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Feedback re: mobraid helper mobs

Posted: Sat Oct 11, 2025 9:18 pm
by Elysia
So we've had a mobraid with this where list, which was nice!
n Elysia - Caemlyn Central Square
h Twixt - The Queen's Blessing
h Sarabeth - The Queen's Blessing
h Chloro - The Queen's Blessing
h Jainen - The Queen's Blessing
h Aloe - The Queen's Blessing
h Lansin - The Queen's Blessing
h Ashen - The Queen's Blessing
h Hathoc - The Queen's Blessing
h Kitiara - The Queen's Blessing
h Taziar - The Queen's Blessing
h Weir - The Queen's Blessing
h Jayd - The Queen's Blessing
h Badd - The Queen's Blessing
h Tahla - The Queen's Blessing
h Bernheim - The Queen's Blessing
h Maddy - The Queen's Blessing
h Kiltwich - The Queen's Blessing
h Vianca - The Queen's Blessing
h Neveon - The Queen's Blessing
h Jaidon - The Queen's Blessing
h Adael - The Queen's Blessing
h Jafra - A Wide Boulevard
h Florry - The Queen's Blessing
Two things made a huge difference for me on the imm side:
-having newbie imm Aquinas fiddle with the weather and fog, to keep some of the fcs occupied somewhat with weather
-fcs having to focus on nasty bats
-the mobs that made weaving a bit more painful at times kept fcs from going full tilt on every single patrol

From the immside, mobraids are always a ton easier with two imms, because well, literally two places at once, duh. Even now, Weir was running loose checking things out and he got to a patrol I was still eqing. And, there was a lull when I was kitting out the Headless Horseman, because looking up eq numbers and scrolling down a list for eq numbers just takes time. :P So, I hope the people present can see *why* I have to slam the brakes on some classes.

I'd like to hear people's feedback on how you feel things went on your end. Too much? Too little? I made the Headless Horseman hard and toned it down during the fight, so it would require high ob rogues and fcs, so people playing these classes would at least secure a win in the end. Everyone has a place in the end.

Re: Feedback re: mobraid helper mobs

Posted: Sat Oct 11, 2025 9:41 pm
by Kiltwich
The chill fog made things quite rough with the bats -- though they weren't aggressive so it was mostly a few of us being bored attacking them and dragging the rest into helping in the downtime.

The FCs receiving deafen and other status effects randomly when they try to weave was very amusing. Love to see more of that.

I think there was some mixed messaging going through -- if the message on discord says "please don't stack channelers and rogues", yet certain enemies like the bats (with the fog) and final monster almost require FCs (plus multi-FC tactics to manage weather), it leaves us with the feeling of wires being crossed somewhere.


Would have loved to see some grey men/assassin ghouls chasing around and deliberately targeting the FCs. It was fun, and a lot of good xp!

Re: Feedback re: mobraid helper mobs

Posted: Sat Oct 11, 2025 9:45 pm
by Bernheim
Overall fun raid. Thanks for putting this together Elysia & Aquinas.

Just some random feedback:
1. Communications around expectations were a little strange for me. From the post beforehand, it seemed like you didn't want channelers to attend, but having the bats and headless horseman require weaving to kill at the end seemed to go against the premise you had set out. From your post afterwards about giving rogues and channelers a way to contribute it made more sense in retrospect, but it was confusing to me in the middle of the event.
2. Wasn't clear why we needed to kill the bats. Between them being so hard, and not aggroing, I think actually left a few alive, because it wasn't clear what clearing them accomplished.
3. Think the bats and headless guy were too hard. Someone said we were on headless horseman for 30 minutes between WvD, fog, mob regen, and taking time to figure out it was ok to weave on him. There were also multiple rounds where 3 people were max engaged on bat, and 3 on an animated corpse, and the other 10+ people in zone sitting in room waiting for those things to die.

One suggestion - the bats could be the source of the fog (with less bats = less fog), which would give channelers + rogue groups a way to kill them and get rid of the fog (raising everyone's OB for the final fight). If the scientist narrated something about this to nudge us in this direction, I think we could have organized around this even.

Re: Feedback re: mobraid helper mobs

Posted: Sat Oct 11, 2025 10:12 pm
by Elysia
Yeah, the rogue and fc weaving thing was a last minute (give or take 15 mins) change, when Florry said they were hitting it, basically. From that point on, I downed it until the group could get it.

Re: Feedback re: mobraid helper mobs

Posted: Sun Oct 12, 2025 2:26 am
by Kitiara
Kiltwich wrote:
Sat Oct 11, 2025 9:41 pm


Would have loved to see some grey men/assassin ghouls chasing around and deliberately targeting the FCs. It was fun, and a lot of good xp!
I was actually really glad to not have to worry about mobs stabbing me. Stab is dumb against players, against mobs is almost always just feels bad, especially for the first person to get stabbed. That would have been even worse in this case since we wouldn't have any idea the name of the stabber, so first person stabbed would have been caught completely unaware. And its more fun to play the game when I don't have to constantly spam for a mob, especially when there is already a ton of spam on the screen.
Elysia wrote:
Sat Oct 11, 2025 9:18 pm
I'd like to hear people's feedback on how you feel things went on your end. Too much? Too little? I made the Headless Horseman hard and toned it down during the fight, so it would require high ob rogues and fcs, so people playing these classes would at least secure a win in the end. Everyone has a place in the end.
I think the difficulty made it fun. The bats were perhaps a bit pointless, but we spent time fighting them so whatever. I think the fog coming in and out so frequently was the most annoying thing, being completely blind with no way to deal with it was kind of annoying.

It would have been neat if there was some way for the FCs to channel the fog away or something, keep them out of the fight so that everyone else could see.

Re: Feedback re: mobraid helper mobs

Posted: Sun Oct 12, 2025 10:40 am
by Elysia
Kitiara wrote:
Sun Oct 12, 2025 2:26 am
It would have been neat if there was some way for the FCs to channel the fog away or something, keep them out of the fight so that everyone else could see.
If you have change weather pracced, you already can. ;)

Re: Feedback re: mobraid helper mobs

Posted: Sun Oct 12, 2025 11:23 am
by Kitiara
Elysia wrote:
Sun Oct 12, 2025 10:40 am
Kitiara wrote:
Sun Oct 12, 2025 2:26 am
It would have been neat if there was some way for the FCs to channel the fog away or something, keep them out of the fight so that everyone else could see.
If you have change weather pracced, you already can. ;)
Well then that's awesome and more of us should have been more versatile haha.

Re: Feedback re: mobraid helper mobs

Posted: Sun Oct 12, 2025 1:48 pm
by Elysia
Kiltwich wrote:
Sat Oct 11, 2025 9:41 pm

I think there was some mixed messaging going through -- if the message on discord says "please don't stack channelers and rogues",
I should also point out, it was "don't go off solo stabbing and looting stuff with big loot". Rogues aren't a problem as much. Being a greedy thieving jerk is. But melee rogues aren't a problem to me at all.