Stay strong Anet; Raids should be DIFFICULT
Raids being very difficult and requiring an organized group is the whole point of it, right?
Raids being very difficult and requiring an organized group is the whole point of it, right?
Yeah, same thing was said about Tequatl. Look how that turned out.
I agree, but only as long as they undo the super nerf on ascended gear from Fractals.
Yes , people will whine and complain like they always do because they wont be able to clear the boss in their first 1-5 attempts. These same people will complain that there is no endgame content after a few weeks. I can already see tons of complaints about them releasing only 1 wing next week instead of the whole raid before they even touched the raid itself. If Anet caters to this group of people and nerfs the content , like they did with some of the hero points in Verdant Brink ( not talking about the reduction of the required number for elite spec) , this game’s future wont be looking good at all.
I’m fine with raids being insurmountable except for highly skilled, organised guild groups, just so long as they change the TD meta to be more accessible (or even just more awesome)
I’m fine with raids being insurmountable except for highly skilled, organised guild groups, just so long as they change the TD meta to be more accessible (or even just more awesome)
You guys are fooling yourselves, i.e… under estimating the human ability to adjust and adapt. Within 3-6 months pug groups are gonna be speed running that stuff. :-)
Raids being very difficult and requiring an organized group is the whole point of it, right?
Yeah, same thing was said about Tequatl. Look how that turned out.
Would know what was really nerfed on Teq.
Raids being very difficult and requiring an organized group is the whole point of it, right?
Yeah, same thing was said about Tequatl. Look how that turned out.
Would know what was really nerfed on Teq.
To my knowledge nothing was. People just learned the different phases and that was it. Old Teq went from “organized guild group hard” to become part of the everyone’s farming rotation. If anything was nerfed it might have been the rewards…
Raids being very difficult and requiring an organized group is the whole point of it, right?
Yeah, same thing was said about Tequatl. Look how that turned out.
Would know what was really nerfed on Teq.
To my knowledge nothing was. People just learned the different phases and that was it. Old Teq went from “organized guild group hard” to become part of the everyone’s farming rotation. If anything was nerfed it might have been the rewards…
That sounds a lot like Urgoz Warren and The Deep in GW1. Early groups had trouble because they were figuring out what they needed. But once you had someone who knew what to do the hardest part became getting enough people together to run them.
Tequatl wasn’t nerfed, players were massively, massively buffed since he came out (look at triple trouble for how extreme the change was.)
Raids being hard is fine with me, but unfortunately they have killed off every type of 5 man play that was available to us. If raids are not accessible to 95% of the population, instanced play is gone.
I just hope there are actually decent rewards since none of their other group content has any worth mentioning.
I just hope there are actually decent rewards since none of their other group content has any worth mentioning.
2 gold per week, doubled to 4 for it being new content, according to the latest blog post.
I just hope there are actually decent rewards since none of their other group content has any worth mentioning.
2 Gold per Boss. Massive XP Rewards, Raid Currency, Unique Skins and Shiny Rewards and also Ascended Weapons and Armor. Hope the Drop-Rate is good enough so we don’t need to Kill Boss Y for X Times just to get one Drop.^^
So long as the rewards properly reflect the difficulty.
Miranda Zero – Ele / Twitch Zero – Mes / Chargrin Soulboom – Engi
Aliera Zero – Guardian / Reaver Zero – Necro
Anet and the knights got it wrong on HoT and difficulty…..
Raids are supposed to be difficult and that’s what we all expect…
However for PVE content people wanted a difficult zone like those found in GW1. Underworld, Fissure of WoE, The Deep, and that place in Torment whose name I forget are what the people wanted in terms of difficulty and all of which were optional zones with high yield rewards. Though they made the campaign maps more difficult just to give a middle finger to casuals and new players I guess I really don’t know.
HoT is more difficult yes and it’s an unneeded difficulty and I feel the game still lacks a a traditional Underworld type map so people will still be asking for more difficult content since we didn’t get it cause I know I am as HoT isn’t hard for a vet just annoying with mapping with masteries. These people will be drowned out by regular folks who like myself are kinda confused why they made the mobs the current level of difficulty they are for campaign maps…
It’ll all get nerfed eventually because of how they tried to implement difficult content by not adding a dedicated map for it. It’ll start with the three measly maps we got in HoT then spread way to far and effect the raids. Doesn’t matter how many people want difficult content forcing everyone to march through it sealed it’s destruction.
I’m fine with raids being insurmountable except for highly skilled, organised guild groups, just so long as they change the TD meta to be more accessible (or even just more awesome)
You guys are fooling yourselves, i.e… under estimating the human ability to adjust and adapt. Within 3-6 months pug groups are gonna be speed running that stuff. :-)
It’s going to be much faster than that. Three months max, probably two. And only that long because rewards are weekly so people will only do them weekly, which means it’ll take a while before players become experienced. Time-gating at its best.