(edited by xiiliea.9356)
Waiting for raids is making the game boring
This is a common problem with Raids in any MMO. You can spend hours waiting for the “right” class/spec to fill the gap. It was a problem.in GW1 with UW, FoW and DoA. Now with Raids we have this problem back, and this is why I’ve not even thought about raiding, I don’t like wasting my time waiting for something that might not happen, I did enough of that in WoW.
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We had dungeons for the time left between, whcih was also instanced content, where did they go to???
Oh yes I forgot, they were deincentivized.
Yes… A-Net…. Think about it.
Been There, Done That & Will do it again…except maybe world completion.
We had dungeons for the time left between, whcih was also instanced content, where did they go to???
Oh yes I forgot, they were deincentivized.
Yes… A-Net…. Think about it.
Pssst, I think you meant fractals. They’re the quick instanced content that you can do while waiting for something else. They also got buffed in terms of rewards. Dungeons are the ones that take longer.
We had dungeons for the time left between, whcih was also instanced content, where did they go to???
Oh yes I forgot, they were deincentivized.
Yes… A-Net…. Think about it.
Pssst, I think you meant fractals. They’re the quick instanced content that you can do while waiting for something else. They also got buffed in terms of rewards. Dungeons are the ones that take longer.
if you are waiting doing 10-15 minutes of low level fractals 15-20 minutes of medium level fractals and 35 minutes of high level fractals is barely rewarding….
With dungeons you could find yourself woring for 2-3 hours if you really wanted to, unnfortunately the rewards are now really really bad. cause those for fractals were in need of a boost to 20 gold/ hour.
Been There, Done That & Will do it again…except maybe world completion.
Making the raids easier would just make a different group of people complain, since there’s a large amount of people already that comfortably clear the raid bosses with 2-3 minutes left on the enrage timer.
Raid are meant to be hard content, only completed by organised groups.
Why do you think there is no raid LFG?
It was a problem.in GW1 with UW, FoW and DoA. Now with Raids we have this problem back…
It was a problem in GW1 before Nightfall. You had to be a B/P (or necro or healer) to go to the tombs / FoW. You had to be a SS/SP or kitten (EDIT: wth – the forum censors “fifty-five”) to go to UW. Then Nightfall came out (and a few years later a patch that let us have up to 7 heroes), and we realized that not only those pre-formatted builds were not the only way to clear those places (heck, they weren’t even the fastest ones), but we could also clear them with freaking NPCs.
Of course, in the meantime, new team builds appeared, coached by the same – erm… would arrogant be too strong? – people who wouldn’t try FoW without a B/P team a few years before, or who wouldn’t try raids now with the FotM build, but we didn’t care cause we had heroes and could solo the whole game with them, without having to wait for hours to find a group, or to play with players we didn’t want to play with.
My 2 cents: keep making difficult raids. But give us heroes in instances.
(edited by Sir Mad.1092)
Nowadays, at the start of each week, I just don’t feel like doing anything at all, in case I miss a raid from my guild or LFG. Eventually, it’s making the game boring.
I feel that this can be solved by just making raids fully puggable by a “decent” LFG group, instead of an “elite-only” group.
And then what? You join random LFGs and come here complaining that people don’t know how to play? If you lower the skill ceiling more people will try to attempt it, more LFGs with people trying to pug it and inevitably more groups that won’t make it because they’re not good enough and we’re back to square one because you need to wait for a group you know is good.
The problem is you. You find it boring to wait for a good group yet are unwilling to commit to a schedule, like most raid groups do.
Play something else while you wait or don’t raid.
Nowadays, at the start of each week, I just don’t feel like doing anything at all, in case I miss a raid from my guild or LFG. Eventually, it’s making the game boring.
I feel that this can be solved by just making raids fully puggable by a “decent” LFG group, instead of an “elite-only” group. Just make mechanics simpler. Now, I know that many elite players will be complaining, but everyone will eventually want to try raids.
Raids in their current state are just out of reach of the majority of the playerbase. Why not make them a content that everyone can enjoy, instead of only the hardcore players enjoying it, while the majority of the playerbase suffers?
PS: Just a note that I’m not complaining that raids are too hard for me. I have The Eternal title and 7 raid bosses kills on my name. Finding a group is the hard thing for me, and I don’t want to join statics where I have to commit to a certain timing every week without flexibility (also, statics look out for players with 20+ insights, which will take at least 7 weeks). This is just an opinion from me.
NO NO NO. Raid is suppose to be the hardest content in the game. It’s the only freaking hard content so they should never nerf them.
That said. Everything else around the raid could get some improve to help people get into it.
- Add a raid lobby. The problem of people waiting to enter raid in VB is way less important than it used to. Now people form the squad and then go directly into the raid. But still, having a place like Heart of the Mist with vendor, repair, trading post and bank to get what you need when you are in raid and to talk with other raider would be nice.
- The LFG should work with the squad.
- The LFG should have a tab for raids
- We should have more ways to get ascended gear. Not easier way, just a bunch of different ways. Only a small quantity of world boss drop ascended chest and their drop rate is abysmal. WvW drop rate is also super low. The new HoT maps give you pretty much zero ways to get ascended. Let’s face it, most people have a hard time getting in 51+ Fractal and Raid without already having their ascended gear. Meaning that their only chance is to craft it. That’s very limited if you ask me. Again, more different ways to get ascended gear, not easier ways.
- A huge disparity in price/effort for different ascended stats. Compare Viper/Sinister to Zerker and you will understand.
- Several of the foods and sigil popular in raid have artificially high price. Things like Toxic Focusing Crystal and Bowl of Sweet and Spicy Butternut Squash Soup have high price only because their recipe doesn’t drop anymore. The butternut squash recipe is 120 gold right now. It’s especially an obstacle for new players that will wipe for hours without reward, but still having to pay for the food. The problem is mainly that if you have the right profession foods will cost you 30 silvers per hour, while other profession will have to pay 2 gold per hour on food only because their recipe don’t drop anymore.
- Continue to balance. Not every profession are on par and some profession have only one good option in raid. I hope that anet will rebalance some of them so that we see more diversity.
Of course. All of that won’t magically make everything easy for people to start raid, but it will make them easier to into a raid. I also think that over time, more and more people will get better at the current raid and will introduce more and more people into them.
Why do you think there is no raid LFG?
actually, i think anet said that was because they made a mistake and the lfg section didnt make the cut or something.
but with how long its taking for them to do anything about it idk if i can believe that any more.
head here to discuss wvw without fear of infractions
A solution for this problem actually existed in GW1. It was called Hard Mode. Before the start of a mission, you could enable hard mode for more challenging content. This was great for those elite groups of players that found normal mode too easy.
Solution is to add hard mode to raids. Move the current level of raid difficulty and rewards to hard mode. In normal mode, make the content easier and also nerf the rewards accordingly.
Raids in their current state are just out of reach of the majority of the playerbase. Why not make them a content that everyone can enjoy, instead of only the hardcore players enjoying it, while the majority of the playerbase suffers?
B/c that was the point of the raids. They’re specifically designed as top-end, elite content, specifically for the hardcore players. Those players have been asking for content like this for years. Now that they’ve finally gotten it, you want to take it away from them?
95% of the game is for casuals. The game is full of content for everyone to enjoy. The raids are for the hardcore players to enjoy. That should not change.
A solution for this problem actually existed in GW1. It was called Hard Mode. Before the start of a mission, you could enable hard mode for more challenging content. This was great for those elite groups of players that found normal mode too easy.
Solution is to add hard mode to raids. Move the current level of raid difficulty and rewards to hard mode. In normal mode, make the content easier and also nerf the rewards accordingly.
I really like this idea. I’ve only done one raid when HoT was in beta, and it was really fun. Since the release, though, I haven’t done any raids because it’s so hardcore.
I think having a normal mode for less skilled players would make them feel more comfortable about trying raids. Also, if they have a skilled player willing to teach them, they can learn to become more skilled. Eventually they might be able to play in Hard Mode.
As many said, its a common problem in all games with raids of any size. People take it to be elite only and needing this and that coordination, its a big turn off to most.
What would have made more sense is like a few said, make easy and hard modes like games like TERA and SWTOR do for raid like dungeons and raids themselves. Just cause its easy mode doesn’t mean you can get by without knowing some of the mechanics, but it doesn’t mean its near impossible to pug or duo/trio. Then in the hard mode, new mechanics show up, basically Spirit Vale as it is right now. This would mean that the bosses and everything have tons more health and do more complex attacks.
The thing is, I really don’t think anyone likes doing the raids as it currently is. Well, all but a few of the GW2 population that is. Where in other games, their major incentives to do raids and spam the dungeons and raid dungeons constantly. GW2 has no such incentive. So why LFR for raids when its just a hard mode dungeon that requires too much (for some) coordination.
Ya scaling in the difficulty of raid should have been a priority for Anet. You can’t make a content that will be challenging for everybody.
Too hard and it leave out a portion of the player base. Too easy and it’s become boring like Dungeon became. It’s not even that hard to create an easy mode for raids. Just remove the timers, decrease the numbers needed in the green circle at VG to like 2, add 2 more updraft at Gorseval and make canon fire each minute instead of each 30min at Sabetha and you are a still challenging raid, but easier for players not good enough for the current raid. Rebalance the reward so easy mode isn’t as rewarding as the normal mode and you have something that pugs will have an easier time to do.
It will also allow new players to raid to gain experience with the mechanics before going into the harder raid.
I might speak from a position of luxury since I’m in a guild (a semi-casual one even) where we have an organized team and reserve 2 nights a week to do the Raid. It can always happen that one or two people can’t attend because of real life stuff (which, in my opinion, is always a priority over the game) but most of the time every member of the team can adhere to the schedule. People invested in gearing the most efficient classes for the Raid, either ascended or exotic, depending on their savings. We do not expect everyone to gear multiple classes at top level and don’t deny the people who are still in exotics while working on ascended gear, but we do expect them to invest when necessary. We’re very relaxed when it comes to Raids but a few basic things are required. Over the months you see people progress and become better at these fights, experiment with builds, starting to play classes they haven’t played before and finding they like them. All in all it’s a great experience for us personally.
So yes, Raids are designed for organized groups specifically, but so are world boss events like Triple Trouble and Tequatl. Over time they will become easier because more people are familiar with it, and pugging will become more prevalent (and the results of such runs better than they are now). And of course there will always be pug groups that don’t perform well. It has always been that way for dungeons and Fractals as well. But the option to pug is something ANet should’ve taken into account, and adjusting the LFG tool to that would’ve been a part of the process of creating this content for the game. The Open World LFG is too much of a clutter now, especially at peak times, and it makes finding the right LFG for anything (or, specifically, joining quick enough before it disappears again, like for HoT meta events) a somewhat strenuous experience, at least to me. I’ll still be doing my Raids with our guild team and not pug them, though. I like my runs, any runs, to be efficient since that’s part of the fun for me. I have no problem with people who have less skills/bad connection or fps problems, but I prefer to play my instances with people of whom I know their skill level. Gaming takes time and there’s more to (my) life than just GW2, so spending more time than necessary in these instances is not something I enjoy most of the time (there are always exceptions, of course, and I also have off days when I don’t perform as well as usual).
All in all, it’s all about the mindset with which you enter. Pugging the most difficult instanced content in the game was never going to be a fully pleasant experience. Were I ever to pug Raids, I would expect nothing. Any win is a pleasant surprise then. Finding a good group will be a nice morale boost and ending up in a bad group is no longer a disappointment or frustration since that is exactly the expectation you enter with. I’ve done the expectations thing and find that letting it go has made me feel much happier about doing instanced content with pugs. And it’s not as if I owe them anything so if things turn out to be really bad I can just excuse myself and leave the party. The risk of wasting time is calculated into my decision to pug something.
Ya scaling in the difficulty of raid should have been a priority for Anet. You can’t make a content that will be challenging for everybody.
Too hard and it leave out a portion of the player base. Too easy and it’s become boring like Dungeon became. It’s not even that hard to create an easy mode for raids. Just remove the timers, decrease the numbers needed in the green circle at VG to like 2, add 2 more updraft at Gorseval and make canon fire each minute instead of each 30min at Sabetha and you are a still challenging raid, but easier for players not good enough for the current raid. Rebalance the reward so easy mode isn’t as rewarding as the normal mode and you have something that pugs will have an easier time to do.
It will also allow new players to raid to gain experience with the mechanics before going into the harder raid.
Current raid is easy to medium difficulty. It is what I expected dungeons to be before release. Our guild is neither hardcore nor super elitist but we clear the raid several times per week in around 60-90min per run.
I hope wing 2 will become harder and not go into farm mode this fast.
It was a problem.in GW1 with UW, FoW and DoA. Now with Raids we have this problem back…
It was a problem in GW1 before Nightfall. You had to be a B/P (or necro or healer) to go to the tombs / FoW. You had to be a SS/SP or kitten (EDIT: wth – the forum censors “fifty-five”) to go to UW. Then Nightfall came out (and a few years later a patch that let us have up to 7 heroes), and we realized that not only those pre-formatted builds were not the only way to clear those places (heck, they weren’t even the fastest ones), but we could also clear them with freaking NPCs.
Of course, in the meantime, new team builds appeared, coached by the same – erm… would arrogant be too strong? – people who wouldn’t try FoW without a B/P team a few years before, or who wouldn’t try raids now with the FotM build, but we didn’t care cause we had heroes and could solo the whole game with them, without having to wait for hours to find a group, or to play with players we didn’t want to play with.
My 2 cents: keep making difficult raids. But give us heroes in instances.
This is what I was doing after that patch. And with hero’s when you didn’t have enough people you could take them. A friend and I could do FoW in about 30 minutes as long as we didn’t mess up.
|Seasonic S12G 650W|Win10 Pro X64| Corsair Spec 03 Case|
Ya scaling in the difficulty of raid should have been a priority for Anet. You can’t make a content that will be challenging for everybody.
Too hard and it leave out a portion of the player base. Too easy and it’s become boring like Dungeon became. It’s not even that hard to create an easy mode for raids. Just remove the timers, decrease the numbers needed in the green circle at VG to like 2, add 2 more updraft at Gorseval and make canon fire each minute instead of each 30min at Sabetha and you are a still challenging raid, but easier for players not good enough for the current raid. Rebalance the reward so easy mode isn’t as rewarding as the normal mode and you have something that pugs will have an easier time to do.
It will also allow new players to raid to gain experience with the mechanics before going into the harder raid.
Current raid is easy to medium difficulty. It is what I expected dungeons to be before release. Our guild is neither hardcore nor super elitist but we clear the raid several times per week in around 60-90min per run.
I hope wing 2 will become harder and not go into farm mode this fast.
Don’t hold your breath.
The way this game is designed, there is not going to be any such thing as content that cannot be mastered. This is so because the game can only present mechanical challenges. Raids in other games present numerical challenges (stat requirements) as well as mechanics ones. In those raids, you needed a full set of gear from raid X to be able to meet the numerical challenges in raid Y. GW2 is avoiding a stat increase, so it can only go so far with numerical challenges.
The boss has to be killable, and the damage has to be either avoidable or able to be healed. All ANet can do is tune the timing needed, which means this becomes a mechanical challenge. The tighter that timing becomes, the fewer people will be able to do it. There comes a point where the resources spent to build a raid boss/wing is no longer justified if a minute percentage of the player-base can meet those challenges.
If you’re in the top 5 percent of PvE skilled players, I think the best you can expect is that new encounter mechanics present some challenge until they’re mastered. After all, once you’ve gotten the gear numbers in other games’ raids, that’s what happens there, too.
One of the reasons I don’t like Raids. I can’t be bothered most of the time to spend several hours hours forming a group or trying to do it with randoms so I already got bored and haven’t done it at all other than killing the first boss to peak at NPC vendor.
Current raid is easy to medium difficulty. It is what I expected dungeons to be before release. Our guild is neither hardcore nor super elitist but we clear the raid several times per week in around 60-90min per run.
I hope wing 2 will become harder and not go into farm mode this fast.
That’s the problem. The difficulty of a fight is different for everybody. When I do the raid with my core team we complete all 3 bosses in 1h30 while having fun and joking. But something with just 2-3 people less skilled or less experimented it take us 3 hours and we don’t always kill all 3 bosses. There is a huge variance in the level of skill and experience in the player base and so imo, the game should reflect that.
Raid are suppose to be hard content, but hard content for who? Because it sure seem easy to medium content to me when i’m with my team, but it sure seem freaking hard for other people.
That’s why scaling was always part of my wish list since they first announced challenging group content. I want something harder now, but plenty of people can’t complete the current raid. So where is the cut?
Be honest here. If raid would have been harder than they currently are. Hard enough that you current group can’t complete it on a regular basis and that would create tension in your group would you have the same opinions?
The hard part is to create different level of difficulty that feel well done and not just cheap mob attack/defence scaling. And to create a meaningful reward system for all difficulty level.
A solution for this problem actually existed in GW1. It was called Hard Mode. Before the start of a mission, you could enable hard mode for more challenging content. This was great for those elite groups of players that found normal mode too easy.
Solution is to add hard mode to raids. Move the current level of raid difficulty and rewards to hard mode. In normal mode, make the content easier and also nerf the rewards accordingly.
Again, I don’t think so. The problem is the player base.
Let me tell you a short story. A few days ago, I was in Fractal 20 with a PUG. 2 people didn’t know the strategy for the boss. The party “leader” started raging and kicked them, and eventually the party was disbanded. I then made my own party, asked if someone was new to this fractal, and explained the strategy in exactly 3 sentences, which took me a good 15 seconds. And of course we easily beat the boss in question.
The harder the content is, the more people will behave like the stupid party leader of my first group. It’s the case in GW2, it was already the case in GW1. Fine by me. But I don’t wanna play with them. In GW1 we had the ability to use NPCs in instances (aka basically the whole game since it was all instanced). The quick-to-rage meta lovers could play with other quick-to-rage meta lovers, while the rest of us could play the whole game ourselves if we wanted to. We could choose to play dungeons without skipping mobs or rushing everything (which is no longer an option for new players in GW2 on a side-note), or any end game content without using the FotM build.
We won’t change GW community, but Anet can make sure everybody can enjoy the game. Just give us GW1 heroes in instances.
The Raid wings could be like fractals.
The current difficulty could be considered level 1. After more than half of your group has completed level 1, level 2 becomes available with shorter timers, hard hits, higher boss health, etc. and greater rewards.
Simple number tweaking rather than creating more content will give everyone a chance and the elite their challenge.
Raids need/needed progression. Currently raids are ‘hardwalled’ from the get go with no line of progression beneath that.
In WoW you had low level raids, medium level, hard level, then hardcore (heroic 25mans). Granted most of that was tied in with a gear treadmill.
In all honesty there is no reason Anet cannot adopt a similar system with what we currently have for raids.
I think the first wing should be doable by the ENTIRE PLAYER BASE. This gives everyone a chance for a Ascended Farm that is not FoTM, TT/Teq, or Crafting($$$). Then the 2nd Boss should be the DPS Test. 3rd boss should be the organization test, and then the rest of them should be where Raids get hard.
Not.how.it.is.right.now.
Laptop: M6600 – 2720QM, AMD HD6970M, 32GB 1600CL9 RAM, Arc100 480GB SSD
The Raid wings could be like fractals.
The current difficulty could be considered level 1. After more than half of your group has completed level 1, level 2 becomes available with shorter timers, hard hits, higher boss health, etc. and greater rewards.
Simple number tweaking rather than creating more content will give everyone a chance and the elite their challenge.
But that is not what the ‘elite’ want. The Elite want content that only the elite can do. And anet is spoon feeding that to them, screwing the rest of the player base.
Laptop: M6600 – 2720QM, AMD HD6970M, 32GB 1600CL9 RAM, Arc100 480GB SSD
In WoW you had low level raids, medium level, hard level, then hardcore (heroic 25mans). Granted most of that was tied in with a gear treadmill.
In all honesty there is no reason Anet cannot adopt a similar system with what we currently have for raids.
They can still adopt it… just need to nerf the mechanics and bosses of the current raid… release it as Spirit Vale (normal mode). And have it where like WoW and SWTOR and TERA, you can get account bound drops that only drop from there and the drops are required to make you’re legendary (insert armor/weapon/back item/trinket name here) item. I mean seriously…
We already have a gear grind of sorts with people grinding for Ravenmore and the other legendaries now. Why not just add that sort of change. They wouldn’t even need to make spirit vale 3 different difficulties. But if they did, then even more reason for people to stick with the game and “Grind”. Look at all the people at 100 and higher mastery level, talk about grinding… Look at all the WvW players over 1k rank… Wow!… Just give people more reason to grind by adding difficulty levels to current and future raids.
Even do it for the dungeons, though the dungeons in a way have it with explorable mode, but it could be better…
dungeons are simplistic, they need to be more challenging, not the opposite, people get better over time not worse.
“Trying to please everyone would not only be challenging
but would also result in a product that might not satisfy anyone”- Roman Pichler, Strategize
Making the raids easier would just make a different group of people complain, since there’s a large amount of people already that comfortably clear the raid bosses with 2-3 minutes left on the enrage timer.
Raid are meant to be hard content, only completed by organised groups.
Why do you think there is no raid LFG?
woah, so majority of the GW2 player base are clearing raids? That’s news to me.
Pain Train Choo [Choo]
Mind Smack – Mesmer
dungeons are simplistic, they need to be more challenging, not the opposite, people get better over time not worse.
yes, players do get better over time. But you know what? Everyone has to start at 0. The new player base that F2P brought and HoT is bringing in still should not have to suffer through the BS that this is all about.
Laptop: M6600 – 2720QM, AMD HD6970M, 32GB 1600CL9 RAM, Arc100 480GB SSD
yes yes your apparent dislike of HOT is fascinating, but I was talking about dungeons. The new players base have not lived in a vacuum I suspect and are quite cfapable of player 3 year old dungeons. since I was suggesting dungeons could be harder which you took umbrage to this implies you think dungeons are either perfect or too hard. mmhmm.
“Trying to please everyone would not only be challenging
but would also result in a product that might not satisfy anyone”- Roman Pichler, Strategize
yes yes your apparent dislike of HOT is fascinating, but I was talking about dungeons. The new players base have not lived in a vacuum I suspect and are quite cfapable of player 3 year old dungeons. since I was suggesting dungeons could be harder which you took umbrage to this implies you think dungeons are either perfect or too hard. mmhmm.
And we are talking about raids, not dungeons or FOTM. stop derailing the thread.
Laptop: M6600 – 2720QM, AMD HD6970M, 32GB 1600CL9 RAM, Arc100 480GB SSD
Nowadays, at the start of each week, I just don’t feel like doing anything at all, in case I miss a raid from my guild or LFG. Eventually, it’s making the game boring.
I think the best advice I could offer is to simply not wait. If your guild does raids encourage them to stick to a schedule (that’s what my guild does). If you pub try to gather as many friends as you can in a raid squad before pubbing and then pick up the stragglers from the LFG. The only time it’s really slow going is if you refuse to organize the raid yourself and insist on sitting on the LFG waiting alone instead of getting together your friends to get it started.
I really think the problem posed in the thread’s title is a problem caused by your own actions. Naturally I think a raid LFG section could help get these people in the same area, but it’s not going to suddenly fill raid squads quicker.
Nowadays, at the start of each week, I just don’t feel like doing anything at all, in case I miss a raid from my guild or LFG. Eventually, it’s making the game boring.
I think the best advice I could offer is to simply not wait. If your guild does raids encourage them to stick to a schedule (that’s what my guild does). If you pub try to gather as many friends as you can in a raid squad before pubbing and then pick up the stragglers from the LFG. The only time it’s really slow going is if you refuse to organize the raid yourself and insist on sitting on the LFG waiting alone instead of getting together your friends to get it started.
I really think the problem posed in the thread’s title is a problem caused by your own actions. Naturally I think a raid LFG section could help get these people in the same area, but it’s not going to suddenly fill raid squads quicker.
You have no idea just how wrong you are. When WoW created LFR low level raids and mid range raids were filled constantly. As a Main Tank that would Pug 90% of the time, as soon as I found a suitable healer for my 10man runs, threw up LFR and the raid was filled in less then 5 mins.
the same thing will happen with GW2. All it takes is those 2 well experienced players that do not mind carrying new players along and train them. But as it is, its nearly impossible to form a Pug in LFG with out a proper LFR section. To much other stuff going on that floods the LFG windows.
But that brings us to the more important issue. How the raids start at the elite hardwall, and there is no progression from doable, to trickey, to harder, to hardest as you progress deeper into the raid. Like it should be.
So really, until that is fixed, LFR wont really fix the root issue that is facing raids right now.
Laptop: M6600 – 2720QM, AMD HD6970M, 32GB 1600CL9 RAM, Arc100 480GB SSD
You guys just need to join a guild… Stop trying to destroy content you find difficult when you refuse to do anything more than LFG.
The multiple levels of raiding dilutes the content and causes lots of balancing issues (we’ve seen it in WoW which had A LOT more resources).
I have no issue with a new tab in LFG though.
(edited by Coulter.2315)