I wanted to share my thoughts after running the new raid. I know this is still in development, but I hope some of this feedback helps shape the final version.
Historically, DDO raids have had great lore-driven build-up that made the final encounter feel meaningful - there was always a sense of "we’ve been working toward this moment." This raid doesn’t really have that. It starts abruptly with no strong narrative hook or emotional payoff, so it feels more like a long quest than a climactic raid.
Gameplay-wise, it also feels pretty bare. There aren’t any exciting or punishing mechanics that make the fight stand out or feel worth repeating. Most of it is just standing in a room beating on bosses for long stretches with minimal variation or coordination needed. The encounters don’t really test group synergy, positioning, or awareness - all the things that make a good raid fun to push on higher difficulties (R+). To the credit of the developers, the most interesting mechanic introduced is the hot wax and soothing mud, but even that only really punishes casters and healers... and casters don't really have a major role in that part of the raid, so it's just healers, and it can be easily avoided (I don't know a single healer who doesn't take enlarge).
Right now, it feels like the raid was put together quickly, without the usual creativity or “wow” moments that define DDO’s best raids. I’d really love to see the team take another look and inject more energy and design depth into it. There’s definitely potential here -the visuals and setting are interesting - but it needs stronger mechanics and narrative to match that. I don't mean to insult, but I do want to convey how disappointed and bored I am as a consumer who purchased this expansion.
Some ideas that might make it more engaging:
• Boss mechanics that force the group to move, react, or divide roles (the falling statues and wax/mud aren't cutting it).
• Phase transitions that alter the arena or introduce new hazards.
• Mechanics that reward coordination and punish tunnel vision
• reactive mechanics that punish standing still or over-DPSing without handling mechanics first.
• A stronger tie-in to existing lore or characters to make the finale feel earned (perhaps harder to implement at this stage, but better mechanics and exciting gameplay will let most players overlook this).
I would also be willing to brainstorm how to implement these types of mechanics and ideas should someone reach out.
This is just my inital opinion, and I'm sure not everyone will share it, but I did want to at least bring it up so later when discussing it with friends after it goes live I can at least say I tried to do something about it.
Historically, DDO raids have had great lore-driven build-up that made the final encounter feel meaningful - there was always a sense of "we’ve been working toward this moment." This raid doesn’t really have that. It starts abruptly with no strong narrative hook or emotional payoff, so it feels more like a long quest than a climactic raid.
Gameplay-wise, it also feels pretty bare. There aren’t any exciting or punishing mechanics that make the fight stand out or feel worth repeating. Most of it is just standing in a room beating on bosses for long stretches with minimal variation or coordination needed. The encounters don’t really test group synergy, positioning, or awareness - all the things that make a good raid fun to push on higher difficulties (R+). To the credit of the developers, the most interesting mechanic introduced is the hot wax and soothing mud, but even that only really punishes casters and healers... and casters don't really have a major role in that part of the raid, so it's just healers, and it can be easily avoided (I don't know a single healer who doesn't take enlarge).
Right now, it feels like the raid was put together quickly, without the usual creativity or “wow” moments that define DDO’s best raids. I’d really love to see the team take another look and inject more energy and design depth into it. There’s definitely potential here -the visuals and setting are interesting - but it needs stronger mechanics and narrative to match that. I don't mean to insult, but I do want to convey how disappointed and bored I am as a consumer who purchased this expansion.
Some ideas that might make it more engaging:
• Boss mechanics that force the group to move, react, or divide roles (the falling statues and wax/mud aren't cutting it).
• Phase transitions that alter the arena or introduce new hazards.
• Mechanics that reward coordination and punish tunnel vision
• reactive mechanics that punish standing still or over-DPSing without handling mechanics first.
• A stronger tie-in to existing lore or characters to make the finale feel earned (perhaps harder to implement at this stage, but better mechanics and exciting gameplay will let most players overlook this).
I would also be willing to brainstorm how to implement these types of mechanics and ideas should someone reach out.
This is just my inital opinion, and I'm sure not everyone will share it, but I did want to at least bring it up so later when discussing it with friends after it goes live I can at least say I tried to do something about it.