Hey all.
From the moment raids were first announced for GW2, I could already see problems on the horizon. Just the way they tried to sell the idea of Raids gave me the impression that things were not going to work out well. When ANet starts to mention things like how it will be the most difficult content in the game and, in their own words, cause players to shed tears (e.g. "And if you fail to fill these roles? You’re going to have a bad time. But don’t worry, as we’re leaving you a repair anvil at the entrance. You know—to collect your tears on. ") then you just know things are going to be a mess.
Here’s a breakdown on why I don’t like Raids as they are.
1: The creation of ‘Challenging Content’ should not be taken to unreasonable extremes.
Now, don’t get me wrong, it’s not challenging content in itself that I do not like. In fact, I love challenging content. But what I don’t like is when the completion of challenging content is not dependent on my own skills, but rather the skills of 9 other players who I have to hope are incredibly competent. The room for error in Raids is so minuscule that having even one mediocre player on your team can mean the difference between success and failure, and this is a sad situation because usually I like helping new or inexperienced players in dungeons or fractals, but raids do not allow for this friendly community behavior because of how extreme the difficulty curve is and how toxic it can cause your raid group to become.
This, unfortunately, not only makes finding good raid groups incredibly frustrating, but it also alienates a large portion of the player-base from what is meant to be the primary new, permanent form of end game content. I don’t see how you can quite literally alienate a vast majority of your playerbase by nerfing other end game modes like dungeons, only to replace it with a ludicrously challenging game mode that pretty much gives any player that is even remotely casual or less skilled a big middle finger.
2: Functionality for forming and maintaining Raid groups is incredibly lackluster
To put it plainly, putting a group together for raids is a very painful process. Despite ANet’s attempts to sell it as a no wait, jump in and go game mode that results in instant fun, the reality is far from that idealistic vision. Because Raid groups rely on the squad UI, using the looking for group tool to form parties becomes near impossible. What’s worse is that if anyone leaves your party post entering the raid, getting a new one to join becomes an even more difficult affair thanks to the lack of functionality with squads.
This needs to be streamlined more to make finding groups for Raids less frustrating.
3: Gating exclusive rewards behind challenging content further alienates your playerbase
This is another worry I have with Raids, and that is that exclusive rewards like legendary armor will be unattainable by a vast majority of players because of the difficulty of Raids and the inconvenience of forming Raid groups.
Unlike legendary weapons, which can be acquired regardless of what game modes you play, legendary armor will seemingly be a Raid only affair. Not only do I feel this is unfair for players who might not enjoy Raids, but I also believe it hurts the “play how you want” policy that ANet has been punting for years and yet have somehow completely ignored as they’ve further developed the game.
4: My suggestions for solutions
- Firstly, I think Raids should have a scale-able difficulty curve, like fractals, with higher difficulty levels offering more rewards. Not only does this give less experienced players an opportunity to learn the mechanics in a lower difficulty scale, thus preparing them adequately for the higher levels, but it also allows players looking for a true challenge to still find it. This will also allow lower-skill players to earn the same rewards as high-end players, albiet at a slower rate, which helps mitigate the impact of alienating your playerbase.
- Raids should be split up into five and ten player archetypes. Not everyone is part of a large guild that can more easily put together a group for raids. I think new raids should be added that specifically cater to and are balanced around five player groups to allow for more leeway for those facing limitations, whether they are related to time or manpower.
- Squad functionality should be improved to make forming groups for Raids easier and more streamlined.
- At the moment, Raids force certain builds or group compositions, which once again go against the “play how you want” policy. I think ANet should allow for a bit more leeway (perhaps by removing time limitations on bosses) to allow for less than ideal group compositions to still succeed, even if at a slower rate.
5: Closing notes
As things are right now, I really don’t have the time or energy to spend on raids. It can take up to an hour or more just to find a ideal group and I’d much rather spend that precious time having fun in other game modes.
If it comes to a point where Raids are the primary end game content and the main focal point for updates going forward, while other end game content is abandoned or ignored, then I can honestly see myself quitting this game unless some improvements are made to Raid functionality overall. I didn’t buy GW2 for Raids or for forced play styles, or the promotion of toxic group behavior through elitist mindsets. If I wanted all that I would have bought another MMO like WoW.