Raids dont work without (gear) grind barrier

Raids dont work without (gear) grind barrier

in Fractals, Dungeons & Raids

Posted by: Balsa.3951

Balsa.3951

Yes I said it…

sorry but it will be like that and that’s why Raids don’t come with the expansion day 1

GW2 has some dam pro player who find every weakness in a encounter. And since there is no Gear Barrier People can beat Raids day 1. They only will redo it for the Gold.

There for replay love demands good loot. But once a Raid is beaten the challenging group content is gone.

If the loot is great (best in game) I will redo it.

So what can anet do to avoid that there mega Raid become another Twilight Arbor after 1 Months? (and be honest most of us beat this dungeon, once and never came back)

My idea would be a constant changing mode, Bosses changing every months in a rotation. That way anet has less work with building extra wings and the content keep longer fresh.
Maybe don’t even need new models just different attack rotations of the Bosses.

maybe yes?

(PS I don’t want gear grind)

Raids dont work without (gear) grind barrier

in Fractals, Dungeons & Raids

Posted by: SkylightMoon.1980

SkylightMoon.1980

All your posts so far have just been you kittening.

Raids dont work without (gear) grind barrier

in Fractals, Dungeons & Raids

Posted by: dlonie.6547

dlonie.6547

sorry but it will be like that and that’s why Raids don’t come with the expansion day 1

GW2 has some dam pro player who find every weakness in a encounter. And since there is no Gear Barrier People can beat Raids day 1.

So you prefer a raiding system where the only reason you can’t beat an encounter is, not that it’s too challenging and your skills need to improve, but because you aren’t wearing the magical piece of gear that lets you beat it?

There for replay love demands good loot. But once a Raid is beaten the challenging group content is gone.

If the loot is great (best in game) I will redo it.

Would you do it for something like, say….legendary armor loot?

So what can anet do to avoid that there mega Raid become another Twilight Arbor after 1 Months? (and be honest most of us beat this dungeon, once and never came back)

Content eventually goes on farm status. This is how it always goes.

My idea would be a constant changing mode, Bosses changing every months in a rotation. That way anet has less work with building extra wings and the content keep longer fresh.
Maybe don’t even need new models just different attack rotations of the Bosses.

How would it be less work to create 3 versions of each encounter, rather than focusing on entirely new ones? And won’t we eventually learn the rotations and still just farm it afterwards?

(PS I don’t want gear grind)

I’m very confused. That’s the exact opposite of what your thread title and opening statements say.

(edited by dlonie.6547)

Raids dont work without (gear) grind barrier

in Fractals, Dungeons & Raids

Posted by: dlonie.6547

dlonie.6547

I should probably just ignore this one, but I don’t think it’s a reading comprehension issue on my end.

Title: Raids don’t work without gear grind barrier.
Closing remark: I don’t want gear grind.

These seem contradictory.

Statement of problem: Without a gear grind, some players are capable of beating content on day one, and then they’ll start farming it.
Proposed solution: Design several versions of each encounter, and then rotate them every few months.

This doesn’t really address the problem. If players are beating an encounter on day one, what difference would it make if other versions of the encounter exist?

If you want to point out an issue and brainstorm ways to improve raids, that’s awesome! But there are some problems and inconsistencies with your proposal. I guess you could say that I’m just pointing out the trouble with it and trying evolve the idea

Raids dont work without (gear) grind barrier

in Fractals, Dungeons & Raids

Posted by: Balsa.3951

Balsa.3951

I should probably just ignore this one, but I don’t think it’s a reading comprehension issue on my end.

Title: Raids don’t work without gear grind barrier.
Closing remark: I don’t want gear grind.

These seem contradictory.

Statement of problem: Without a gear grind, some players are capable of beating content on day one, and then they’ll start farming it.
Proposed solution: Design several versions of each encounter, and then rotate them every few months.

This doesn’t really address the problem. If players are beating an encounter on day one, what difference would it make if other versions of the encounter exist?

If you want to point out an issue and brainstorm ways to improve raids, that’s awesome! But there are some problems and inconsistencies with your proposal. I guess you could say that I’m just pointing out the trouble with it and trying evolve the idea

finally someone who argue constructive :P thank u
yes its a dilemma and in the title I point out the problem the Raid has now!

About the no difference that pro player beat content on day 1 ( I pushed it lets say 1 week) the evolving and changing Raid would make it harder for the just watching a Guide and follow it gamer.

Muscle Memory also has his limits, So I hope (surprise encounters can shake things up… and People start to communicate over tactics and it may force people getting creative)

PS building a complete new Raid encounter need more resources than a build in randomness.

lets say
Phase 1 stack and DPS
Phase 2 run for ur life
Phase 3 CC

if those 3 Phases comes in random order it would help to keep the fun up.

(edited by Balsa.3951)

Raids dont work without (gear) grind barrier

in Fractals, Dungeons & Raids

Posted by: Shados.1306

Shados.1306

There’s plenty of MMOs without gear barriers and horizontal content. GW2 wasn’t even the first one that did it. They just had a better marketing department.

It works just fine. Better really: once you have a lot of raids in the game, since they’re all relevent/accessible with the same gears, you eventually have so many raids to choose from, it gets overwhelming (in a good way).

As opposed to WoW/SWTOR/FF14/etc style raids where there’s only ever a handful of relevant raids at any given point, you have to do those, severely limiting your options when you sit down an evening and go “Hmm…what should I do tonight? Oh wait, there’s only 1 raid I still need stuff from”

Raids dont work without (gear) grind barrier

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Posted by: KappaOpinion.6732

KappaOpinion.6732

First of all, I have not played the raid nor do I plan to do so this weekend. I have also done very little research so please correct me if I got something wrong.

As opposed to WoW/SWTOR/FF14/etc style raids where there’s only ever a handful of relevant raids at any given point, you have to do those, severely limiting your options when you sit down an evening and go “Hmm…what should I do tonight? Oh wait, there’s only 1 raid I still need stuff from”

I am currently an active raider in Wildstar, which has two big raids and one small one. The order goes" Genetic Archives" (GA) – “Datascape” (DS) and “Initialization of Core Y-83”. The further you advance in these raids the better the gear is that drops obviously and DS requires you to be pretty decked out in GA gear…. Now even the people that have beaten Avatus (the final boss of DS) and Augmentors Hardmode (Boss of Initialization of Core Y-83) still clear Genetic Archives on a weekly basis even though there is no chance of them getting upgrades from the bosses. (ilvl 100 compared to ilvl 120"). They simply do it because the raid has amazing design and still remains challenging as interrupts / tankswaps are still as hard as ever. Only healing checks and DPS checks become significantly easier. Now all of this is obviously not relevant to GW2 but it shows how raids are ultimately supposed to be. They should have mechanics that are so fun that you do it for more than loot. Heck, by your logic there is no reason for me to step a foot into GW2 raids at all as my character is already decked out in fully Ascended gear and I have all the skins I could ever want

How would it be less work to create 3 versions of each encounter, rather than focusing on entirely new ones? And won’t we eventually learn the rotations and still just farm it afterwards?

I think his idea was extremely smart. Over on Wildstar there are encounters that are different every week. The fifth boss of Genetic Archives for example actually consists of 4 bosses that need to be killed at the same time. These 4 bosses are chosen randomly out of a pool of 5 bosses. Depending on which 4 you get you got to develop a completely unique strategy as all of them interfere with each other. For example the there is one boss that constantly sends out waves towards one of the other three bosses that basically one shot anyone who gets hit by them and need to be dodged. Every player that is on one of these three bosses needs to be extremely careful and there needs to be an increased about of communication in the party. All of these bosses also have a unique mid phase. There are 3 more bossfights of elemental pairs later in the second raid which are basically 2 random element themed bosses (water, earth, logic, life, air, fire) paired in one room. Every week these are going to be randomized across the encounters with all of the encounters feeling completely unique (kitten you Life/Logic).

Now what I want to say by all of this is that by just adding a few more bosses you can completely change up the entire experience for everyone and it saves you from having to design a completely new raid environment.