A recent informal survey on Reddit nicely summarizes many complaints about the game that have become more and more prevalent in the community since the release of HoT. Although not everybody agrees with all of these gripes, the unfortunate reality is that just about everyone does agree with at least some of them.
Without intending to overstate the case, it’s fair to say that in a certain way all of these come down to a lack of content and a lack of meaningful and achievable rewards to pursue. There is also an undercurrent across these of the disconnect that has long existed between the very hardcore players and average players. (For the record, I’m somewhere in between. In most games, I have been a hardcore player focused on the most difficult content and that is still what’s “in my heart,” but in this game I’ve played more casually primarily because I’m now married with kids).
Often, all of these coalesce around one issue: raids. Raids have been divisive in that one portion of the community avidly supports them, while another views them bitterly as content that betrays the spirit of the game. The hardcore players sees them as new content that is more in the spirit of what they’ve always wanted, while most or many others see them only as something that has taken all of the developers’ time to provide content for a select group while leaving the rest of the playerbase in a months’ long drought.
The fact is that raids accomplished a great deal for the game that was truly needed. They introduced content that genuinely requires intelligent play and sticking to mechanics in a game in which, other than the two large world boss events, no mechanics really mattered and autoattacking was good enough to clear anything. They took the control and support roles, which had never actually had any value for the life of the game, and made them useful, rewarding, and heck, worth running. They introduced a reason to actually make use of some of the enormous variety of stat sets that have long been in the game but for just as long had no purpose beyond leveling crafting. They did a lot more, too.
In short, raids made the game so much more complete than it ever was – but only for a small group of players. For the rest, it’s unchanged.
So while it’s clear that raids have been an enormous success, there has been one enormous failure in the midst of that: the failure to provide different difficulty tiers. Every MMO I have ever played has difficulty tiers for their raid content. Typically, there is a normal mode, an easy mode, and a difficult mode. For example, SWtOR typically releases it’s Operations (what they call raids) first in a normal mode, and then later in story mode (an easy run through with only basic mechanics which lets more casual players experience the story and play the content) and a nightmare mode (a much more difficult mode with more demanding mechanics and more punishing foes which experienced guilds still take some time to clear).
There is absolutely no reason that GW2 should not have this in their raids. In games which have tiered difficulty, the hard/nightmare modes provide an engaging experience and prestigious titles/rewards for the most hardcore players, while the normal and easy modes provide content for others to play through, to earn some rewards in, and to give them the chance not to feel left out.
Tiered difficulty gives something for everybody:
- More content for the entire playerbase
- More rewards for the entire playerbase
- Something to “work towards” for everyone, even if only cosmetic
-Prestige for top tier players
- A sense that all players are getting new content with raid releases
- The opportunity for all players to experience the story/lore
- A reasonable “next step” of difficulty for players to attempt rather than only a giant leap to go from casual to raiding.
What’s more, it even adds reasonable efficiency to developers’ workflow. In many cases, the difference between modes is as simple as removing a particular ability from an enemies table, skipping a phase, or turning off a certain condition application for a given encounter.
All in all, providing tiers of raid difficulty moving forward could add a great deal more contentment to the player base of this game for comparatively very little overhead and social costs. It could literally turn the community’s attitude around overnight.
Reddit mirror: https://www.reddit.com/r/Guildwars2/comments/4rioou/different_raid_difficulties_would_alleviate_a/