I really don’t see how 10 man (raids? seems a bit small for a"raid") dungeon is going to scratch anyones itch for Raids.
Raids typically are the pinnacle of coordinated group efforts where everyone has an exact role to play, and needs to play that role near perfect for the instance to go well.
This game specializes in everyone running around DPS’ing stuff. There are no set healers or agro tanks really…those some can occasionally fill that roll slightly, for a short time.
Really I get why they are doing this, just I don’t think its going to be executed in a manner that will satisfy anyone who takes a break from this game to raid in another game.
They should be piling on content that is coordinated with how this game plays. Make more epic, insane, difficult, world events, designed for masses of people to complete…make some of those even more coordinated ect.
You cant have a proper raid when you lack the trinity. Skyforge did this (little know game that came out recently) and lacks a trinity system (less so than this game) and it was just coordinated DPS targeting…as you cant really do much more than that.
UNLESS…they have special items in the raid that actually allow someone to become a tank and healer (like a healing staff on the ground and a tank shield, that bestow unique skills for whoever equips them) which would be cheesy imo
This is exactly what I’m worried about. This game has proven to be a dps only free for all where the only coordination involves stacking for buffs and stunning the mobs or timing reflects/stealth timing. When I think raiding I think of a mechanic that introduces a debuff that when cleansed takes 50% health from you but if let to expire will one shot you. It’s those kind of mechanics that if not dealt with via coordination and assigned debuff removal that will transcend what gw2 pvers think about when they think pve. That’s just one example of a true raid mechanic and there needs to be multiple of those per fight (some more harsh than others) to make this a real raiding experience.
No reason we can’t get those types of things. But as Colin said I think they want to focus less on UI watching and more on the on screen stuff. So you get an Aura (with a debuff icon just in case) that if not treated will down you on the spot (or kill?) to cleanse you need to go into an area with a caustic fog that damages you while in, make it a decent amount of damage(probably % based honestly) such that your trip in will leave you having to expend your personal heal and still come out low health, this promotes team healing, either through coordination with Ele/Engi’s standing nearby to rotate water fields for people to blast as they come out or maybe just a healing focused guardian or revenent.
The system is much broader and better than what we’ve seen with our current set of content.
Imagine this. Same debuff I suggested. In this scenario someone needs to cleanse the condition. Everyone has their own condition removal but personal skill comes into play when deciding when to cleanse it. If you are bad and cleanse your own condition when you’re at 30% health because you panic…. Guess what… you’re dead. The best way to do this (and in my dreams 2 people get the debuff at the same time) would to be to make sure the two affected players heal up as much as they can, at the same time have an ele drop water, have a necro cleanse both people of their debuffs at once and immediately stack and blast water to heal everyone up. There’s a lot of coordination in that scenario and it will shake up the dps all the time mentality. But you totally get the idea. I see more group synergy in wvw than pve. They coordinate their burst, their healing, their position (it’s not stationary), among other things. For some reason I think wvw players will excel at raids better than meta pvers at least at the start.
Only problem I see with that is how many things have innate cleansing mechanics. Especially healing effects. I mean it sounds fun, but I just worry that would require certain professions not just certain roles as certain professions.
I have my money on one of the European dungeon speed run guilds, like SC, rT, or vC or one of those to get the first win.
You are EXACTLY right. Those innate cleanse mechanics need to be thought about. It will switch up what skills and traits are good for certain boss fights. And the cleanses will still be good but the timing needs to match. That’s where the skill comes into play
Too much of this game is innate like you just said and in order for this raid to feel like a Raid it needs to be taken into consideration.I hear ya, I’m with you, my worry was that your example might leave certain professions incapable of contributing. That’s something ANet stressed and I agree with, allowing different professions to fill the different roles such as to not need an Ele or need a Warrior or whatever. Certainly though having to have the forethought to not use Healing Turret because of the innate cleanse is the type of intricacy a raid should have.
I agree, sadly the balance of these raids and how professions can contribute is their burden to bare.