Boss Mechanics:
• Challenging, interesting boss mechanics that take teamwork and perseverance to beat
• Varied design so that sometimes you participate in an 'event' and other times kill one, two, or multiple bosses. (Think Gruul's Lair, the Gunship or Hyjal/Black Temple in Wow, or GP in Rift) but more up to date and innovative.
• A job for classes in the raid during different fights whether it be silences, interrupts, cc, or unique class abilities.
• Interactive environment where you use items from the raid to assist you, like the reflective shield in Fractals of the Mists in GW2.
• Healing mechanics to keep the heal team interested like cleanses, watching debuffs and a mixture of heal intensive and cleanse phases.
• Multi level encounters made up of distinct phases and abilities for the raid to counter.
• The need for spatial awareness from the whole raid, like not standing in 'poo' and being in the right place at the right time. Just standing there and dpsing or healing and watching the boss's health dwindle does not cut it for me.
• Trinity, how I miss you!!!!! Raiding kinda blows without trinity!
Progression
• There must be a sense of progression, this is crucial to successful raiding. Not too hasty, not too daunting or unachievable. The idea that the team is making progress appeals to everyone and can make or break a raid. Guildbreaking encounters you slog at for 6 months are not fun!
• The sense that you learn together and beat the enemy.
Progression from raid to raid starting with a learner raid, medium raid and then the mother of all challenges as the end game raid. 10 man raids to supplement and help the main raiding effort. Rift was very good at this in the first year.
Raid achievments for mounts/titles (like the different coloured dragons)
UI
• Custom raid ui, with the ability to mod.
• Reporting mod so you can review and assess what you were lacking if you find an encounter difficult to beat.
• Voice comms overlay worked into the ui for your channel.
• Raid chat, raid warnings, ready check etc. Raid tools to help the raidleader.
A raid invite/accept menu the raidleader uses to invite the team to forthcoming raids.
Loot Tables
• Unique gear, crafting recipes and vanity pets accessible only in the raid. This gear may also be obtained by pvp or crafting, but is in some way different and specific to the raid. This is the reward spent for all your hours in the raid!
• A one hour after raid ability to trade between raiders in case mistakes are made with loot.
• An in built raid loot tracker for the raid leaders would be awesome.
• Tier set pieces that look sexy and have great stats. Recognisable!
• Tokens collected each time you raid that reward the committed raider balanced with BOE trash drops for those raiding casually.
Story/Lore
• The reason you are raiding worked into the lore not just a random attachment to it.
• The idea that what you are killing is a threat to your faction/race.
• Unique cut scenes you see the first time, but not too long (remember "In the mountains" speech from Ulduar..... yeah, not that!)
• Raid quests which when completed give you a unique item/weapon/pet or whatever.
I would also like to see a reduction in the numbers needed for a raid to 15 or 10. Getting 20 people together can be a nightmare. This would allow hardcore and casual raiders to raid more easily. Variable difficulties for the same raid can also work, "normal" and "heroic" versions of the same content with boss variations.
Overall, the key points are great game and boss mechanics, unique loot, progression as a team and a mixture of fun and challenge.
» Edited on: 2013-02-04 17:35:13