Just to make one thing clear here on my posting based on what is going on here right now …
I absolutely don’t “hate” raids or so, just to make it clear, I am absolutely wanting Raids for GW2.
The point is only, that I’m personally just disappointed of what Anet seems to understand under a “Raid” and practically delivers us instead only Dungeons 2.0, just with 5 more people, better rewards, time gated access and some harder bosses plus two for that instance new masteries that you just can learn there so far with the first Raid Wing, locking also Story and especialyl Legendary Equipment – so quality of life items – behind this gamemode to force practicalyl everyone to play raids, if they want to ever get full quality of life stat change on demand outside of combat. Seriously?
Personally I expect something completely different from a Raid.
I would have expected something more along the lines of these points:
- Group Size: Between 25-50 people based on difficulty (to make full usage of the new Squad System)
- Playtype: Infinite, means, you raid as long as you want and people/you leave , enemies reappear quickly, where raids become more rewarding, so longer/deeper you raid, but also become more challenging over time so longer/deeper you explore in them.
- Raid Map Size: Huge, similar to the Desert Borderlands, so that there is also enough space for some huge monsters of the size of World Bosses to raid in them
- Raid Types: Providing different Raid Types, from Hunting Grounds to Dungeon Crawlers over to Guilds Crusades as Guild unique form of Raids – brief said, I expected something completely new and different and not basically warmed up cold coffee that is Gameplay like Dungeons 2.0 with a tiny row of Bosses to slay that you can do every week once.
Under a Raid I expect challenging coordinated Group Content of various different types that are made for large Groups. 10 People is no large group! 25-50 people is a large group, big enough to make actually good usage of the new Squad System. WvW isnt the only game Mode, that could make good usage of it..Raids could also too, if just the Group Size would be bigger…
Under a Raid I expect that the content is so designed, that all playable Classes can be useful, provide something unique to their role for why you would want to have them with you and where all Classes can do something useful to support the group.
I expected something like class specific Masteries, as the introduction of the Mastery System and the raids together was the perfect opportunity to combine both systems with each other to do something unique there also for Character Progression – see my example of Thieves becoming the Raid Group’s Treasure Hunters and Trap Disablers just for example that can improve the Rewards you collect together on your Raid Tours.
Raids should be more of an social experience, where playing with many people together challening content that is made for a big group to make fun and not to be just only a silly DPS Race, where from everyone is expected to play godlike with no mistakes with absolute perfect equipment and only armed until under the teeth in ascended stuff, just so that you can make sure you can kill those few bosses on the run, before they can get into litterally “Berserker Mode” where their attacks become one hit killers if your group wa just too slow due to not good enough DPS…
One should expect from Anet something more originally and better, than these kind of lame DPS races permanently just to create artificially challenging battles that can fail somehow, if you are too slow…
Brief said, I dislike the way only, how Anet implemented Raids, at least so far the first Raid Wing. Hopefully will be the next Wing alot better and be completely different from the first one and not be again just another Dungeon 2.0 Clone with just like 3 Bosses to slay on the way to your loot at the end, because if thatx really everythign Anet can do, then they should have really not wasted any tiem and ressources at all with Raids and hsould have used that better on completely reworking Dungeons, instead of destroying them by removing their rewards and puting them to Fractals to literally shift over the Dungeon Players only to play Fractals now instead for farmign Gold.
If Raids wont improve and become more interestign with the next wing(s) and differentiate themself more from Dungeons/Fractals, then all of this was basically nothing but a huge waste of ressources, because when you go already so far to implement as complete new Game Mode, then you should want as Developer that this new Mode should also be as unique and different as piossible from all the rest of the game…
What Anet did here so far with raids is, as if anet would have implemented Stronghold for PvP as if Stronghold woudl be exactly the same than Conquest, but just only with 10 players on each side and different rewards and limitatign everyone to play it only every week (time gating)
Would you find Stronghold good, if it would be like that?
I guess not, I doubt hard that anyone would find Stronghold awesome, if Anet would have made with Stronghold, what they practically did so far with Raids by making it just too similar to other already existing content. Especialyl when parts of the already existign content get then extra dumbed down to oblivion in regard of their rewards, just so that players get a better reason to play the “new” old content that seems to come over so far, as if Anet sems to have reinvented the cycle new…
And then just to hear permanently, we have no team for this, when they could have already thrown together a long time ago practically all three teams together the very moment they introduced fractals to the game practically to form with them a new overarching Endgame Content Team that works on all three things, Dungeons, Raids and Fractals is for me personally just the top of the iceberg…