I’m in the guild Attuned. We kill Triple Trouble wurm and Tequatl multiple times every week, as well as guild missions and other activities. We recently killed Claw of Jormag in less than 5 minutes. I don’t write this to brag, but to illustrate how invested our community is in large-scale challenging group content. We are a friendly group who has come together because we love killing big world bosses together. We have been craving more challenge for a long time, and we aren’t the only community like this.
Now the following is my personal idea regarding Raids in GW2 (this is not necessarily the view of everyone in Attuned).
GW2 is obviously a very different game from other MMOs like WoW, ESO, Wildstar, or Rift. GW2 has many combat mechanics, reward systems, and player interests which vastly differ from those games. I want to explain how I think Raiding can fit the GW2 model, and how it is something everyone can potentially enjoy as a natural next step in the GW2 world.
Mechanics
I’ll be using TT wurm as an example because it is the most challenging world boss to date, and the mechanics are solid.
TT wurm has the following properties which I really like:
- Zerg Splitting – Great because it cuts down on the lag, and requires coordination. Coordination is essential to an engaging multiplayer experience, and the formation of strong guilds.
- Non-DPS mechanics – Great thing because it adds flavor and breaks up the monotony of stacking and grinding the boss’s health bar down.
- Non-Berserker-Vulnerable Enemies – Excellent because it breaks up the “zerker meta” and gives other builds a purpose.
- A unique mechanic for each group – Each wurm head has a different Non-DPS mechanic. This is awesome for keeping the boss interesting, adds more flavor, and further complexity which makes the fight interesting each time you participate.
- Multiple Phases – This is yet another thing which adds flavor to the fight while adding another element to coordination. It also adds a sense of urgency which intensifies the experience and makes it that much more fun. For example when the 3 wurms are decapitated, you only have 2 minutes to kill them. The sense of urgency gets your blood pumping and greatly increases the payoff of winning.
- A Strict Failure State – This is absolutely essential. TT wurm is relatively unforgiving in it’s failure states compared to other bosses. There are timers and all 3 heads need to be decapitated at the same time. Without this, the fight would be too easy, and the whole purpose of organizing a group goes down the drain. Most other world bosses are too simple. If half the group dies, they can just waypoint and run back and keep auto attacking. There are few, if any auxiliary mechanics to deal with. It’s just stack and burn. It’s very hard to actually fail most world bosses because the failure state is so lax. Without the threat of failure, there’s nothing at stake, and the payoff of victory is severely diminished.
(cont…)