First off, the aim of this post is (hopefully) for the developers of the raid instances to read this and take it with them for future raids. Optimistically thinking, sure, but nothing will change if you don’t speak up.
I want to keep this fairly short and simple and I also don’t want this to topic to be derailed by asinine comments.
At first, I was under the initial impression that raids were going to be done in an almost “pseudo-Holy-Trinity” system. Essentially, groups would require a couple healers, a tank, and the rest a mix of various DPS classes. This notion of mine was reinforced with the majority of the elite specializations being somewhat centered around either support or defense for a team. (We see this with Druid, Herald, Chronomancer, and Tempest as four examples). Furthermore, an ArenaNet post that is now far down the page-list read that raids would be the new “challenging” content. This is not meant to come across as “elitist”, I simply disagree and do not find the raid challenging. What am I getting at here? Well…:
(Trying to keep this as short as possible) As a first initial impression from the first raid “area”, the mechanics are interesting though not particularly challenging for the first three targets; no need for tanks or healers if your party can strafe. Move forward to the boss: it is just a combination of the three targets we fought beforehand all compiled into one. Yes, things get more tougher but it’s not particularly hard if your group is well coordinated and organized through means of voice communications. This is not my issue though. My issue is that everything that raids were implied to have simply do not exist. Instead of having to work on group unity with builds that compliment and mesh one-another, we get more of the same that we have been doing for the past three years. Instead of this pseudo-Holy-Trinity, once again, we get more of the same that we have been doing for the past three years. This is the ‘infamous’ “Berserker-Meta”. Now once again, I’m not looking for this to be derailed by hostility, this is my thoughts and observations.
I feel like the main “culprit” of this, if you will, is the timed boss at the end. This timed boss essentially forces people to not run anything that would reduce your damage so instead, people are almost forced into the glassiest of builds. I understand that the boss doesn’t need to be killed in the eight minute time limit, though you have to think, what’s the point of the timer if you’re not supposed to kill it within that allotted time? This reinforced this Berserker-Meta that is not new or innovative and is something that more and more people are becoming more and more bored with. In turn, this is off-putting more and more people to raids altogether (from my circle of friends and guild mates). Because raiding is the future to GW2’s end-game, we need to see some changes. All of this is making raids not new, not innovative, not challenging and simply not interesting nor engaging.
The solution? It could be as as simple as removing the time limit on the end boss. You want raids to be challenging? Perhaps have that 200% damage buff persistent throughout the entire fight forcing the implied notion that a pseudo-Holy-Trinity is needed. There are likely other solutions too, this is just my two cents about raids.
This post was rushed together but I think my point was made. Thanks for listening and hopefully we can see some improvements for the future wings and hopefully make some changes to the current ones.
Thanks!
