The lockout timers were poorly thought about and implemented for ToV. Timers coming up to tov were fairly easy to manage : almost every instance could be completed in one night with ease. ToV has been speculated since the server start to be to long for an average guild to complete everything. Over the course of the last couple days we've probably spent about 10 hours on 2 separate days and the instance still isn't finished. I consider us an extremely competent guild. We raid very well together, our largest constraint is and always will be that we're a guild for adults and we raid on an adult schedule. While I am happy the request lockout was reduced from 2 days to 6 hours, if you look at my lockouts now, I am stuck with half the zone being on one lockout, half the zone being on another, and speculating I will get a zonewide lockout upon killing Vulak. All of this while getting a loot lockout day 1 effectively meaning trash is worthless on the second day or subsequent days. There has got to be a better way to do ToV - it makes very little sense to force guilds to do ToV once every 2 weeks if they cannot spend 12 hours clearing it in one day. ToV is in my opinion the defining zone in Velious. The way instance lockouts have been thrown together shows poor insight and planning or a general idea of how they were supposed to function. It It also shows a distinct lack of interest in the commitment to this server as an instanced server. This is an excellent chance to brainstorm and address not only this issue but also the upcoming issue with Vex thal. Idea: Current implementation seems like it creates a new instance each time you request(speculation) - then just prepares/populates mobs based on what the leader has locked out. The lockout for individual encounters seem to be tied to the ID of the origin instance they were first engaged. Is it possible to simply save the state of the current instance throughout the instance timer based on the instance ID? This would require a single lockout that would easily dictate all the mobs in the zone without complicated individual lockouts/loot lockouts. I feel like the implementation would be fairly easy and would reduce a lot of the backend garble and simplify basically everything. This would allow guilds to effectively plan content in a meaningful way - something that is severely lacking as it stands in velious. Most of us moved to phinny to raid on a schedule because thats what our lives allow, I think I speak for all of us when I say we love this game but the time to spend 12 hours in the same zone or raid with 130 to compete in the open world on batphones is long, long since past for most of us (this is not a jab at anyone, I dont care what you do with your time as its none of my business.) TLNR - Lockout timers suck for ToV, please consider changing not just for ToV but to better implement future long raid zones. note: I'm starting this to open dialogue about an issue that has existed here since day 1(poorly implemented lockout timers). This isn't about casual vs. hardcore. Its not about free loots or whatever else people from other servers comes here to cluck about. Its about improving organization to provide a more enjoyable user friendly experience.