I think Little Mike may have hit on something here! Since 1.3 hit, we have gone from a handful of enthusiasts to an actual community and it is tremendously gratifying to read all the great thoughts, ideas and analysis people have for the game. Since we're a small company, I think it makes sense to use our 12th man to sound out some of the big features we're planning for the game. So let's give it a whirl!
We've seen a lot of feedback on raids - first off that people really like their existence, which is great. But also that the mechanics could use some work. We wholeheartedly agree. Honestly, I'm surprised they even work as well as they do, since our whole company can't do a raid by itself, and I can't find any games that did raids like this before, so we're treading new ground here. But we're constantly thinking about how we can make it better.
One thing we'll definitely improve is the boss fight. People have asked why they need to kill the boss 150 times to beat them. Well, the answer is - you aren't really meant to be killing them, just "wounding" them and their health bar represents how much damage is required to make a "wound". That was the design intent, but the presentation never really caught up. It's mostly because we used the existing combat engine that doesn't really allow for a persistent enemy between encounters. That is going to be fixed though, so hopefully those fights will feel more bossy.
Next, we're looking at a new encounter mechanic, basically to kill as much as you can in certain amount of time. Like impending doom, but you don't die in the end. This can play out a few different ways which I think would be cool.
1. Onslaught style encounters where you get multiple waves of enemies, and each group you clear progresses the raid, without having to pay the energy again.
2. Boss fights where you can "damage" the boss more than once. If you clear his health bar, you "wound" them, it re-fills, and you can do it again.
3. Roadblock style fights where you can fail to kill a tough enemy even once before the time runs out.
These encounter types will likely cost more energy, but allow players who have better/more powerful characters to be able to contribute more, as opposed to it strictly being an energy game. Energy will still be factor, but for a given amount of energy, this will allow a better/more powerful player to perform better during a raid.
The above are things we're pretty certain about doing. We have other ideas but some questions come up about how people want raids to go down.
One big one - do people like raids to be pop-in, burn energy, pop-out, or is there a desire to see a more coordinated action required during a raid? The more tactical we make them, the harder they will be to finish and the more coordination will be required of the guild. Which may be counter to how some people like to play the game.
This is just the tip of the iceberg really, but I think it's a good start. I'd like to see what kind of discussion we can kick up around these issues, so feel free to share your thoughts on the above.