!" to "Holy shit, that was it?" pretty quickly.
That's the exact problem my group had. We started the fight paying attention to the giant crab-backed ogre instead of just plain ignoring him until the other adds were dead. I don't think we would have gotten that one for a very long time. Once we got it we were like, "oh, okay. This is actually really easy."
Can't wait to figure out the next one!
Good luck - the next fight is pretty fun.
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Which part?
by Blackt1g3r , Login is from an untrusted domain in MN, Monday, September 28, 2015, 18:03 (3438 days ago) @ Kahzgul
The second encounter (the one in your spoilers) is mostly intuitive, but has 1 element that my team was never going to discover on our own. We're playing with a "1 night then spoiler" rule, so each night if we had at least 2 hours on a boss fight and didn't get it, we read the strat online. We were not going to figure out that 2nd encounter's little trick any time soon (though we may have cleared it anyway, since our DPS was so damn good). That being said, we did figure out every other aspect of the fight, so we were damn close.
I'm curious which part you think your team would not have figured out? (MAJOR SPOILERS BELOW v)
It took us several tries before one of us noticed that the back of the runes would light up to tell you the order, but even without knowing that you could pretty easily work out a system to guess the correct order. For a long time we also thought that you just needed to hide from the light to survive the oculus but that obviously didn't work. Eventually we realized that the pillars were protecting us and that's why they dissapear. The final key for us was realizing which player was going to get the red bubble. Once we knew that it was just a matter of working hard to get our DPS up and not die stupidly. :P
The second encounter (the one in your spoilers) is mostly intuitive, but has 1 element that my team was never going to discover on our own. We're playing with a "1 night then spoiler" rule, so each night if we had at least 2 hours on a boss fight and didn't get it, we read the strat online. We were not going to figure out that 2nd encounter's little trick any time soon (though we may have cleared it anyway, since our DPS was so damn good). That being said, we did figure out every other aspect of the fight, so we were damn close.
I'm curious which part you think your team would not have figured out? (MAJOR SPOILERS BELOW v)
It took us several tries before one of us noticed that the back of the runes would light up to tell you the order, but even without knowing that you could pretty easily work out a system to guess the correct order. For a long time we also thought that you just needed to hide from the light to survive the oculus but that obviously didn't work. Eventually we realized that the pillars were protecting us and that's why they dissapear. The final key for us was realizing which player was going to get the red bubble. Once we knew that it was just a matter of working hard to get our DPS up and not die stupidly. :P
The thing we missed was that the player with the red bubble could reset the countdown timer by killing adds. Prior to learning that, we were just chaining deaths and resses as we all focused the boss.
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Which part?
by Cody Miller , Music of the Spheres - Never Forgot, Monday, September 28, 2015, 18:42 (3438 days ago) @ Kahzgul
The second encounter (the one in your spoilers) is mostly intuitive, but has 1 element that my team was never going to discover on our own. We're playing with a "1 night then spoiler" rule, so each night if we had at least 2 hours on a boss fight and didn't get it, we read the strat online. We were not going to figure out that 2nd encounter's little trick any time soon (though we may have cleared it anyway, since our DPS was so damn good). That being said, we did figure out every other aspect of the fight, so we were damn close.
I'm curious which part you think your team would not have figured out? (MAJOR SPOILERS BELOW v)
It took us several tries before one of us noticed that the back of the runes would light up to tell you the order, but even without knowing that you could pretty easily work out a system to guess the correct order. For a long time we also thought that you just needed to hide from the light to survive the oculus but that obviously didn't work. Eventually we realized that the pillars were protecting us and that's why they dissapear. The final key for us was realizing which player was going to get the red bubble. Once we knew that it was just a matter of working hard to get our DPS up and not die stupidly. :P
The thing we missed was that the player with the red bubble could reset the countdown timer by killing adds. Prior to learning that, we were just chaining deaths and resses as we all focused the boss.
The score screen gave that away for us :-)
The second encounter (the one in your spoilers) is mostly intuitive, but has 1 element that my team was never going to discover on our own. We're playing with a "1 night then spoiler" rule, so each night if we had at least 2 hours on a boss fight and didn't get it, we read the strat online. We were not going to figure out that 2nd encounter's little trick any time soon (though we may have cleared it anyway, since our DPS was so damn good). That being said, we did figure out every other aspect of the fight, so we were damn close.
I'm curious which part you think your team would not have figured out? (MAJOR SPOILERS BELOW v)
It took us several tries before one of us noticed that the back of the runes would light up to tell you the order, but even without knowing that you could pretty easily work out a system to guess the correct order. For a long time we also thought that you just needed to hide from the light to survive the oculus but that obviously didn't work. Eventually we realized that the pillars were protecting us and that's why they dissapear. The final key for us was realizing which player was going to get the red bubble. Once we knew that it was just a matter of working hard to get our DPS up and not die stupidly. :P
The thing we missed was that the player with the red bubble could reset the countdown timer by killing adds. Prior to learning that, we were just chaining deaths and resses as we all focused the boss.
The score screen gave that away for us :-)
What did it say? I don't recall the clue.
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Which part?
by Cody Miller , Music of the Spheres - Never Forgot, Monday, September 28, 2015, 19:04 (3438 days ago) @ Kahzgul
The second encounter (the one in your spoilers) is mostly intuitive, but has 1 element that my team was never going to discover on our own. We're playing with a "1 night then spoiler" rule, so each night if we had at least 2 hours on a boss fight and didn't get it, we read the strat online. We were not going to figure out that 2nd encounter's little trick any time soon (though we may have cleared it anyway, since our DPS was so damn good). That being said, we did figure out every other aspect of the fight, so we were damn close.
I'm curious which part you think your team would not have figured out? (MAJOR SPOILERS BELOW v)
It took us several tries before one of us noticed that the back of the runes would light up to tell you the order, but even without knowing that you could pretty easily work out a system to guess the correct order. For a long time we also thought that you just needed to hide from the light to survive the oculus but that obviously didn't work. Eventually we realized that the pillars were protecting us and that's why they dissapear. The final key for us was realizing which player was going to get the red bubble. Once we knew that it was just a matter of working hard to get our DPS up and not die stupidly. :P
The thing we missed was that the player with the red bubble could reset the countdown timer by killing adds. Prior to learning that, we were just chaining deaths and resses as we all focused the boss.
The score screen gave that away for us :-)
What did it say? I don't recall the clue.
It tracked kills while you have the buff. Once we saw that, we knew those were somehow pivotal. We then noticed almost immediately what it did.
The second encounter (the one in your spoilers) is mostly intuitive, but has 1 element that my team was never going to discover on our own. We're playing with a "1 night then spoiler" rule, so each night if we had at least 2 hours on a boss fight and didn't get it, we read the strat online. We were not going to figure out that 2nd encounter's little trick any time soon (though we may have cleared it anyway, since our DPS was so damn good). That being said, we did figure out every other aspect of the fight, so we were damn close.
I'm curious which part you think your team would not have figured out? (MAJOR SPOILERS BELOW v)
It took us several tries before one of us noticed that the back of the runes would light up to tell you the order, but even without knowing that you could pretty easily work out a system to guess the correct order. For a long time we also thought that you just needed to hide from the light to survive the oculus but that obviously didn't work. Eventually we realized that the pillars were protecting us and that's why they dissapear. The final key for us was realizing which player was going to get the red bubble. Once we knew that it was just a matter of working hard to get our DPS up and not die stupidly. :P
The thing we missed was that the player with the red bubble could reset the countdown timer by killing adds. Prior to learning that, we were just chaining deaths and resses as we all focused the boss.
The score screen gave that away for us :-)
What did it say? I don't recall the clue.
It tracked kills while you have the buff. Once we saw that, we knew those were somehow pivotal. We then noticed almost immediately what it did.
I am embarrassed that we missed that!
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Which part?
by Blackt1g3r , Login is from an untrusted domain in MN, Monday, September 28, 2015, 19:27 (3438 days ago) @ Kahzgul
Ah, I forgot about that part as well. I didn't have to deal with it though as I was calling out the order and focusing on DPS.
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About the boss fight...
by CruelLEGACEY , Toronto, Monday, September 28, 2015, 18:04 (3438 days ago) @ Kahzgul
The last encounter is utter horseshit and we never in a million, billion, trillion years would have figured it out without looking up the strat. There's one element where we actually thought the game was bugging out on us because the mechanic at play is so incredibly subtle.
Yeah, there are a few nuances that are really easy to miss. My group dismissed the idea of shooting Oryx in the chest as he charges up his insta-kill blast because we'd tried it so many times and it never appeared to do anything. Turns out we just weren't quite hitting him hard enough. We looked at a guide after about an hour of struggling, which confirmed that we'd been doing 90% of it correctly. We were just missing a couple tiny details.
It's also a stupid fight where one errant button press from any single player completely wipes the attempt. And it's a 20 minute fight. Serious F that fight. Even fully spoiled we've only gotten more than 75% of the boss' health down once in 8 hours of attempts.
IMO the last encounter is the least fun part of TTK by a large margin. Any fight with a one-shot wipe and no opportunity to recover from someone's mistake or to save the day when something bad happens is a shitty fight as far as I'm concerned.
Ok, I think you might be going a little overboard here :)
First of all, it's a 10 minute fight. About average, as far as Raid boss encounters go.
2nd of all, you have plenty of margin for error most of the time. There are just a few key spots where everyone needs to be perfect. My group has beaten him twice, and both times we suffered multiple deaths through our successful runs. We often had people die while detonating their bombs, or our roamer would get crushed while fighting the ogres, or someone would get swarmed while in the other dimension. In all of these cases, we were able to press on, get the revive, and make it through.
There are of course certain parts of the battle that need to be done properly with little margin for error, but I think Bungie hit a good balance: demanding enough to feel rewarding, but with enough room to breath to feel doable.
Crota was far worse, IMO because success often relied on lack of bugs ruining things for you. Your team could do everything right and still fail because of broken encounter mechanics.
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About the boss fight...
by Kahzgul, Monday, September 28, 2015, 18:28 (3438 days ago) @ CruelLEGACEY
The last encounter is utter horseshit and we never in a million, billion, trillion years would have figured it out without looking up the strat. There's one element where we actually thought the game was bugging out on us because the mechanic at play is so incredibly subtle.
Yeah, there are a few nuances that are really easy to miss. My group dismissed the idea of shooting Oryx in the chest as he charges up his insta-kill blast because we'd tried it so many times and it never appeared to do anything. Turns out we just weren't quite hitting him hard enough. We looked at a guide after about an hour of struggling, which confirmed that we'd been doing 90% of it correctly. We were just missing a couple tiny details.
It's also a stupid fight where one errant button press from any single player completely wipes the attempt. And it's a 20 minute fight. Serious F that fight. Even fully spoiled we've only gotten more than 75% of the boss' health down once in 8 hours of attempts.
IMO the last encounter is the least fun part of TTK by a large margin. Any fight with a one-shot wipe and no opportunity to recover from someone's mistake or to save the day when something bad happens is a shitty fight as far as I'm concerned.
Ok, I think you might be going a little overboard here :)First of all, it's a 10 minute fight. About average, as far as Raid boss encounters go.
2nd of all, you have plenty of margin for error most of the time. There are just a few key spots where everyone needs to be perfect. My group has beaten him twice, and both times we suffered multiple deaths through our successful runs. We often had people die while detonating their bombs, or our roamer would get crushed while fighting the ogres, or someone would get swarmed while in the other dimension. In all of these cases, we were able to press on, get the revive, and make it through.
There are of course certain parts of the battle that need to be done properly with little margin for error, but I think Bungie hit a good balance: demanding enough to feel rewarding, but with enough room to breath to feel doable.
Crota was far worse, IMO because success often relied on lack of bugs ruining things for you. Your team could do everything right and still fail because of broken encounter mechanics.
Crota and Aetheon were definitely the bugs beating you rather than the boss. Agreed!
When I say 1 little button press, I mean someone accidentally jumping while on a pressure plate tower, or missing their jump up to one. I'd say only 1 in 7 attempts do we even get the relic because people aren't good at standing still and killing ogres. The fact that there's literally no margin for error in that initial setup is brutal since you have to do that exact thing 4 times over the course of the fight.
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About the boss fight...
by dogcow , Hiding from Bob, in the vent core., Monday, September 28, 2015, 18:35 (3438 days ago) @ Kahzgul
When I say 1 little button press, I mean someone accidentally jumping while on a pressure plate tower, or missing their jump up to one. I'd say only 1 in 7 attempts do we even get the relic because people aren't good at standing still and killing ogres. The fact that there's literally no margin for error in that initial setup is brutal since you have to do that exact thing 4 times over the course of the fight.
Did you know that you only need 3 people to jump on the plates? The plate under the relic does not need to be activated, this allows you to have 2 roamers to help the 3 on the plates with their ogres (although there are still 4 ogres).
But yeah, jumping on the plates in the wrong order is bad and easy to get wrong. Fortunately it's mostly a communication problem and not a skill problem. It would be nice if it were a little easier to "reset" than having everyone start over. I suspect there's an easier way than a full reset, I just don't know what it is yet.
When I say 1 little button press, I mean someone accidentally jumping while on a pressure plate tower, or missing their jump up to one. I'd say only 1 in 7 attempts do we even get the relic because people aren't good at standing still and killing ogres. The fact that there's literally no margin for error in that initial setup is brutal since you have to do that exact thing 4 times over the course of the fight.
Did you know that you only need 3 people to jump on the plates? The plate under the relic does not need to be activated, this allows you to have 2 roamers to help the 3 on the plates with their ogres (although there are still 4 ogres).
Yes, and it was awesome when we figured that out!
But yeah, jumping on the plates in the wrong order is bad and easy to get wrong. Fortunately it's mostly a communication problem and not a skill problem. It would be nice if it were a little easier to "reset" than having everyone start over. I suspect there's an easier way than a full reset, I just don't know what it is yet.
Yeah, it's a really simple thing that two of the guys I raid with are friggin' terrible at. Amazingly terrible. Horribly incredibly stupendously terrible. It boggles my mind, actually. Neither of these guys have ever raided before and they don't understand that they need to do X when Y every single time no matter what else is going on. Oryx is just especially unforgiving of their mistakes, and because any mistake = wipe, those of us who get it don't even have an opportunity to pick up the slack. And then there's annoying random stuff like, "oh, I jumped too high and the spaceship clipped my head and now I'm dead." or "the ogre freaked out and charged the middle so you can't walk on the road now" or "The aura decided not to protect me anymore even though I'm well inside of it."
Note that using my sniper always staggers the ogre. So if they start to go off-route hit them with a couple rounds and keep going. I found that a mix between my HMG, sniper, and primary was the way to go here. If I was soloing the ogre or need to speed kill it I'd go sniper. HMG when 2-manning it. Primary with 3+. The last ogre is the hardest because almost always everyone is moving to the stolen health bubble before it's down.
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About the boss fight...
by dogcow , Hiding from Bob, in the vent core., Monday, September 28, 2015, 18:53 (3438 days ago) @ slycrel
Note that using my sniper always staggers the ogre. So if they start to go off-route hit them with a couple rounds and keep going. I found that a mix between my HMG, sniper, and primary was the way to go here. If I was soloing the ogre or need to speed kill it I'd go sniper. HMG when 2-manning it. Primary with 3+. The last ogre is the hardest because almost always everyone is moving to the stolen health bubble before it's down.
I noticed the Ogres would charge forward if Cody or one of the floaters drew their aggro. To combat this I would use my grenade to hit it and them HMG it down, then I'd pull out my sniper to stagger Cody's. It was tricky to off my ogre the first time we did it because I had crappy weapons & was at a low light.
About the boss fight...
by someotherguy, Hertfordshire, England, Monday, September 28, 2015, 18:50 (3438 days ago) @ Kahzgul
Okay, sounds like I wasn't being that much of an ass. We've identified the same problem.
It may help to have a numbering system, or to have your jumper call out to each of them when it's the appropriate time to jump on the plate. Miscommunication and lack of understanding are seriously the hardest parts of the encounter, so having a sinplified sustem where people just do as they're told really helps
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About the boss fight...
by dogcow , Hiding from Bob, in the vent core., Monday, September 28, 2015, 18:57 (3438 days ago) @ Kahzgul
Yeah, it's a really simple thing that two of the guys I raid with are friggin' terrible at. Amazingly terrible. Horribly incredibly stupendously terrible. It boggles my mind, actually. Neither of these guys have ever raided before and they don't understand that they need to do X when Y every single time no matter what else is going on. Oryx is just especially unforgiving of their mistakes, and because any mistake = wipe, those of us who get it don't even have an opportunity to pick up the slack. And then there's annoying random stuff like, "oh, I jumped too high and the spaceship clipped my head and now I'm dead." or "the ogre freaked out and charged the middle so you can't walk on the road now" or "The aura decided not to protect me anymore even though I'm well inside of it."
I've mistakenly jumped up on mine before when I was confused at which point we were at. It feels great to be the cause of your teams wipe. :) We settled on calling out numbers "1, 2, 3" with 1 being the first plate, but the problem with this is if someone doesn't know which plate the relic is over they won't know who the numbers go with. I found it most helpful when someone (a floater?) would call out who was next.
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About the boss fight...
by DiscipleN2k , Edmond, OK, Monday, September 28, 2015, 19:59 (3438 days ago) @ dogcow
We settled on calling out numbers "1, 2, 3" with 1 being the first plate, but the problem with this is if someone doesn't know which plate the relic is over they won't know who the numbers go with. I found it most helpful when someone (a floater?) would call out who was next.
We just went with L1, L2, R1, & R2. Whoever was jumping up behind the relic guy would call out when they landed on their plate and we'd hop up and call out our plates in turn as we went around the rotation.
-Disciple
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About the boss fight...
by CruelLEGACEY , Toronto, Monday, September 28, 2015, 18:42 (3438 days ago) @ Kahzgul
First of all, it's a 10 minute fight. About average, as far as Raid boss encounters go.
2nd of all, you have plenty of margin for error most of the time. There are just a few key spots where everyone needs to be perfect. My group has beaten him twice, and both times we suffered multiple deaths through our successful runs. We often had people die while detonating their bombs, or our roamer would get crushed while fighting the ogres, or someone would get swarmed while in the other dimension. In all of these cases, we were able to press on, get the revive, and make it through.
There are of course certain parts of the battle that need to be done properly with little margin for error, but I think Bungie hit a good balance: demanding enough to feel rewarding, but with enough room to breath to feel doable.
Crota was far worse, IMO because success often relied on lack of bugs ruining things for you. Your team could do everything right and still fail because of broken encounter mechanics.
Crota and Aetheon were definitely the bugs beating you rather than the boss. Agreed!When I say 1 little button press, I mean someone accidentally jumping while on a pressure plate tower, or missing their jump up to one. I'd say only 1 in 7 attempts do we even get the relic because people aren't good at standing still and killing ogres. The fact that there's literally no margin for error in that initial setup is brutal since you have to do that exact thing 4 times over the course of the fight.
I agree that there is very little margin for error during that sequence, but I'd add that once you get the hang of it, it's fairly straight forward. I'd say the most challenging aspect (depending on the player) is the relic runner making the jumps around the room.
You might already know this stuff, but there are a few things our group found helpful:
The obvious setup is to have 1 player assigned to each plate. With another player assigned as the relic runner, that leaves 1 final player left over. We would call this player "the floater". The floater's job would be to move around and help take out Ogres as they spawn. After staggering Oryx, the floater would remain in the relic holder's bubble and focus on keeping Oryx's chest open while the other 4 players go detonate their bombs. The floater is also in charge of replacing one of the other 4 players in their role if they die at any point.
Now here's a more subtle trick. When the relic spawns, you need to activate the plates in the correct order, starting with the plate immediately counter-clockwise to the relic's position. The catch is that you only actually need to activate the first 3 plates... the final plate (the one located directly below the relic) does not need anyone to stand on it. What this means is you actually can have 2 floaters moving around, helping take out Ogres and adds, until it is time to detonate the bombs (when the 2nd floater will need to resume their regular duties).
Once we stumbled on to this, dealing with the ogres became much easier. Since the Ogres spawn in the same order that you activate the plates, the floaters can rotate around the room and help kill the ogres in no time. They are tough, but they crumble quickly under simultaneous fire from 3 or 4 guardians :)
Hope that helps!
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About the boss fight...
by Kahzgul, Monday, September 28, 2015, 19:12 (3438 days ago) @ CruelLEGACEY
First of all, it's a 10 minute fight. About average, as far as Raid boss encounters go.
2nd of all, you have plenty of margin for error most of the time. There are just a few key spots where everyone needs to be perfect. My group has beaten him twice, and both times we suffered multiple deaths through our successful runs. We often had people die while detonating their bombs, or our roamer would get crushed while fighting the ogres, or someone would get swarmed while in the other dimension. In all of these cases, we were able to press on, get the revive, and make it through.
There are of course certain parts of the battle that need to be done properly with little margin for error, but I think Bungie hit a good balance: demanding enough to feel rewarding, but with enough room to breath to feel doable.
Crota was far worse, IMO because success often relied on lack of bugs ruining things for you. Your team could do everything right and still fail because of broken encounter mechanics.
Crota and Aetheon were definitely the bugs beating you rather than the boss. Agreed!When I say 1 little button press, I mean someone accidentally jumping while on a pressure plate tower, or missing their jump up to one. I'd say only 1 in 7 attempts do we even get the relic because people aren't good at standing still and killing ogres. The fact that there's literally no margin for error in that initial setup is brutal since you have to do that exact thing 4 times over the course of the fight.
I agree that there is very little margin for error during that sequence, but I'd add that once you get the hang of it, it's fairly straight forward. I'd say the most challenging aspect (depending on the player) is the relic runner making the jumps around the room.You might already know this stuff, but there are a few things our group found helpful:
The obvious setup is to have 1 player assigned to each plate. With another player assigned as the relic runner, that leaves 1 final player left over. We would call this player "the floater". The floater's job would be to move around and help take out Ogres as they spawn. After staggering Oryx, the floater would remain in the relic holder's bubble and focus on keeping Oryx's chest open while the other 4 players go detonate their bombs. The floater is also in charge of replacing one of the other 4 players in their role if they die at any point.
Now here's a more subtle trick. When the relic spawns, you need to activate the plates in the correct order, starting with the plate immediately counter-clockwise to the relic's position. The catch is that you only actually need to activate the first 3 plates... the final plate (the one located directly below the relic) does not need anyone to stand on it. What this means is you actually can have 2 floaters moving around, helping take out Ogres and adds, until it is time to detonate the bombs (when the 2nd floater will need to resume their regular duties).
Once we stumbled on to this, dealing with the ogres became much easier. Since the Ogres spawn in the same order that you activate the plates, the floaters can rotate around the room and help kill the ogres in no time. They are tough, but they crumble quickly under simultaneous fire from 3 or 4 guardians :)
Hope that helps!
All stuff we know, but thank you anyway. Our major trouble is that two of our guys are super noobies who have never raided before (in this or any game) and the concept of "you must do X at time Y no matter what else is happening" has not hit home for them yet. Soooo many times they're like "I had to jump to dodge incoming fire" or whatever which of course makes the floating platforms insubstantial and leads to a wipe. Or they jump too late. Or they hit their head during the jump and miss it as a result. Etc.. One small mistake = wipe is not fun because these guys make small mistakes constantly. On the other fights we could pick up the slack for them, but on this fight you can only have one Taco (the floater). The real sticking points for my raid group are actually activating the towers properly and then getting enough DPS to reliably stagger Oryx. Gonna try fusion rifles next time around and see how it goes.
I'm gonna sound like an ass *sp*
by someotherguy, Hertfordshire, England, Monday, September 28, 2015, 18:45 (3438 days ago) @ Kahzgul
Mostly because I am an ass. But if you're failing 6 times out of 7 because your team can't stand still on a plate, or somehow failed a 4 foot jump, the mechanics aren't the problem. Getting the order right is one thing, and miscommunication can be a killer, but if you've got that part down but don't know how to stand in one place for 20 seconds I don't know what to say.
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that's more than deeply flawed ;-)
by dogcow , Hiding from Bob, in the vent core., Monday, September 28, 2015, 18:59 (3438 days ago) @ someotherguy
- No text -
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You're not an ass at all
by Kahzgul, Monday, September 28, 2015, 19:16 (3438 days ago) @ someotherguy
We raid with two Tacos who have never run a raid before, ever. They haven't quite grasped that the key is to do your job regardless of what else is going on around you, and as a result they often abandon their jobs to "help" someone else, which inevitably wipes us.
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I plan on remaining blind.
by BeardFade , Portland, OR, Monday, September 28, 2015, 17:11 (3438 days ago) @ Claude Errera
I've really enjoyed the raid thus far. I love logic puzzles and eliminating possibilities systematically (part of why I am programmer for a living). And I'm more than happy to not look for answers this week. So I'll be good to go next weekend again.
That being said, I agree, the longer the raid exists the harder it is to remain unaware of the strategies. I think we should do what Kermit's group did and set ourselves a time frame to remain uninformed and after that time frame it's ok to look for strategies. I mean, i'd be happy to go a month since it dropped without looking for the answers (Oct 18). Just throwing that out there.
Set up an FTB and we'll keep working at it again this week.
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I plan on remaining blind.
by Kermit , Raleigh, NC, Monday, September 28, 2015, 17:22 (3438 days ago) @ BeardFade
If I didn't make it clear above, I have TTK on the 360 and I'm confident in my abilities to play dumb. If needed, I can provide ex-girlfriends' testimonials on the latter point.
Just offering since I know the pool might be smaller than it's been. Plus, I'd like to play with you all.
A question on etiquette
by Oholiab , Monday, September 28, 2015, 17:54 (3438 days ago) @ BeardFade
I always figure I should be "all in" for FTB events: if I can't commit to an entire raid, I don't sign up.
If you don't mind someone jumping in for a portion, I'd love to be part of the team. Also keep me in mind for a reliever. Up North has my mobile...
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Chickens and Rellekh plan to remain blind
by Robot Chickens, Monday, September 28, 2015, 18:16 (3438 days ago) @ Claude Errera
- No text -
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So the blind lead the blind eh?
by Up North 65 , Monday, September 28, 2015, 18:57 (3438 days ago) @ Robot Chickens
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Why did Robot Chickens cross the road?
by Kermit , Raleigh, NC, Monday, September 28, 2015, 19:02 (3438 days ago) @ Robot Chickens
To see if that triggers something.
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This. Except we cross about 1000 roads
by Robot Chickens, Monday, September 28, 2015, 23:15 (3438 days ago) @ Kermit
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Blind Raiding (an observation, no major spoilers)
by SIX min WHISTLE , Michigan, Monday, September 28, 2015, 18:59 (3438 days ago) @ Claude Errera
I'm still on 360 if you guys end up needing more. Mostly blind.
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Blind Raiding (an observation, no major spoilers)
by red robber , Crawfish Country, Monday, September 28, 2015, 21:17 (3438 days ago) @ Claude Errera
This is more important than I'd given it credit for. I played both VoG and Crota only with fully competent groups; I was told exactly what I was supposed to do in each encounter, the first time through. (This doesn't mean it went smoothly; I wasn't GOOD at either one, the first few times. As an example, we finished off the evening last night running through Crota, twice, once on regular, once on hard, with a group of 4, and had pretty much no trouble at all - that did NOT happen in the early days, even when folks knew what to do. It just means that I didn't ever need to worry about mechanics - I only needed to worry about execution.)
Killing a boss that YOU FIGURED OUT HOW TO KILL is so much more satisfying than killing a boss that someone told you how to kill.
Here, here! I had the same experience, going through both raids already knowing bits about both and being shown everything else. It really wasn't any fun, just felt tedious. Do this, stand here, shoot that.
The real excitement is in solving the puzzle, and developing a strategy. King's Fall has been so much better by going in blind. Team Kermit has played well together. We've had some frustrations but that is to be expected after 12-15 hrs over 3 nights. Killing the Warpriest and Gorgoroth was worth it all IMO. One day it will either be too easy or a total pain in the ass to get the coordination down consistently. Either way, it won't be nearly as satisfying as the first time.
We have at least 2 more big puzzles/fights to go and I'm hoping that I'll be able to do them both blind.
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Is the Raid too hard?
by cheapLEY , Monday, September 28, 2015, 21:51 (3438 days ago) @ Claude Errera
edited by cheapLEY, Monday, September 28, 2015, 21:54
As I've said before, I absolutely love the raid.
And while I feel like the challenge level is perfect, requiring the right amount of critical thinking, pattern recognition, and skilled play, is it also too demanding?
And what I'm thinking of here is mainly the length of time it takes to complete for the first time. Yeah, a lot of folks seem to be doing it in 8 hours or so. Our group is fastly approaching 14 hours according to my twitch archive, and we just made it to the Deathsingers.
I don't want to speak for everyone in our group, but I'm not even close to being highly skilled at the game, which is fine. Our group has struggled, but we've still found everything to be accomplishable so far. I like the level of challenge.
But it takes sooooo long. And it makes it hard to finish the damn thing without spoilers. Unless my group somehow manages to finish tonight (which I doubt), we have to start all over tomorrow.
It's becoming more and more difficult to find enough time to get through a raid blind, which, as this thread demonstrates, is the best way to experience a raid.
What worries me is that it'll only get worse. When promoting TTK, Luke Smith was always saying how this was the biggest, most complex raid yet. With each new raid, it becomes an issue of Bungie trying to top the last one, and before long, it's out of control.
I'm not really saying I have a problem with the raid, because I don't. I love it. It's been an amazing experience. I wouldn't change a thing.
I'm just wondering how they keep a balance of making each raid arguably bigger and crazier, but still keep it doable by the average fireteam.
But what you're discussing actually seems to be more of "is the raid too long" than is it too hard. And I think there's a simple solution to that problem: Gating.
If Bungie set it up that only the first encounter was available week 1, and then only the first and 2nd encounters week 2, etc... that would artificially limit how much time people could put into the raid in the early weeks trying to figure out the fights, while spreading the joy of discovery over several weeks (where players would also have a lot better sense of the earlier fights, making getting to the new stuff progressively less time consuming).
Destiny is a game where "falling behind" and fear of missing out are real problems for the player base.
Honestly: Don't worry about it. The raid isn't going anywhere. Take your time, don't take too much time, and you can always sweep through the early stuff next week and keep working on new stuff afterwards.
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Only the last bit IMO
by Cody Miller , Music of the Spheres - Never Forgot, Monday, September 28, 2015, 22:06 (3438 days ago) @ Kahzgul
edited by Cody Miller, Monday, September 28, 2015, 22:13
But what you're discussing actually seems to be more of "is the raid too long" than is it too hard. And I think there's a simple solution to that problem: Gating.
That's not the answer.
Perhaps a more intelligent checkpoint system is in order. I propose:
1. Your checkpoint is wiped and reset if and only if you beat the final boss.
When you do beat it:
2. If you started the raid the previous week (your first checkpoint), then upon completion immediately reset everything including gear lockout.
3. If you started the raid this week, reset the checkpoints immediately, and the loot lockout on Tuesday as normal.
This way, you could play at your own pace and still get gear.
Example:
-You start the raid on saturday of week 2. Week 3 rolls around, and you don't finish. You finish on wed of week 3. Your checkpoints and gear lockout are reset. You then start a new raid on thursday of week 3, and finish on sunday. Your checkpoints are reset, but your gear lockout is not. It resets on tuesday like normal.
tl;dr
Reset checkpoints only on completion of the raid, and reset gear lockouts on raid completion or tuesday reset, whichever comes later.
I do wish it worked like that, Cody. It would be nice. It's pretty much a given that my group will have start over completely, although there's only three original members tonight, so maybe the three subs will prove to be much better than the three of us that can't make it tonight and they'll get through.
I don't even really mind starting over. Now that we understand the encounters, I don't anticipate we'll have too much trouble with them. We'll wipe some, sure, but we can probably get an encounter a night done in two hour sessions without struggling, and with a little more exploring thrown in.
The biggest problem I foresee is keeping a team together for that long, and if we can't, finding other unspoiled subs. Hell, we started on Thursday, and lost one person to scheduling conflicts after night two, had two subs last night, and three tonight. It's just hard to plan things out for that long with six people across the country (world?).
Destiny is a game where "falling behind" and fear of missing out are real problems for the player base.
That's one of the things that I'm actually really good at not worrying about. It's a conversation I've seen a few times, but I play at my own pace and do my own thing. Like the grindy quests folks are talking about, I agree they suck, but I just leave them in my inventory and let them happen as I do other stuff rather than focusing on them for a few hours and knocking them out.
Honestly: Don't worry about it. The raid isn't going anywhere. Take your time, don't take too much time, and you can always sweep through the early stuff next week and keep working on new stuff afterwards.
And I'm not really too much. I agree with the sentiment, but the problem becomes finding people to commit to this approach. The longer I go, the harder it will be to find a full group of blind raiders. I'll never be that guy pushing to do the raid the first weekend it's available. Heck, I honestly think doing it the following weekend was too soon for me. Ideally I'd have waited at least another week, starting this weekend.
I'm torn on your gating idea. It sounds like it would work, and it would be a neat community dynamic, I think, giving us a week to really understand an encounter and get pretty good at it. However, limiting everyone's progress just so no one gets left behind doesn't seem like a good policy to me personally.
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Only the last bit IMO
by CruelLEGACEY , Toronto, Monday, September 28, 2015, 22:47 (3438 days ago) @ Kahzgul
But what you're discussing actually seems to be more of "is the raid too long" than is it too hard.
This had occurred to me too, during our first run. But then our 2nd run clocked in closer to 3 hours. We're doing it again tomorrow night, and I'm expecting we'll get through in closer to 2 hours. We'll see how it goes.
Basically, I think the first few times through are always going to be the most demanding, especially if you're figuring it out as you go. I don't think we'll have an accurate sense of how long the raid really is for another few weeks.
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Only the last bit IMO
by cheapLEY , Monday, September 28, 2015, 22:54 (3438 days ago) @ CruelLEGACEY
edited by cheapLEY, Monday, September 28, 2015, 22:58
But what you're discussing actually seems to be more of "is the raid too long" than is it too hard.
This had occurred to me too, during our first run. But then our 2nd run clocked in closer to 3 hours. We're doing it again tomorrow night, and I'm expecting we'll get through in closer to 2 hours. We'll see how it goes.Basically, I think the first few times through are always going to be the most demanding, especially if you're figuring it out as you go. I don't think we'll have an accurate sense of how long the raid really is for another few weeks.
Oh, I absolutely agree with that. Once we know how the encounters work, it drastically cuts down on completion time, and that's to be expected.
My issue is that the first time is arguably the most important, and if you want to remain unspoiled, the longer you go, the harder it is for that to happen. If the raids keep getting bigger and more complex, it gets harder still.
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Only the last bit IMO
by Kermit , Raleigh, NC, Wednesday, September 30, 2015, 15:56 (3436 days ago) @ cheapLEY
But what you're discussing actually seems to be more of "is the raid too long" than is it too hard.
This had occurred to me too, during our first run. But then our 2nd run clocked in closer to 3 hours. We're doing it again tomorrow night, and I'm expecting we'll get through in closer to 2 hours. We'll see how it goes.Basically, I think the first few times through are always going to be the most demanding, especially if you're figuring it out as you go. I don't think we'll have an accurate sense of how long the raid really is for another few weeks.
Oh, I absolutely agree with that. Once we know how the encounters work, it drastically cuts down on completion time, and that's to be expected.My issue is that the first time is arguably the most important, and if you want to remain unspoiled, the longer you go, the harder it is for that to happen. If the raids keep getting bigger and more complex, it gets harder still.
I think it's working out fine, but it hasn't been without stress. Getting geared up to do it as quickly as is reasonable is one source of stress, then there's the pressure to finish before the reset, but the ultimate source of stress is worrying about being spoiled. That's what ultimately driving me to finish sooner than later, especially as a daily reader of this forum. At some point spoiler tags will seem quaint.
If I had a committed group of friends with similar schedules who were hermetically sealed from the Internet, then I would worry much about it, and I might take a month or more to finish the raid bit by bit. I'm not sure anyone has that, though.
Next time I'm going to try to secure commitments to a multiple-day schedule earlier--maybe spend a big chunk of one weekend day (with generous breaks within), and have the assumption be we won't likely finish on that day, but we'll already have commitments from the same people to play through the next week, going faster through the spoiled sections.
Kermit
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Is the Raid too hard?
by red robber , Crawfish Country, Tuesday, September 29, 2015, 03:13 (3437 days ago) @ cheapLEY
I wonder if it would be better to have more smaller raids with more frequency, than wait for a single large Raid as we did with going from TDB to King's Fall. I don't think Prison of Elders was a great substitute for a Raid despite having raid like mechanics. Skolas felt more like lesson in tedious bullet sponge boss time.
If we could get a Raid for every new expansion that was closer to 8-10 hours long for an average group on the first go round on normal, I think I would prefer that over waiting 9ish months for one big one. I would also prefer a smaller time commitment as well. I think this would make it easier for everyone to go in blind and finish with the same team, which is something many of us desire.
Having said that, I'm totally happy with what we have. This raid is amazing in so many ways. It looks great, has crazy puzzles, is begging to be explored, tricky bosses that require strat and teamwork, and it will be great for those who desire to perfect techniques.
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Is the Raid too hard?
by Cody Miller , Music of the Spheres - Never Forgot, Tuesday, September 29, 2015, 03:25 (3437 days ago) @ red robber
I wonder if it would be better to have more smaller raids with more frequency, than wait for a single large Raid as we did with going from TDB to King's Fall. I don't think Prison of Elders was a great substitute for a Raid despite having raid like mechanics. Skolas felt more like lesson in tedious bullet sponge boss time.
If we could get a Raid for every new expansion that was closer to 8-10 hours long for an average group on the first go round on normal, I think I would prefer that over waiting 9ish months for one big one. I would also prefer a smaller time commitment as well. I think this would make it easier for everyone to go in blind and finish with the same team, which is something many of us desire.
Having said that, I'm totally happy with what we have. This raid is amazing in so many ways. It looks great, has crazy puzzles, is begging to be explored, tricky bosses that require strat and teamwork, and it will be great for those who desire to perfect techniques.
I'm fine with a long raid… so long as the way to progress towards 310 doesn't involve getting lucky on drops from the raid. That might turn out to be the case, I don't know. Right now it looks like you'll only be able to get 310 items from 4 sources:
1. Exotic Engrams
2. Special Quests
3. Raid drops (hard mode hopefully is 310 always)
4. Trials of Osiris?
We are back to the problem of not being able to hit max level unless you get raid boot drops. Worse now since you'd need THREE to infuse your good boots with heavy ammo perks up to 310.
Everything would be so much better if infusion was 100%. Why it's 80% is beyond me. Even at 100% it'd still take longer than in HoW.
I'm hoping the new light system makes hitting 310 not necessary, even for the hard mode raid.
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Is the Raid too hard?
by red robber , Crawfish Country, Tuesday, September 29, 2015, 04:09 (3437 days ago) @ Cody Miller
I wonder if it would be better to have more smaller raids with more frequency, than wait for a single large Raid as we did with going from TDB to King's Fall. I don't think Prison of Elders was a great substitute for a Raid despite having raid like mechanics. Skolas felt more like lesson in tedious bullet sponge boss time.
If we could get a Raid for every new expansion that was closer to 8-10 hours long for an average group on the first go round on normal, I think I would prefer that over waiting 9ish months for one big one. I would also prefer a smaller time commitment as well. I think this would make it easier for everyone to go in blind and finish with the same team, which is something many of us desire.
Having said that, I'm totally happy with what we have. This raid is amazing in so many ways. It looks great, has crazy puzzles, is begging to be explored, tricky bosses that require strat and teamwork, and it will be great for those who desire to perfect techniques.
I'm fine with a long raid… so long as the way to progress towards 310 doesn't involve getting lucky on drops from the raid. That might turn out to be the case, I don't know. Right now it looks like you'll only be able to get 310 items from 4 sources:1. Exotic Engrams
2. Special Quests
3. Raid drops (hard mode hopefully is 310 always)
4. Trials of Osiris?We are back to the problem of not being able to hit max level unless you get raid boot drops. Worse now since you'd need THREE to infuse your good boots with heavy ammo perks up to 310.
Everything would be so much better if infusion was 100%. Why it's 80% is beyond me. Even at 100% it'd still take longer than in HoW.
I'm hoping the new light system makes hitting 310 not necessary, even for the hard mode raid.
I get what you are saying, and I submit that having a better light level does somewhat affect the difficulty of the raid, but what I'm addressing here is cheapLEY's comment about the initial length of the Raid and allowing a team/player to go through it unspoiled. I think that shorter Raids more frequently spaced would make it more enjoyable for casuals or those with less free time in general. Perhaps if the normal run took out a few encounters say a jump puzzle, a maze, and a mini boss fight, but then all of what we just did was available in the Hard mode release to give the hardcore guys that lengthy run and something new to explore to boot.
Addressing your comment, I personally haven't had any problems with any of the max level techniques from any of the versions of Destiny. I don't care about max level, and it really felt cheap for me to get max level in HoW so easily on all three characters. While I do play alot, I'm still casual hardcore. I don't have a desire to do the grindiest of the grind, or play the most punishing difficulties. I only attempted and completed Skolas once, and it was only to help someone else fill their team. I like the idea that there are people above me in ranking because they are willing to do the work I am not. They should be rewarded. Their level should be higher than mine. I don't think it should be tied to their gear though, with that we do agree. I think that to reach max level you should have to complete every single thing in destiny.
EVERYTHING includes, all story missions, all strikes, all raids on normal and hard, all prison of elders 32, 34, 35, any quests that are story related and not for a specific piece of gear (this is tricky and may need to be altered), all gold chests, all ghosts, 1 trip to lighthouse, reached level 5 in one IB, at least 1 completed nightfall of the current expansion, all calcified fragments, and maybe more. This probably seems grindy, but I don't give a #$%#. Max level should mean something and if someone can do all this, they deserve the awe people will have when they spawn in to the tower and everyone is like AWWWWEEEE shit, he's a FORTY!!!!! :)
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Is the Raid too hard?
by CruelLEGACEY , Toronto, Wednesday, September 30, 2015, 16:14 (3436 days ago) @ Cody Miller
I'm fine with a long raid… so long as the way to progress towards 310 doesn't involve getting lucky on drops from the raid. That might turn out to be the case, I don't know. Right now it looks like you'll only be able to get 310 items from 4 sources:
1. Exotic Engrams
2. Special Quests
3. Raid drops (hard mode hopefully is 310 always)
4. Trials of Osiris?We are back to the problem of not being able to hit max level unless you get raid boot drops. Worse now since you'd need THREE to infuse your good boots with heavy ammo perks up to 310.
Everything would be so much better if infusion was 100%. Why it's 80% is beyond me. Even at 100% it'd still take longer than in HoW.
I'm hoping the new light system makes hitting 310 not necessary, even for the hard mode raid.
Luke Smith posted (can't remember if it was on Neogaf or Reddit) that 300 is the max level for all content we'll be playing in the near future. Having gear that drops with ratings above 300 is a way to combat the "forever 29" syndrome that plagued vanilla Destiny. With the current system, you can be stuck with sub-300 boots or whatever, and still pull your light level up to 300 with other gear. Going above that is just a bonus.
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Is the Raid too hard?
by dogcow , Hiding from Bob, in the vent core., Wednesday, September 30, 2015, 16:50 (3436 days ago) @ CruelLEGACEY
I'm hoping the new light system makes hitting 310 not necessary, even for the hard mode raid.
Luke Smith posted (can't remember if it was on Neogaf or Reddit) that 300 is the max level for all content we'll be playing in the near future. Having gear that drops with ratings above 300 is a way to combat the "forever 29" syndrome that plagued vanilla Destiny. With the current system, you can be stuck with sub-300 boots or whatever, and still pull your light level up to 300 with other gear. Going above that is just a bonus.
This and other comments make me wonder what hard mode is going to be. I doubt they're going to just crank up the level of the enemies. I hope they make the encounters more difficult mechanically. Do we even know that we're getting a hard mode? Maybe hard mode is already here & we just need to unlock it somehow from within the raid.
Is the Raid too hard?
by Claude Errera , Thursday, October 01, 2015, 13:42 (3435 days ago) @ dogcow
I'm hoping the new light system makes hitting 310 not necessary, even for the hard mode raid.
Luke Smith posted (can't remember if it was on Neogaf or Reddit) that 300 is the max level for all content we'll be playing in the near future. Having gear that drops with ratings above 300 is a way to combat the "forever 29" syndrome that plagued vanilla Destiny. With the current system, you can be stuck with sub-300 boots or whatever, and still pull your light level up to 300 with other gear. Going above that is just a bonus.
This and other comments make me wonder what hard mode is going to be. I doubt they're going to just crank up the level of the enemies. I hope they make the encounters more difficult mechanically. Do we even know that we're getting a hard mode? Maybe hard mode is already here & we just need to unlock it somehow from within the raid.
Well, we know we're getting the Raid on Heroic difficulty... because there's an Achievement for it. (They're not calling it 'Hard Mode' or 'hard difficulty' this time, they're calling it 'heroic', at least for the Achievement.)
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Is the Raid too hard?
by bluerunner , Music City, Thursday, October 01, 2015, 14:59 (3435 days ago) @ Claude Errera
What of it's the raid with modifiers? That would be fun to have different modifiers that change each week loke nightfall does. Maybe then the drops could include a nightfall level item as well as the raid items.
It is to me. I'm not good at the game, and I like people. This is a bad combination for my raid experience.
While I get the enjoyment out of figuring stuff out, it's far outweighed, in my opinion, by the frustration of making simple mistakes and becoming annoyed with yourself and your team. And, when you understand the encounter and still can't do it? It sucks.
I still plan to try the raid once a week to see if it's easier, but I'm not treating it as a high priority event. Hopefully one day I'll finish it, but I don't expect to do it any time soon.
I think this raid was made for guys like Lukems, or a lot of us here, who really like complicated stuff and challenges, which is totally sensible. That's not my style. Raids are something to do while bullshitting with your friends to me, not a destination in themselves.
I understand why everyone loves this raid. But, if it wasn't for DBO, I would be one of those 60% or whatever who never finished Vault of Glass. And I'm all right with that. I'm not rushing this one. The raid was just designed in a way that is less compatible with my play style, and I'm bad at adapting.
would it help if it didn't reset each week?
by Oholiab , Tuesday, September 29, 2015, 12:51 (3437 days ago) @ cheapLEY
I'm just thinking out loud, but what if the Raid wasn't subject to the weekly reset? Or, maybe not subject to it during your first run through?
The "world's first" teams won't be affected by this change, and it won't affect those with all the time and dedication in the world to complete it. But for those of us who can't commit that much time in one week (even 8 hours in one week seems like a lot - especially when I need 5 other people online at the same time who also want to play the raid), avoiding the weekly reset would eliminate one barrier to entry and source of frustration.
Not sure that's worth any more than my $0.02.
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Especially for an online activity.
by Vortech , A Fourth Wheel, Tuesday, September 29, 2015, 00:13 (3438 days ago) @ Claude Errera
I'm right there with you. I've given up the idea of a blind raid in the sense that I wanted it due to the raid dropping so soon after the expansion, there being a larger-than-one-fireteam-group of PS4 late nighters, and being super busy at work these past few weeks. It's a shame, but it is what is it. Nobody to blame really, (well, a little bit Bungie for launching the raid what I feel is too early, but I don't blame them too much), just one of those things.
I think sometimes people think the point of a blind raid is to be surprised. For me, it's not. The point is to solve problems and puzzles with your friends. Even if they stay silent about the raid your first time through, the opportunity for a blind raid is lost.
I also understand why people don't want to spend their game time doing something that is almost exclusively composed of failing without even being sure if you should keep trying, but it sounds fun to me because eventually you will won't fail and you got there all together.
When you talk about the success of a blind raid, don't forget that it's not the activity of raiding without foreknowledge that you like, it's the manifestation of the fact that you found a group of people that you have so much faith in, and enjoy so much that you like failing with them more than you like succeeding with others. That's pretty rare and great.
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Especially for an online activity.
by dogcow , Hiding from Bob, in the vent core., Tuesday, September 29, 2015, 03:46 (3437 days ago) @ Vortech
Next raid I hope to have some time before jumping into it. The rush to play on day 1 and the resulting late nights working on the raid proved to be fairly draining. I need more than 3-5 hours of sleep a night. Next time I want to wait a week or so and not burn out so fast.
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I am sort of hoping the raid mechanics change this week
by Kahzgul, Tuesday, September 29, 2015, 16:07 (3437 days ago) @ Vortech
It would be a fun twist if one or more of the bosses had a random set of raid mechanics and they had to be rediscovered every week. I don't think any of the current encounters lend themselves to that sort of thing, but I'd really enjoy it if there was a boss like that.
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T3 Court of Oryx is pretty much that
by ZackDark , Not behind you. NO! Don't look., Tuesday, September 29, 2015, 16:12 (3437 days ago) @ Kahzgul
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I haven't done tier 3 yet, but I don't think the bosses change their mechanics, it's just that the boss rotates every week right? Sort of like PoE was. Qodron fight always happens the same way, but it won't be Qodron every week.
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Well, yes, you're right
by ZackDark , Not behind you. NO! Don't look., Tuesday, September 29, 2015, 17:58 (3437 days ago) @ cheapLEY
We still haven't done all tye bosses yet, I think, so, so far, it's kind of like mini-raids every week. :p
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I like them a lot! I much prefer doing those.
by Funkmon , Tuesday, September 29, 2015, 18:09 (3437 days ago) @ ZackDark
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