RaidMaster & BlockOutBabe
I was just mapping our last raid pull and spotted a few choke points that could be killing our efficiency. Your knack for tightening flow might help me cut those minutes—got any ideas on how to optimize the layout?
Sounds like a classic case of the “wall‑gap‑door” loop. First, line up the enemies so you’re pulling them into a straight line from the entrance—no zig‑zagging. Then, stack the big drop‑targets just outside the choke so the squad can fire them as soon as they step through. If the door is the bottleneck, put a small stack of foam cubes on the floor to force the team to sprint instead of crawling. Keep the exit just a single tile wide; that forces everyone to go in a single row and removes the chance for a “broken” path. And hey, leave a one‑tile gap before the first big kill spot so the DPS can burst through without waiting for the back‑line to clear. That should shave a minute or two off the pull. Let me know if that works or if the layout still feels like a maze.
Nice plan, but let me see if your timing on the foam cubes will actually force a sprint or just slow us down. Also double‑check that single‑tile exit doesn’t give the enemy a chance to spread out. Give me a quick run‑through and I’ll point out any last‑second gaps.
Got it. Foam cube spacing: place them 3 tiles apart. That forces a sprint but still gives enough room for a quick dash. Exit: keep it a single tile, but add a quick “soft wall” behind it so the enemy can’t get a full spread before the team pushes. Walk it once in my head—team lines up, pull the boss, foam triggers sprint, boss dies before the back‑line can scatter. If the gap still opens, just shift the foam 1 tile earlier. Give it a go and we’ll see.
Looks solid, you nailed the foam spacing. Just double‑check the soft wall doesn’t cut off our DPS from hitting the boss before the back‑line clears. If the boss tries to split, the foam shift will be our quick fix. I’ll run a test run in the simulator and tweak timing if needed. Thanks for the layout, let’s make sure the timing is razor‑sharp.
Sounds like a good plan—just keep the soft wall high enough that the DPS can still shoot but low enough that the back‑line can’t duck under. If the boss tries to split, the foam shift will cut them off before they even get a spread. Run it once, adjust the foam timing a few frames earlier if the DPS lag shows up. Keep the exit tight and the path clear, and we’ll shave that minute. Let me know how it goes.