Raids / Dungeons for endgame

old thread but great idea.

I'm not talking about massive numbers of player raid bosses. just this:


a map, with a boss at the end that nearly REQUIRES a party of 5 or 6 players to beat

I want a boss that can't be steamrolled solo so that players have a reason to group up in high end content.

don't think of them as raids but more like 6-man dungeon bosses. you don't need a tank, you don't need a healer, just a multi player required strategy; after all this is PoE and not an mmorpg.



maybe make a boss that should be triple cursed to be beat or a boss that alternates vulnerabilities/immunities (needs to be hit by multiple players elements). or a boss that will kill players when it hits them if they aren't standing next to eachother... anything really.

each player already takes care of their own tankyness and self-healing abilities so its not like this would suddenly become a "wow-raid"
IGN: OldManBalls (Warbands)
The idea itself isn't terrible but like someone else stated it just doesn't mesh well with what this game is about. As soon as you must form groups based on specific classes, skills or builds one of the keystones that really makes this game shines will dim.

I can see trade chat now...... LFG 2 sporkers, and a LA marauder with triple curse...

No thanks
IGN: Fourist
Being devoid of any time duration or schedule commitment is a MASSIVE plus for aRPGs, I would be against anything that requires me to be on for any long period of time.

I'm against any long raid/encounter that requires any hardcore ladder persons to party.

I'm against adding more people in an instance (IMO 6 people in an instance, even when run completely smooth is just too much going on for people to do anything remotely "complex")

I'm all for adding some skills or effects that add to the advantage to play in a party, at the same time increasing the difficulty such that the speed at which the party progresses is more in line with a good solo build.

I'm all for designating your party as a "raid" or whatever you want to call it as a means of optionally increasing difficulty of monsters in the zone for an added IIQ or IIR.

I'm all for repeatable quests that revolve around a more difficult objective, say kill vaal, piety and the general dude with a full clear of the pyramid, lunaris 3 and barracks in 20 minutes without dying. That yields a static reward.


I think thats as far as I'm wanting to go... so in concept I like the idea of having more complex party mechanics and a means in which a party can really work together (maybe some kinda skill chain where skills have to originate from different characters, like char A freezes the enemy, a different character applies a chaos DoT, and yet another hits it with a dominating blow, in that order without anything else happening inbetween to give your party a speedy ice zombie ally) However, I do not like adding longer commitments with more people per instance.
Please no wow system. I would add , if i could , maps with 2-3 slightly different zones and a short story. Maybe an arena for the duelists/melees at the end with a bossfight , if the player wins he has to kill the (evil) spectators on the terraces too because they thrown poo at him while the bossfight. Drop+Rarity bonus only a little bit higher in party than a solo player but with higher difficulty.

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