#Doom Aporia Raid update

48 messages · Page 1 of 1 (latest)

rain plume
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https://elsword.koggames.com/doom-aporia-raid-update/

New raid challenges for you all to take one. Let us know your thoughts and experiences with the new Doom Aporia Raid Dungeons!

Try to keep the topic focused around actually playing it. I get many of you are likely going to go with the "Can't enter cause CP" type comments, but we'd like to focus on actually playing the update, and I know there are quite a few of you out there who can. For those who cannot, definitely let us know your thoughts on the Raid Accessory Support Event Thread! #1349487560614871080

dim knot
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This should have been the update where abyss mystics become a 100% drop rate in normal mode.

fallen sundial
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Honestly not much I dislike

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I think this raid is very well designed

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I guess the only thing is if we are having runs more than 30 minute’s (more than double even) is to please extend gate/camp timers

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💀

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When fastest clear time is 50 minutes

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It’s either that or reduce hp

fallen sundial
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Raid well designed, gets people to play properly

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But man

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So cope if ur pt isn’t competent

vale forge
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The raid itself is fine, fun even, difficulty is acceptable for a progression raid (weapon raid). However, the HP and the length of the dungeon as a whole is abit out of tune. I understand its made with the damage increase from Costume and accessory separation but slugging through a boss for 50 minutes straight is not a fun experience especially when the timed mechanic repeats itself and theres barely any time to slug through the boss's massive HP pool. (21-2)

Let alone the amount of dungeon and phases that one is required to go through. At current standard for the released dungeon.
21-1 - 30 minutes
21-2 - 1 hour
21-3 - 40 minutes

I am worried about the potentially long clear time especially with the release of the 4th raid dungeon which might add quite abit to the clear time.

tropic adder
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I second that the main gripe I have with Doom Aporia at the moment is that the dungeons take too long, especially if the parties you're forming are not strong with extremely high gear and have a lot of experience with the raid already. In 21-2, some of the mechanics need to be shortened in terms of the amount of time they take, or have an option where you can continue with the fight if you clear them faster (such as spot the difference, though I'm not sure how they can implement a way to clear this mechanic early without spoiling what the answers are... maybe F1 locks you into your spot and if everyone locks themselves into a spot, the boss does the wipe attack?).

fallen sundial
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yeah p much what they said

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so slow

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slugging through boss

fallen sundial
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Also I literally don’t know where 21-3 boss is, I only know because I see red damage numbers

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Also CE summons can get selected for the cage mech for 21-3-2

upper tulip
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I like the design of the raid dungeons but I think I’ll wait for the nerfs to come before I try to clear cause I ain’t gonna spend an eternity in there trying to clear.

fallen sundial
timber belfry
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Raid is nice. Just tired of the entire game being raidsword. As a person who enjoys doing regular dungeons I don't see a clear or feasible way to get what I need if I spend most of my time raiding, reattempting raids, helping others raid, getting more materials for raid and getting sub characters to raid.
I'd honestly just like to grind normal content. Regular serp dungeons were great for that but i don't even have the time to grind those. sweaty

fallen sundial
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U have corae.

timber belfry
timber belfry
fallen sundial
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Or Yk

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We farm 21-1 or 3

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😈😈😈

slate vector
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I really like armor not being tied to raid previously

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Having back to back raid at such a high entry requirement is such a pain

fallen sundial
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I mean serp entry I wouldn’t say is high

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This raid though yeah

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Entry req is so high for d3 but honestly it’s ok, the raid is such a slug that idt lower cp ppl should even try d3 💀

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They’re not gonna have fun

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IMO

slate vector
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I guess, it just feels like a jump compare to Ran CP req

fallen sundial
half thorn
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Its cool and fun but way wayyy too long.
211 seems fine
212 is too long, taking an average of an hiur. Any run that takes more than 40 minutes is not well designed, at least the hp of the boss.
213 is nice, yet im not really sure if 30 mins is ideal. Its much less stressful than 212 though.

So a gaunt takes about 2 to 3 hours (for now) with +12 players, now imagine +11 times 💀 specially with 214 coming. Not excited at all tbh.

It feels more like an unpaid job than a game at some point.

I agree with flex btw, game turned into a raidfest, mostly favoring meta classes every time. Getting armor/weapon feels like jail now.

small temple
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The problem is the same.

The endgame content is balanced for high-end improvement that's INT server players cannot afford. Just hyper focused players+whales can do improvements like +11 tenebrous/exascale set reforge+21 and go too +12 SoA. The normal people cannot play so much to play in theses contents. The stronger people i know in INT, with 22m cp just complete Raid in 28 minutes, and that is not a resonable time for me, an adult who want to play just to enjoy, not sweeting.

If I want to stress me I dont enter in Elsword, I will just open some bad competitive game and play Ranked.

fallen sundial
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I mean it’s an endgame raid

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Ofc it’s catered towards endgame

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