I’m not a raider and I’m not going to pretend that I know everything about the game mode, but here is what I think about these current criticisms.
Where the issue started
Attempting to expand your playerbase is a good idea, as long as it doesn’t significantly impact the game for the core audience. However, the major shift in HoT was not that raids were implemented, it was the open world HoT maps themselves. Raids are meant to be side-content for a minority. The problem is that the new maps had many drawbacks, like enormous initial HP requirements, timegated metas and many areas that are outright inaccessible during specific times. All of these elements made the new maps anti-casual.
Playstyle diversity and the road to boring play
Raids simply exposed the balance issues that were there in the first place. Balance in this game is pretty bad, and the the primary problem in raids seem to be the profession specific buffs. Druid, Berserker and Chronomancer not only have the best unique buffs, but they also have the highest amount of unique buffs as well. Build diversity has suffered in all game modes because elite specs shoehorned professions into specific builds. As more elite specs are added it is possible that more professions will get desirable buffs for raids. However, the system that Anet created is incredibly inflexible at the moment
Broken storylines
I watched the recap of the raid and I didn’t feel like I missed much. Sure, I wouldn’t mind experiencing the story in some way, but it seems to be an insignificant storyline that was only made so that a raid can exist.
Watering down non-raid content
They haven’t watered down non-raid content as far as I can tell. Yes, the sloth boss is very undertuned but I don’t think that every single boss that gets introduced should have the same difficulty. As far as I remember the fights of the first to LW2 episodes were pretty easy, so having easy fights in the first two LW3 episodes doesn’t seem out of the ordinary for me. Also that final blob fight’s difficulty is highly dependant on your profession.
As for guild missions, it is true that they stopped working on them, but I doubt that it had anything to do with raids. They probably thought that making more of those is a bit redundant due to their reward structure. They were also working on other guild-related content instead, like guild halls and decorations.
Fracturing the playerbase
Raids were inevitably going to fracture the community no matter how they were implemented. When you introduce what is essentially a new game mode, some players will play it and some won’t. If Anet introduced a GvG mode, it is likely that there would be fractures in the PvP community. Some people would refurse to play the mode, while others will play it and possibly abandon some of the content they used to do.
Basically, I believe that the issues with raids stem from Anet’s general design of the HoT expansion, rather than the design of the raids themselves. An example that is very relevant to me is legendary armor. I feel dissatisfied that legendary armor is raid-only, but what is it that makes me feel that way? Is it jealousy because raiders get a shiny? I would say that it is not.
I simply feel like Anet is wasting resources on this project. They may have a small team working on raids, but how much armor development is being wasted on raids when HoT barely added to the variety of armor sets? Oh, but you see the problem is that Anet barely added any armor sets, not that raids are getting an armor set. Even if non-raiders got 1 more armor set, it still would be small amount for an expansion. The same logic also applies to the content drought, when players were complaining about the lack of content. An easy mode of raids simply wouldn’t add much content, because the raid maps themselves don’t seem to have much in them.
People need to keep in mind that when compared to other games, the raid release schedule is kinda slow. They are definitely not focusing on raids. Anet needs to make sure that the next expansion has the correct amount of content, or raids will continue to be the scapegoat. After all, it is easy to blame a game mode that minority plays and label it as a worthless addition that drained too many resources. Though in my opinion, the true pointless resource drain the WvW desert maps. Almost no WvWer liked them, and Anet had to spend a bunch of dev time on fixing all the WvW stuff that they broke. I hope that Anet has been organized properly this time, and are ready to make a good expansion that hasn’t been rushed.
(edited by Ganathar.4956)