12-Man DoA weekend?

stamenflicker

Frost Gate Guardian

Join Date: Mar 2006

A suggestion that might make disgruntled Anguish players happy would be to up the team from 8 to 12 players one weekend. Maybe repeat it a couple of times a year.

With 12 people on the team, the drops would be worse per-person, so the hard core gamers couldn't complain that folks are in there reaping all manner of rewards that they worked hard for on an 8-man team.

The whiners (like me) might actually be able to finish in under 3 hours and still put their kids to bed with a hug, a kiss, and a bedtime story without feeling like they are abandoning their team to certain death.

The unskilled players might actually make it past the first mob.

The PvE players could get their Razah (maybe) and be done with DoA.

The sadists would have their abuse back on Monday at noon.

It seems like a reasonable compromise to me.

lyra_song

lyra_song

Hell's Protector

Join Date: Oct 2005

R/Mo

Quote:
Originally Posted by stamenflicker
The masochists would have their abuse back on Monday at noon.
Just a small correction.

Malice Black

Site Legend

Join Date: Oct 2005

Quote:
The unskilled players might actually make it past the first mob
DoA isn't for unskilled players...sorry but thats the truth.

Clone

Clone

Krytan Explorer

Join Date: Jan 2006

Frankly, I'd be fine if it went to 12-man on a permanent basis. It might make me actually interested in the place.

Quote:
Originally Posted by stamenflicker
The PvE players could get their Razah (maybe) and be done with DoA.
This is kind of a telling statement, and a general feeling I've got from most of the people I've talked to. They want to "be done with DoA." I think there's a bigger problem here if a majority of players have become disinterested in an area thats not even a month old.

Malice Black

Site Legend

Join Date: Oct 2005

12 man would halve the difficulty..then DoA would turn into another ToPK.

lyra_song

lyra_song

Hell's Protector

Join Date: Oct 2005

R/Mo

Quote:
Originally Posted by The Admins Bane
12 man would halve the difficulty..then DoA would turn into another ToPK.
Not neccesarily.

There would still be groups going in groups of 8-9 to gain more loot.

Having a 12 man limit doesnt mean you have to have 12 people in the party.

Clawdius_Talonious

Clawdius_Talonious

Krytan Explorer

Join Date: Aug 2006

Screwston, Tejas

KOS

N/Me

I like the idea of a twelve man weekend, although I'd like to see it in AB instead of DOA, however DOA could use something like this as well. But in AB it would be nice to form a twelve man coheisive group instead of being randomly teamed with eight other players (yes, I am aware that heal party and such would have an unbalanced nature in such an event, but that woudl be part of the fun of the weekend)

a 12 man DOA group weekend would be nice though, then a couple guildies and myself could take our heroes out as a viable alternative to other players.

Clone

Clone

Krytan Explorer

Join Date: Jan 2006

Quote:
Originally Posted by lyra_song
Not neccesarily.

There would still be groups going in groups of 8-9 to gain more loot.

Having a 12 man limit doesnt mean you have to have 12 people in the party.
Indeed, this seems to become the standard pretty much everywhere else. Use as few people as you want for a challenge. And if giving the people the option of more slows its current decent into ghost town status, why not let them.

Navaros

Forge Runner

Join Date: Apr 2005

Mo/Me

What they should do is make DoA be 12 men permanently and then have "8 man DoA weekends" every couple of months.

Scutilla

Scutilla

Wilds Pathfinder

Join Date: Sep 2005

Tyrian Explorers League

R/P

In my experience, ANet only messes with the party size if they're considering changing it permanently, like they did with Heroes' Ascent. From what I've read, they intended it to be an 8-man area and are satisfied with it being an 8-man area, so there's no reason for them to consider increasing the party size to 12.

lyra_song

lyra_song

Hell's Protector

Join Date: Oct 2005

R/Mo

I think the questions are.

Will having 12 people make it easier to get into a group or harder?

Will people just want another monk/nuker/tank ?

midnight caretaker

Frost Gate Guardian

Join Date: Jan 2006

/signed

worth a try,from what I have seen on this site and friends opinions in game maybe there would be more than 2 or 3 districts and more people would play this area. I mean thirty lv 28s vs twelve Lv 20s would still be considered elite right?

Antheus

Forge Runner

Join Date: Jan 2006

Adding 12 people will just make 12 people wipe at first mob rather than only 8.

DoA takes skill. The rewards are by now know to be meaningless, or at least worth merely a bit more that FoW/UW rewards (which is basically lots of xp).

Do the DoA for challenge, or don't.

And comments about group sizes. With only few exceptions, all the groups you fight have 6 mobs. For the 3 or 4 groups that are indeed larger than that, the terrain is just demanding body blocking and agro management.

Kenagalaz

Frost Gate Guardian

Join Date: Mar 2006

Servite Nostrum Animus [SNA]

E/Me

shouldn't be necessary since the area wasn't designed for a 12 team.
also reconnects should help alot.

stamenflicker

Frost Gate Guardian

Join Date: Mar 2006

Quote:
Originally Posted by Scutilla
so there's no reason for them to consider increasing the party size to 12.
Except for the reasons I mentioned. I don't think doing a 12-man weekend a few times a year is going to do anything except up the participation rate on those weekends. Thats good for the community, and good for Anet.

Who knows, maybe a few people would enjoy it enough and make enough new friends to stick around and form groups after the weekend was up. Like I said above, it wouldn't be hurting the hard core players that much. Gem prices might fall a little, but people shouldn't be ripping off the noobs like that anyway.

And anyone who thinks having 12 won't help, isn't really thinking. With more players to spread the damage around, an extra healer and an extra support player (like a weapon rit, a command paragon, or a choking gas ranger) would make all the difference in the world, especially with two additional damage dealers attmepting to hold aggro. One of the primary reasons that otherwise good builds (like ineptitude/clumsy mesmers or energy surge mesmers) don't get a shot in DoA is that you're trading off specialization skills for the increased damage per second you get in an ele or warrior.

aohige

Lion's Arch Merchant

Join Date: Jul 2006

GoW

Mo/

If they increase the size to 12, then Dunkoro and Razah can join in with Tahlkora in our group.

Poor Tahlkora... we abuse her too much.

GloryFox

GloryFox

Desert Nomad

Join Date: Jan 2006

Good ol' USA, where everyone else wants to be

Now Plays World of Warcraft on Whisperwind

A 12 man might let an Assassin Dervish or a Paragon into the Group.

Eviance

Eviance

Desert Nomad

Join Date: Nov 2005

Eh I forget... o_O

Biscuit of Dewm [MEEP]

R/

I don't think that a 12man weekend would be that bad. It is ONLY for a weekend and you are still going to have people who can't complete the area anyways. I think it would help people to get a better feel for the area without so much stress and rage. Then it goes back to 8man and they have to remember what they learned and adjust!

I don't think it would "hurt" anything.

stamenflicker

Frost Gate Guardian

Join Date: Mar 2006

Quote:
Originally Posted by Eviance
I don't think that a 12man weekend would be that bad. It is ONLY for a weekend and you are still going to have people who can't complete the area anyways. I think it would help people to get a better feel for the area without so much stress and rage. Then it goes back to 8man and they have to remember what they learned and adjust!

I don't think it would "hurt" anything.
At this point it is more about getting in an out in less than 3 hours. I don't have that kind of time even if I find a good group to play with, which is becoming less and less likely with each passing week.

Monks find good groups. And it appears that ele's do also. The rest of us just have to get lucky.

3 hours is too long for a mission that doesn't forgive mistakes. It's a simple risk vs. reward formula, and it doesn't pay out what it demands. I have small kids, so I can't even attempt until after they are asleep (8-9 o'clock). If I am lucky and get a good group in the first 20 minutes of looking, then I'm fighting sleep long about midnight--- tired = hurry, coupled with frustration and mistakes.

Getting in an out in half the time would be grand.

xiaotsu

Desert Nomad

Join Date: Feb 2006

Doomlore Shrine

Just Us Gamers [JUGs]

R/

Quote:
Originally Posted by stamenflicker
The PvE players could get their Razah (maybe) and be done with DoA.
That's all I want from DoA, but I still don't want it to be easier to get him. If people want him, they'll work for him. They don't deserve him without working for it.

Deleet

Wilds Pathfinder

Join Date: Oct 2006

Denmark

Rule Thirty Four [prOn]

Mo/

Unskilled people are not suposed to complete DoA, so don't make it easier.

Zinger314

Zinger314

Debbie Downer

Join Date: May 2006

N/Me

12 man limit will be the only way to salvage the intrest in DoA after the Mallyx travesty.

I rarely see people selling gems now...I bet someone will have a Tormented weapon...by next summer...

Antheus

Forge Runner

Join Date: Jan 2006

The only difference 12-man would make, is that trapper groups would be looking for 12 trappers, instead of 8.

The rest wouldn't change even a bit.

If something hits your for 400-600, 8, 12, 16 or 64 person group makes no difference. They still get hit for 400-600. And with all the AoE and agro management, you'd gain nothing, just make it worse.

As it happens, 12 person would be even worse. You can bond 8 person group, but you can't bond 12 person group. You'd need two bonders, and have much harder time managing the enchants, and heal.

The damage output produced by a semi-balanced 8-person party is more than adequate to kill anything in DoA. It's the team play that kills groups. The reason groups exploit NT is because they fail at agro management, not because they'd lack the damage output.

And having 5 monks wouldn't change anything. Unless your team can already manage the damage taken in that place, having more healers is simply redundant.

But hey, let them make it 12-person. Then the whole new wave of complaints will start at how the place is impossible even with 12-person groups.

zwei2stein

zwei2stein

Grotto Attendant

Join Date: Jun 2006

Europe

The German Order [GER]

N/

Quote:
Originally Posted by stamenflicker
The PvE players could get their Razah (maybe) and be done with DoA.
Seconded that. Razah is simply in wrong place, give us chance rescue him!

stamenflicker

Frost Gate Guardian

Join Date: Mar 2006

Quote:
Originally Posted by Antheus
And having 5 monks wouldn't change anything. Unless your team can already manage the damage taken in that place, having more healers is simply redundant.
While I disagree with almost every part of your post, this sentence strikes me as the most ridiculous. Not only would a 12-man farm group probably not use 5 monks, if they did it would hardly be redundant. I'm not sure I understand how you think a monk responsible for healing one or two people is somehow redundant-- it certainly isn't from a energy standpoint. Or how having an extra three monks just standing totally out of the aggro chaining heal party wouldn't help.

If you were out to cut down on the mission time, you wouldn't be stacking out 5 monks anyway. The additional players wouldn't even have to be in the aggro at all. It would even be easier with just four more bodies standing around with succor tossed on somebody or tainted flesh, or holy wrath just for shizzles and giggles.

The non-aggro group could merely be carrying spirits or setting traps in case the primary group retreats. Four extra bodies hardly makes DoA more difficult, quite the opposite.

Sol_Vie

Sol_Vie

Desert Nomad

Join Date: Aug 2005

Boston, MA

Blood Of Orr [BoO]

Quote:
Originally Posted by Navaros
What they should do is make DoA be 12 men permanently and then have "8 man DoA weekends" every couple of months.
That makes no sense. If it were 12 member group then only bringing 8 people would always be an option.

As for the 12 person weekend event, well it just doesn't seem like all that much of an event.

/notsigned

Phaern Majes

Phaern Majes

Desert Nomad

Join Date: Sep 2005

Anywhere but up

The Panserbjorne [ROAR]

R/Mo

Lol, I love how the suggestion is to change it for a weekend, and half the posts are complaining how doing so would ruin the game for ever. Over exaggeration on everyones part here (including me )

Guardian of the Light

Guardian of the Light

Forge Runner

Join Date: Sep 2005

Radicals Against Tyrants

W/

/signed but why make it a weekend?

After all if some players want to make still hard then they can still go in with 8 players and just get more gems and stuff.