Controversal Topics that I see around this thread.
- Scaling- Should Raids be rigid to make balancing easier or, should Raids be very flexible so that all guilds can be more inclusive to their members?
- Difficulty- Should Raids be easy enough for casual players, or should raids be difficult so it requires skill on the risk of excluding casual player.
- Stacking- What steps should be taken to remove stacking or should it even be removed at all?
- AI- What AI should be in place?
- Rewards- How rewarding should Raids be?
- Punishment- How punishing should failing a raid be? How punishing should dying be?
These are all really excellent questions! I would love to see some drilling down into these specifics with your proposals.
Scaling
A scaling system for the sake of flexibility. Something simple and easier to balance, like three tiers of scaling for, say, 10-men, 15-men and 20-men groups, instead of a more complex “enter with whatever size you want” scaling. Raiding should not be guild-exclusive, neither. PUGs should be able to form a party and do it. Guilds could simply have better tools for it (and more motivation, should raids award guild merits).
Difficulty
First, I think the playerbase wants raiding in GW2 because they want challenging, endgame content. However, in my opinion, challenging content is not equal to near-impossible content. People want challenging content, but they also want to be able to beat it. :P They want something that makes them think outside of the box, that forces them to play better and to learn, and ultimately something that makes them feel accomplished. You don’t need “ultra-hard” content to acchieve that. In fact, “ultra hard” content only alienates the community.
Second, how do we define casual player here? Because any player, casual or hardcore, should be able to finish a raid as long as they are willing to learn and put into some effort and dedication. The main question I ask you back is, how can the game give to the casual playerbase the motivation and the tools for them to learn and to get better? My answer is: with layered difficulty, and with clarity. Encounters should be designed as such that, even if the player repeatily loses, they can understand what they did wrong, and _ have an idea_ on what they should have done better. So, I’d say the issue is not so much how difficult it should, but more on how it should be presented to the player.
Third, I highly disagree that coordination should be the main difficult point of raids. That’s why I dislike world boss events. What about players like me, who want challenging content that focus more on actual combat mechanics? That forces us to master the combat system itself? And what about pugs who can’t coordinate with voice chat or do not have previous practice with their party members? Yes, coordination should still be a factor, but only up to a point. The difficulty of the raiding should, instead, be based on the mastery of the combat system and on the player’s ability to analyze the situation and react/ improvize properly. For that, we need interesting secondary mechanics, and an enemy’s AI that can counterplay, surprise, and effectively execute core combat strategies (burst, cc-lock, conding locking, healing at the right time, kite and chase effectively, etc).
Stacking and AI
While I already addressed the AI issue above, what about stacking? How can we remove stacking without revamping the entire combat system? Instead, I’d say that stacking should be a goal, an objective. And more: it should be something hard to acchieve. In other words, there should exist anti-stacking mechanics, but those mechanics should be purposefully situational and/ or contextual, so that players would have to find the right opportunity to stack.
Rewards
Horizontal progression. Lots of horizontal progression. Not only cosmetics, like skins, miniatures, dyes, etc, but also unique account-bound upgrades/ privileges/ unlocks.
Many of the rewards should be unique, especially when it comes to skins. Some skins/ miniatures/ etc should not be tradeable for the sake of privilege, but generally, there’s not much of a problem if most of them are. Tradeable skins should be rare, as they usually are, while account-bound privilege skins should not be obtained through RNG.
Raiding should also be a nice source for ascended gear, and more importantly, it should be a valid way to work towards precursors for legendaries.
Acchievements and collectibles for raids, with a one-time gem reward could also be cool.