Originally Posted by
alturic
See, the way I'm "envisioning" it though would be that all of the abilities (obviously depending on killtime/damage in) would happen the exact same amount of times in every fight, just "randomly".
So let's take a 10 minute fight (no clue how long the typical fight is in Rift) on a current scripted fight you would have Hand of Doom cast 10 times, Bigger Hand cast 5 times and Ultimate Hand cast 2 times. In a "randomly timed" fight in 10 minutes it would still be the same amount of times casted, but just at random times. So instead of the first ability casting 30 seconds in, it MAY be only 10 seconds in. While sure, on a "world first" type of level you could say the kills with better "timing" of these ability casts have the advantage it would definitely (obvious?) make the encounters more dynamic. Maybe that's the wording I should have used from the get-go without the use of timers and such. :P More dynamic fights would be amazing, in any game.
Also, in 15 months they added 7 raids, so every 4 months a new raid? Doesn't seem too bad, how "difficulty" are the raids? I mean is your "typical" (hope I don't get eaten alive for saying this) "casual" guild farming all of them?
I never really looked into the raids in Rift, but the only thing right off the bat I don't like is how it's 1 version (10/20) instead of an option for both or literally just 1 size. The biggest problem that faced any guild in WoW (my game of choice for 7 years) was going from 10 to 25. Sure, make 2 10mans, which would mean 4 tanks, 6-10 healers and then when you goto 25 you only need 2-3 tanks, 3-5 healers so it leaves people "out". Once again, sure you can say that's what dual-spec is for, but you rarely have the option of having players with equally geared specs.
Either way, I don't play on being a GM in Rift at least for a considering amount of time, so as long as guilds need pro tanks I'll be good. :P