Seer Of The Divine | Sarina Starlight | Tireasa | Caedyra
Instanced Raids Confirmed [merged]
Seer Of The Divine | Sarina Starlight | Tireasa | Caedyra
I’m actually having a hard time understanding this question. Maybe the content just isn’t made for your playstyle, and you shouldn’t play it.
That is quite unnecessary; he is simply suggesting that raids should be flexible with how many players can enter them at any given time. As opposed to a fixed number of 10 players, he was suggesting we could have the same raid but scaled to 11 players if 11 wish to party up, or even 20 players, so on and so forth.
And that is a silly idea. Anet will have enough on their plate trying to make this content interesting and challenging for a whole new instance size. What they do not need is a whole new level of challenge heaped on them to make the fights good but also scale well.
Content that works for 5 will not work for 10 nor work for 20. Simply scaling damage and health up and down will not work. If anything, it will lead to the optimal group comp being the lowest possible amount of people specked for the most dps possible to take advantage of the lower enemy damage and health pool.
Congrats, new raid system is already caught in the 2 Ele’s, 1 War, 1 Guard, 1 _ Zerk meta.
8+ Months well spent.
There is an lfg tool to fill the gaps. Problem solved.
No, if i have 11 people they can’t all play together.
Then act like adults and rotate people out?
Why should we do that?
You can’t be stubborn and demand flexibility. If you have 11 people, divide into a group of 5 and 6 and use lfg. That’s being flexible.
Some are inherently easier or more challenging to play, and there are differences in survivability, support, and damage ouput. Two classes that bring fairly even DPS, can have huge differences in the amount of support or survivability they have available. The class that brings the that DPS, but also brings valuable support is definitely not balanced with a class that only matches the DPS.
And when you tweak the content to be very hard, it gets to a point where you just choose the class that provides the better option.
This is why despite the need for “hard content” in a game that is absolutely unbalanced, Anet will need to accommodate the lowest common denominator as to not alienate a portion of the player base.
What if you have 21 people that wanna play?
What if you have 21 people that wanna play?
At this point, it’s clear that 101 player raid instances will be needed.
I’ll be honest. I expect their first raids to have some serious problems. I expect massive complains about overpowered classes, overused builds, cheap strategies allowing to “cheat” an encounter, and so on.
But over the time I’m confident they will refine and it will eventually be good.
Let’s see their track record on refining content:
- Open world dynamic event-chain-based gameplay: abandoned.
- Dungeons: abandoned.
- Fractals: abandoned.
- Guild Missions: abandoned.
I’ll be honest. I expect their first raids to have some serious problems. I expect massive complains about overpowered classes, overused builds, cheap strategies allowing to “cheat” an encounter, and so on.
But over the time I’m confident they will refine and it will eventually be good.
Let’s see their track record on refining content:
- Open world dynamic event-chain-based gameplay: abandoned.
- Dungeons: abandoned.
- Fractals: abandoned.
- Guild Missions: abandoned.
Fractals and guild missions are both seeing some additions and changes with HoT, though both are long overdue. Fractals have had some new instances and improvements already, but guild missions have remained mostly unchanged for a very long time. But aside from fractal level cap, I don’t think there’s been any indication of content changes for either, just overhauls in rewards and mechanics like putting some guild missions into instances.
Dynamic event chains have definitely been swept under the rug, aside from bug fixes. And dungeons aren’t in a much better place.
Seer Of The Divine | Sarina Starlight | Tireasa | Caedyra
How about scaling with a minimum of 10 people and maximum 30? Of course, the with more people it will have more and tougher mobs.
It seems like the Raid will be PuG friendly. I don’t think it will be difficult to get people doing it.
This is pretty awful reasoning. Having “real” tanks and healers doesn’t default to this,
Yeah it pretty much does, as demonstrated by the OVERWHELMING majority of MMOs; with the exception of
see GW.
which proves the rule
Options give you creativity, not limitations.
Paradoxically, that’s false. Studies have shown that the larger degree of freedom a person is given at a task, the less likely novel or innovative solutions will emerge in favor of familar solutions(the path of least resistance).
http://link.springer.com/article/10.3758%2FBF03211839
Writers observe this paradox commonly through writers block, for instance.
(edited by Ticky.5831)
How about scaling with a minimum of 10 people and maximum 30?
Make that a minimum of 8 and we’re talking.
Remember, remember, 15th of November
I really just want to be able to run things with friends and guildmates without ever needing to exclude people.
They did talk about it using their existing DE system, would be neat to have scaling (within a reasonable range)
There is absolutely no evidence to support that it would.” -AnthonyOrdon
I really just want to be able to run things with friends and guildmates without ever needing to exclude people.
It is the very nature of a raid to exclude people, Dreggon. I don´t even mean this a a counterargument to it, that damage is already done.
But with a hard raid you take these people out by default:
-The severely handicaped
-The old
-The very young
-The slow, both in mind and hand
You make it hard for:
-The casual that plays half an hour a day
-The special class lovers
-The non meta users whose class is sonsidered good, but his equipment not
-The non-conformists
-The people that don´t want to raid but still want the legendary armor
I heard, both by foreign word and with my own ears, how raid leaders have said to people:
“Look, Steve, you´re a nice guy and we all like you. But sadly, you simply don´t cut it and we already filled the backseat that could go to you tonight. Maybe better luck next time, dude? Ok? We´re really sorry. "
Usually, several people will opt to give their place to Steve, but you can´t afford to have too many Steves in this kind of operation, not to speak of how poor Steve must have felt.
Raid means exklusion. Hardcore raiders who lobbied for it knew that frrom the start, but then you hear the htfu speeches, or my personal favorite,the “mind your own business as we do mind ours” response, basically confirming with it that exklusion is not only unavoidable, but also wanted.
It is worth pointing out that historically scaling in this game have been rather bad, and thus it is rather likely that scaling raids would have the same issues and either become way too hard or way too easy at certain numbers.
Krall Peterson – Warrior
Piken Square
Sounds like a good idea but maybe we should let them test out these 10 mans before they make huge changes.
It is worth pointing out that historically scaling in this game have been rather bad, and thus it is rather likely that scaling raids would have the same issues and either become way too hard or way too easy at certain numbers.
It’s almost certain that they would be the easiest with the lowest amount of players specked for the most amount of damage to take advantage of lower enemy health and damage output.
Essentially the same reason you don’t put more than ~5 people to defend each set of turrets during Tequatal.
I really just want to be able to run things with friends and guildmates without ever needing to exclude people.
It is the very nature of a raid to exclude people, Dreggon. I don´t even mean this a a counterargument to it, that damage is already done.
But with a hard raid you take these people out by default:
-The severely handicaped
-The old
-The very young
-The slow, both in mind and handYou make it hard for:
-The casual that plays half an hour a day
-The special class lovers
-The non meta users whose class is sonsidered good, but his equipment not
-The non-conformists
-The people that don´t want to raid but still want the legendary armorI heard, both by foreign word and with my own ears, how raid leaders have said to people:
“Look, Steve, you´re a nice guy and we all like you. But sadly, you simply don´t cut it and we already filled the backseat that could go to you tonight. Maybe better luck next time, dude? Ok? We´re really sorry. "
Usually, several people will opt to give their place to Steve, but you can´t afford to have too many Steves in this kind of operation, not to speak of how poor Steve must have felt.Raid means exklusion. Hardcore raiders who lobbied for it knew that frrom the start, but then you hear the htfu speeches, or my personal favorite,the “mind your own business as we do mind ours” response, basically confirming with it that exklusion is not only unavoidable, but also wanted.
This is true while also being avoidable by making the raid sizes flexible :^)
How about scaling with a minimum of 10 people and maximum 30?
Make that a minimum of 8 and we’re talking.
To include the solo players we should have a minimum raid size of 1. Everything else is not acceptable.
P.S. just kidding.
You guys do realize you can field multiple raid teams right?
Flexible raid size will hopefully never happen
you can’t scale certain raid mechanics like debuffs on a limited amount of people accordingly
WoW has it because there are multiple difficulties, our raids will have one (the highest difficulty in WoW is fixed at 20 people)
it has never worked as content with the highest difficulty in the game and will never work, it just dumps down the content
Ceana Mera | Mesmer
Indra Nebelklinge | Revenant
Hence the meta.
I really just want to be able to run things with friends and guildmates without ever needing to exclude people.
It is the very nature of a raid to exclude people, Dreggon. I don´t even mean this a a counterargument to it, that damage is already done.
But with a hard raid you take these people out by default:
-The severely handicaped
-The old
-The very young
-The slow, both in mind and handYou make it hard for:
-The casual that plays half an hour a day
-The special class lovers
-The non meta users whose class is sonsidered good, but his equipment not
-The non-conformists
-The people that don´t want to raid but still want the legendary armorI heard, both by foreign word and with my own ears, how raid leaders have said to people:
“Look, Steve, you´re a nice guy and we all like you. But sadly, you simply don´t cut it and we already filled the backseat that could go to you tonight. Maybe better luck next time, dude? Ok? We´re really sorry. "
Usually, several people will opt to give their place to Steve, but you can´t afford to have too many Steves in this kind of operation, not to speak of how poor Steve must have felt.Raid means exklusion. Hardcore raiders who lobbied for it knew that frrom the start, but then you hear the htfu speeches, or my personal favorite,the “mind your own business as we do mind ours” response, basically confirming with it that exklusion is not only unavoidable, but also wanted.
This is true while also being avoidable by making the raid sizes flexible :^)
Then it is that was Raid lovers despise most, a kind of open world event. You can already do for example Tequatl today in a guild only manner, do it in an inhospitable time and the chance of randoms will be very, very slim.
Sure it is still not really open world but stays within a guild, but within a 500 people guild, chances are high that there will be people on board that they:
a) don´t know and therefore don´t like in the raid
b) know and therefore don´t like in the raid
c) the people that are deemed acceptable or at least not a liability
d) the really wanted, selected few
A responsible guild leader will attempt to make your raid as appealing to as much as possible people in the guild for it to stay relevant, resulting in the fact that people like the 66year old, retired Carl who can´t really bend his fingers on one hand anymore, will be part of your raid too.
Having typed all of that, I would indeed support your idea. Sounds hillarious, all that rage would be glorious^^
I’m honestly baffled at the people arguing against this proposal. Why would you object to something which can only help people?
It is amazing alright, I was disappointed to see that they’d introduced fixed raid sizes it seems so against the inclusive policies they have.
I can only hope that in future they do turn these into flexible raids (leaning the same lessons that blizzard did sooner rather than later).
You guys do realize you can field multiple raid teams right?
This is an even more hillarious and therefore even better idea!
" Yeah uhm, let´s make two raid teams because we have so many people!
Carl, Linda, Frank, Steve, Cathrin, Mark, Anthony, Bill, Marcus and Fiona are team 1.
Francine, Colin, Matthias, Greg, Sam, Ben, Darla, Darcy, Chris and Ricky are team 2.
Francine: Wait, I am team 2? But why? I was really good at the last attempt!
Guild Leader: It doesn´t matter, Francine. Team 2 is not a badder team, I just called it this to separate it from team 1.
Bill(whispers to the leader): Why do we have to bring Steve along? He´s bad and slow! Move me to team 2 please!
Sam(whispers to the leader): Hey, can you please move Darla out of my group? You know I don´t like her…
Carl: Yeah, thanks a lot guys, what do I have to do here? You know, my grandson is coming to visit us today, and I want to show him what we do here!
Mark: I can´t stand this anymore! I want my legendary armor! Get yourself together folks, or I´ll leave right now!
"
I’m honestly baffled at the people arguing against this proposal. Why would you object to something which can only help people?
It is amazing alright, I was disappointed to see that they’d introduced fixed raid sizes it seems so against the inclusive policies they have.
I can only hope that in future they do turn these into flexible raids (leaning the same lessons that blizzard did sooner rather than later).
yeah Blizzard learned their lessons, highest difficulty to one fixed raid size down from 2 from WotLK until MoP, our raids still don’t have multiple difficulties
Ceana Mera | Mesmer
Indra Nebelklinge | Revenant
For me, here’s a few things I would like to see:
1. No enrage timers for whole fights, but maybe timing matters in small burn phases. Make it necessary to bring some zerkers, but make it senseless to bring only zerkers with the rest of the fight.
2. Bosses use only 1 or 2 strategic CCs instead of lots of constant CC. Would be nice to build an action bar only NEEDING 1 stun break and the rest whatever. I think Teq does this well. The long fear is punishing, and there is more with the fingers, but they can be avoided and burned down. Trash mobs can have all the CC they want if we can CC them back.
3. Mobile bosses and some control over where they go. Would be nice if any tanky character without taunt could still have a way to take the bosses attention, even if they can’t keep it the whole fight just to take it when it is most needed. I also say positioning because I think trap builds could be fun in raids too.
4. Stealth enemies. More classes have been given stealth counterplay. We’ve all killed skelk, so we know it is not necessary, even for a big one, but making it a surprise, skilled play would be great.
5. Stompable mobs. Cause Daredevil in PvE, right?
6. We have a lot of systems of “token/vendor loot” that are good, but have limited usefulness. What if things dropped Laurels or Destabilized ecto? What could drop that was nice every time you saw it, but didn’t break the whole world economy? I don’t want to overcome the ultimate challenge for blues, greens, and bloodstone dust.
That’s all I got off the top of my head. What do you hope to see? I’m not trying to suggest whole new features because I know the work is nearly done, but I hope they fix a lot of current problems in Raids.
I really just want to be able to run things with friends and guildmates without ever needing to exclude people.
It is the very nature of a raid to exclude people, Dreggon. I don´t even mean this a a counterargument to it, that damage is already done.
Nope, you are wrong.
The very nature of raids is to be challenged and to adapt and to overcome this challenge as a team.
The only players that are excluded (or that exclude themselves) are solo players and players, that do not want to be challenged and that do not want to adapt to the challenge and the group of other players, they are playing with.
“Look, Steve, you´re a nice guy and we all like you. But sadly, you simply don´t cut it and we already filled the backseat that could go to you tonight. Maybe better luck next time, dude? Ok? We´re really sorry. "
This happens already with dungeons and fractals and I am sure, this will happen in the future with raids, sometimes. If it happens Steve too often, he maybe is in the wrong guild and he should look for a another guild.
Hmm I was actually hoping the number would be 20. I just don’t think 10 man content is enough to give room to significantly change the current dungeon meta approach.
Officer of [DEX] Deus Ex Machina Eu and [Fus] Fus Ro Dâh
Ruins of Surmia
One thing I did not like in original GW2 dungeons is that it featured very little actual architecture. ArenaNet makes most gorgeous landscapes, but unfortunately most of the dungeons looked very bland and generic, with nearly half of them being, well, just caves. Most of them were also nearly indistinguishable from the outside world: Arah looked very much like the rest of Orr and the Crucible of Eternity was no different from any other Inquest base.
Could HoT raids perhaps be different? Could they introduce unique architectural and design styles in each instance, distinct from the rest of Maguuma?
I really just want to be able to run things with friends and guildmates without ever needing to exclude people.
It is the very nature of a raid to exclude people, Dreggon. I don´t even mean this a a counterargument to it, that damage is already done.
Nope, you are wrong.
The very nature of raids is to be challenged and to adapt and to overcome this challenge as a team.
The only players that are excluded (or that exclude themselves) are solo players and players, that do not want to be challenged and that do not want to adapt to the challenge and the group of other players, they are playing with.
“Look, Steve, you´re a nice guy and we all like you. But sadly, you simply don´t cut it and we already filled the backseat that could go to you tonight. Maybe better luck next time, dude? Ok? We´re really sorry. "
This happens already with dungeons and fractals and I am sure, this will happen in the future with raids, sometimes. If it happens Steve too often, he maybe is in the wrong guild and he should look for a another guild.
1. One fact does not negate another fact. Raids may be about challenge and adaption on one side, but that also means exklusion by default. I already listed the people that would be unable to adapt, despite the best intentions of both sides.
2. So it is already happening in Dungeons and Fractals, therefore it is justified in raids and should be continued this way? Sounds logical to me…^^
I can see why they did what they did. It basically comes down to picking a number, if it is too big people don’t do it, too small and it is just another dungeon run.
Scaling does not work even though the concept is good, implementation is usually horrible.
You guys do realize you can field multiple raid teams right?
This is an even more hillarious and therefore even better idea!
" Yeah uhm, let´s make two raid teams because we have so many people!
Carl, Linda, Frank, Steve, Cathrin, Mark, Anthony, Bill, Marcus and Fiona are team 1.
Francine, Colin, Matthias, Greg, Sam, Ben, Darla, Darcy, Chris and Ricky are team 2.
Francine: Wait, I am team 2? But why? I was really good at the last attempt!
Guild Leader: It doesn´t matter, Francine. Team 2 is not a badder team, I just called it this to separate it from team 1.
Bill(whispers to the leader): Why do we have to bring Steve along? He´s bad and slow! Move me to team 2 please!
Sam(whispers to the leader): Hey, can you please move Darla out of my group? You know I don´t like her…
Carl: Yeah, thanks a lot guys, what do I have to do here? You know, my grandson is coming to visit us today, and I want to show him what we do here!
Mark: I can´t stand this anymore! I want my legendary armor! Get yourself together folks, or I´ll leave right now!
"
Oh god, that all sounds so familiar, I feel like I’m back in Burning Crusade!
Random elements like fluctuating composition of mob groups or different boss mechanics. Each run should feel unique and should provide its own challenge.
Id like to see bosses where the main objective is to chain immobilize it.
Submarine underwater fighting.
Airship fight
I’m honestly baffled at the people arguing against this proposal. Why would you object to something which can only help people?
It is amazing alright, I was disappointed to see that they’d introduced fixed raid sizes it seems so against the inclusive policies they have.
I can only hope that in future they do turn these into flexible raids (leaning the same lessons that blizzard did sooner rather than later).
yeah Blizzard learned their lessons, highest difficulty to one fixed raid size down from 2 from WotLK until MoP, our raids still don’t have multiple difficulties
I’m not sure what you’re saying. But yeah, they learned numerous lessons, 40 man raids are too large, your first raid in an expansion being a10 man raid followed by a 25 man raid won’t work, hard capping raid sizes causes further problems for guilds.
Ultimately they learned that people (vets especially) don’t have the time to play that they think they had. The same lessons that the WildStar guys learned now.
I would have liked to see GW2 raids be for 10-19 players. The hardcore can go in there with 10 or 9 or 8 if they feel they have something to prove.
hey sorry guys there’s 11 posters in this thread and only 10 spots, someone will have to leave
please post your dps and gearscore below so i can decide who to kick, thanks
I’m sorry but no. Flexible means there is alway an ideal number. Wich means for other numbers it will be overtuned, or for that number undertuned. I want a balanced instance that is equaly hard for everyon, and you can’t properly balance hardcore content around scaling group sizes.
Do any of you know how raids work? Obiously not.
10 people is a good number. Mainly because it is easy to balance. WoW flex mode is a mess because of scaling
I’m honestly baffled at the people arguing against this proposal. Why would you object to something which can only help people?
It is amazing alright, I was disappointed to see that they’d introduced fixed raid sizes it seems so against the inclusive policies they have.
I can only hope that in future they do turn these into flexible raids (leaning the same lessons that blizzard did sooner rather than later).
yeah Blizzard learned their lessons, highest difficulty to one fixed raid size down from 2 from WotLK until MoP, our raids still don’t have multiple difficulties
I’m not sure what you’re saying. But yeah, they learned numerous lessons, 40 man raids are too large, your first raid in an expansion being a10 man raid followed by a 25 man raid won’t work, hard capping raid sizes causes further problems for guilds.
Ultimately they learned that people (vets especially) don’t have the time to play that they think they had. The same lessons that the WildStar guys learned now.
I would have liked to see GW2 raids be for 10-19 players. The hardcore can go in there with 10 or 9 or 8 if they feel they have something to prove.
flexible raids were introduced in MoP, with the second lowest difficulty (LFR, Flexible, normal, heroic/later mystic)
heroic/Mystic could be raided with either 10 or 25 people, fixed raid size
mystic since WoD has a fixed size of 20 people, rest is flexible
raids in GW2 are the most difficult content, only one difficulty
and the hardest content in WoW is down from 10/25 people to 20 only
Ceana Mera | Mesmer
Indra Nebelklinge | Revenant
Id like to see bosses where the main objective is to chain immobilize it.
It’s already utilised with some bosses.
I dont see this working. The scaling system in this game is already not very good and prefers large groups. So if the raid is made for 10 peple, 11-20 will have an easier time even if it gets scaled.
I agree OP but it can’t be flexible in the same way that Dynamic events are, because those clearly scale in a correct way that preserves the intended difficulty. I think set numbers of raid sizes would be okay, like 10, 15, 20.
suddenly i miss the old “real” raid content even more https://www.youtube.com/watch?v=8odoXDBRhsk
But with a hard raid you take these people out by default:
-The severely handicaped
-The old
-The very young
-The slow, both in mind and handYou make it hard for:
-The casual that plays half an hour a day
-The special class lovers
-The non meta users whose class is sonsidered good, but his equipment not
-The non-conformists
-The people that don´t want to raid but still want the legendary armor
It’s a good thing that the game has a lot of content for those people, having content for all kinds of players is always good for a game. It’s a good thing that video games have a variety of content
I want to see a proper group UI frames like in the rest of the MMOs.
Right now the squad system is lackluster.In other MMOs i can see the UI group up to 40 people.I can move characters how ever i want between the groups.I can replace people because there exists Raid leader system.
I want raid wings to be fairly short and focus on the epic boss encounters and events rather than long hallways of trash pulls.
Once mastered, a typical raid should take 15-30 minutes tops, imo (basically, the same as a single fractal map). That way, guilds with odd numbers of players (12, 23, etc) wanting to raid can run multiple raid groups in a night to accommodate all players.
8-12 would have been a perfect compromise.
I also HATE HATE HATE the idea of set number raids.
What if you have 7 people or 13 people? What if you have 35 people? What if you have 60 people?
Here is the thinking behind 8-12 people. Currently, with 10 player raids, if you have 13 people show up, you have to find 7 people to create two groups. With the 8-12 model, you would only have to find 3. With the 7 person example, you would only have to find 1. Finding 1-3 people is a hell of a lot easier than having to find up to nine.
With the 8-12 model, as long as you had at least 7 people, you would never have to find more than 3 people to fill out raid groups for your guild on any night.
I understand why people are against scaling, but I think it would solve a lot of the issues.
As far as keeping raids challenging, there is a simple answer – don’t scale the difficulty, just the number allowed in. They could tune the raids for 10 people and offer slightly greater rewards (in the form of achievements, etc) for groups of 8 or 9 and slightly lesser rewards for groups of 11 or 12.
This would have the added effect of creating a player run difficulty scaling for the raid itself with virtually no effort on the developers’ part – allowing larger numbers of players to see the content and giving the truly hard core raiders an even more intense challenge – win-win.
(edited by Blaeys.3102)
So, it took 1 day. I have carefully read all that relates to the raid on the forum. And I can say – your friendly community died yesterday. Look at yourself, ppl. There is already half of you positioning itself as elitist, dividing community to the pro-gamers and casual gamers. Already gone requirements of the legendary runes. Already considered the alleged setups, which are only some classes.
Now you promise more rewards only for raids. How is that? People are running to you from WoW and you offer them the same WoW? Ok, they will run from you. No one wants to pay for content that is not available to him.
“If your heal did not come – you can still go to the raid.” OMG, it seems somebody knows nothing about the raids.The absence of even one player, no matter what, may disrupt the raid. Because during the progress raids – every person is important. Learning a new player takes a long time. And not the fact that it will help. So it is easier to move the raid the next day and did not spoil the nerves. This means that no one can “raid at any time.” Just because it will depend on the 9 people. But this dependence on people and communications – it’s not in the spirit of GW2. Nothing will change in comparison to the WoW.
You are trying to bring here raiders, I understand. But it was a game not about raids. Where did you get your casual players, who make up a large percentage of the community? And that also pay for the game? What do you offer them? Where the legendary award not for raids? Where are they to PvP or wvw? They will not be? Not too honest. These players also deserve more.
WoW dies not because he is bad or old. Wildstar failed not because it is bad. This is because this format goes into oblivion. Nobody wants to have a second job in the game. And the raids – is work. The difficult, time-consuming. That leaves no time for anything else. And if you don’t raiding – you’re nobody in these games.
Anet, you’ve created a perfect nextgen game. Why are you doing it the old as kitten of a mammoth? Why did you roll back it in the past? It was so beautiful, so different…
Every day, going to the game I thought – this is the best thing that could happen to the MMO. And now I’m trying to understand only one thing – why?
Friendly community will be lost. Spirit of the game will be destroyed. And all for what? For a small part of “elitist” and their desires?
(edited by Mayga.7241)
What does your guild do about dungeons? Do the same thing….