So I’ve made a consumer choice not to participate in raid content, not because I want to discourage the concept of raids, but rather how they were implemented. This is the first time I have felt that Arenanet introduced content that directly contradicting the game’s inclusive philosophy. That philosophy is actually why I play GW2.
I like being able to log on at any point and immediately join and begin participating in content without any kind of barrier. I can even choose not to play it for two months and rejoin the game without falling behind and having to grind to catch up. There was an initial investment of grinding to get full exotic, but beyond that, you could effectively participate in anything you wanted even as purely casual player.
The first introduction of challenging content was fractals and it implemented a system that kept to this philosophy by having scaling difficulty levels. The first 20 levels did not require any type of ascended gear and even the most casual player could participate and experience the content due to the lack of difficulty. The only downside was smaller rewards compared to the higher fractal levels, but you were not blocked from participating in the content itself.
Raids could have followed this same philosophy, but they didn’t. There is only one difficulty level, a cap on the number of people who can participate and the sheer difficulty of it marks the first time ascended gear is almost required to experience the content itself.
Raid could have been implemented with scaling difficulties, so even the most casual player could experience the content. The downside of lower difficulties could just simply slow your progression towards legendary armor with the higher difficulties speeding it up with even greater rewards, following the model of fractals.
But it wasn’t and it’s the first content I felt came with a barrier that prevented players from experiencing the content and working towards legendary armor.
I feel this is a mistake, because the inclusive philosophy of the game has created it’s overall positive and healthy community. The introduction of exclusive content is what, I feel, breeds a degree of toxicity that can be found rampant in other MMOs like WoW. This toxicity comes in the form of a degree of elitism, feelings of exclusion due to the limit of players, exclusion of certain classes due to imbalance issues, abuse of new or casual players who want to participate but are still learning the content and barrier to entry in the form of ascended gear which has historically been optional in all content.
So yeah, that’s my stance on it at the moment. I’ve accepted the fact that I won’t acquire Legendary Armor and I am fine with it. Don’t get me wrong; I am not against challenging content. I just feel the induction of it without scaled difficulty is just not what makes Guild Wars 2 Guild Wars 2.
Just curious to see what other people thought.