So I just wanted to add more specific suggestions for the devs, to add on to my previous post in this thread where I was very critical of this raid's scope. Here are some ideas I'd be happy to see added to the raid.
Here's 2 examples of puzzle phases I'd love to see.
Puzzle Phase Idea 1- Make a maze phase the party has to traverse. Perhaps have the party be forced to split into 4 groups, with a maze to do in each room. So 4 mazes total. Think a rat like maze like in Another Man’s Treasure. Every maze being random each time the raid is run to increase replayability. Have a platform you have to stand on at the end of each maze. When all 4 platforms are stood on simultaneously, it teleports party to next phase. Don’t make it 4 levers or anything targetable since that could be cheesed with pets in the way Another Man’s Treasure’s maze can be. Make it so pets can’t solve it for you…that’s an issue with the Another man’s treasure puzzle. You could even make one or all of these underwater mazes, if you wanted. This would be a great puzzle phase that would be interesting for a raid party to tackle together.
Puzzle Phase Idea 2 -Use the statue puzzles in myth drannor. They’ve only been used in 1 quest. Have a puzzle section splitting the party into 8-12 individual rooms, each room with a statue puzzle to do. Have the doors in each rooms locked,, but pickable so others can come help those struggling with the puzzle or for shortman runs. Doors open when the puzzle inside is solved. You could also allow normal levers to be pulled to open the doors, but make it so it takes 1 minute load bar to pull the lever so that it incentivizes each party member to solve their own puzzle. The party advances when all puzzles are solved. Think the light puzzle phase in the shroud but with statue puzzles.
Potential ideas for other phases -
Red Light Green Light – you could bring it back. It’s still only ever been used in Deathwyrm. Have a phase with red light green light, and also mobs and physical obstacles that get in the party’s way that they have to jump and climb to get around, along with some mobs to fight. You could even add some dead magic zones here for extra obstacles. Think red light green light but more focus on platforming. Make it kinda like an obstacle course.
How about a tower defense phase? Have the party in a room with 4 towers, each ballista on its own tower. Party has to stop incoming waves of monsters and can only harm them with the ballistas. Have 4 levers in the back behind the towers that have to be pulled simultaneously to electrify the floor to confirm the kill. Once a monster is shot with a ballista, it falls down or becomes stunned for 5-10 seconds, and the 4 levers need to be pulled together to kill it during this time. Have the ballistas positioned in a way that each needs to be manned, as it can only hit mobs from a specific direction. Put space between the ballistas so not only 1 person can do it all. I’m envisioning 4 towers with a longish ladder leading up to each. Also have some trash mobs that spawn around the lever pullers, so that they need to be defended. That would be an interesting mechanic that would challenge the party to work together.
Platforming optional section – Something in platforming difficulty similar to the snowpeaks climb challenge, just as an optional. If someone in the raid wants to go off and do it, let them. Groups that hate platforming can ignore it. Make it crazy difficult. Make the reward a small amount of ingredients, and not named loot, so it doesn’t feel “required”. I think it may be best to put this section at the very end, spawning only after the end fight is done. That way those wanting to do it could go do it, and others not wanting to do it could just finish out and leave the raid.
These are just some ideas. I could go on and on. I’m not overly insistent on any one of these ideas, these are just examples of specific things I would want to see in a raid that are far more interesting than what we have now on Lamannia.
Finally, a comment on the end fight – So the current endfight requires the phylactery holder to be in a dead magic area for a bit, but perhaps instead of that, just require the entire party to fight the end boss in a wild magic area in some parts. Make the whole end fight room a wild magic area. I know wild magic areas have been optional by design throughout MD quests, but I think it’s OK to force wild magic on the party here, this is the pinacle raid. I don’t feel like forcing it on players is bad here, I think it would fine in a raid situation. If you really don't want it there the whole time, perhaps have the end fight mechanic turn the whole room into a wild magic area if trash isn't kept down to a certain level, or perhaps put it on a timer...so like 30 seconds of wild magic on/30 seconds wild magic off, repeat. Give the boss a buff that happens periodically which spawns wild magic areas maybe. I think it's ok for there to be some randomness and unpredictability in the pinnacle fight of the expansion to go along with MD’s theme.