(edited by Zoid.2568)
Guild Wars 2 and the future of "raiding"
They’re adding better loot to Champions. I’d say that raiding will be more ‘open world’, gather a force and take down a Champion for a chance at some decent loot. 8 man instances is what a lot of people want though.
They’re adding better loot to Champions. I’d say that raiding will be more ‘open world’, gather a force and take down a Champion for a chance at some decent loot. 8 man instances is what a lot of people want though.
Because those open world Champions have very poor mechanics. It’s very hard to balance out door world bosses for different amounts of people (and different skill/gear levels) while balancing instanced encounters is easier and also leads to far more interesting fights.
They’re adding better loot to Champions. I’d say that raiding will be more ‘open world’, gather a force and take down a Champion for a chance at some decent loot. 8 man instances is what a lot of people want though.
Open world champions are very small bosses. The shatterer etc are not very big either, so those make good meta events. Elder Dragons though and gods have to be instanced, but the current fight with Zhaitan was too god kitten bad and not interesting or fun at all. Large scale raiding with many objectives can fix that.
I am totally down for raid style/difficulty encounters AS LONG AS they still only require five players. Trying to get a group bigger than that to do anything coordinated sucks.
I am totally down for raid style/difficulty encounters AS LONG AS they still only require five players. Trying to get a group bigger than that to do anything coordinated sucks.
It kinds of ruins the feeling of a large scale battle if there’s only 5 people.
8 man instanced raids in this game would be pretty awesome if they were properly designed around mechanics and not tank/spank with the occasional 1-shot dodge.
Here’s what raiding needs:
1. Players that use VOIP (vent, teamspeak, mumble, SOMETHING)
2. Bosses with clearly telegraphed abilities. Absolutely no random 1-shots. If hes gonna 1-shot, he better SHOW IT.
3. Interesting mechanics that require a coordinated group effort to execute, such as the lava vats in the dredge fractal, except a little more elaborate.
4. Rewards that make the time and energy spent well worth it.
5. Party size of 8-ish. It’s a number bigger than 5, so it creates a sense of a larger scale group effort to overcome a larger challenge. And it’s not too big (imo) so it won’t turn in to a mindless zergfest like guild bounties, temple bosses, dragon events, etc.
I’m really not invested in that style of immersion. The pain of trying to find reliable competent groups only increases every time the required number of players goes up.
I am totally down for raid style/difficulty encounters AS LONG AS they still only require five players. Trying to get a group bigger than that to do anything coordinated sucks.
It kinds of ruins the feeling of a large scale battle if there’s only 5 people.