(edited by Moophious.1735)
Real Raiding?
Raiding of that style tends to mandate trinity gameplay. I don’t think that would fit in Guild Wars 2. I wouldn’t like to see true tanking and healing in this game. I think it would ruin the unique flavor of the combat.
You can have raid-levels of coordination requirements in 5 man content. While I fear for the longevity of the PvE side of this game, I don’t think instanced large group content is the answer.
You can have raid-levels of coordination requirements in 5 man content. While I fear for the longevity of the PvE side of this game, I don’t think instanced large group content is the answer.
I don’t really fear for the longevity of the game, as long as they can add new 5-mans over time.
What I would really like to see are world bosses with more complex mechanics (at higher levels) which require traditional raid-type coordination for groups or guilds to tackle. By this I mean boss events with multiple stages, and mechanics which you can’t just “zerg” with a large group.
Maybe there are in fact these types at level cap, though I haven’t heard of them yet. It doesn’t matter to me that there are no instanced raids which require 20 people to complete, but it would be great to have content which was appropriate for big guild runs, etc. with appropriate loot or rewards (even just a big karma / money reward).
You can have raid-levels of coordination requirements in 5 man content. While I fear for the longevity of the PvE side of this game, I don’t think instanced large group content is the answer.
I don’t really fear for the longevity of the game, as long as they can add new 5-mans over time.
What I would really like to see are world bosses with more complex mechanics (at higher levels) which require traditional raid-type coordination for groups or guilds to tackle. Maybe there are in fact these types at level cap, though I haven’t heard of them yet. It doesn’t matter to me that there are no instanced raids which require 20 people to complete, but it would be great to have content which was appropriate for big guild runs, etc. with appropriate loot or rewards (even just a big karma / money reward).
They can, yes. These days I’m used to every released MMO to have at least a quick overview of their content plans before release, something that I haven’t seen at all from aNet. That’s part of why I’m worried. xD
Raiding of that style tends to mandate trinity gameplay. I don’t think that would fit in Guild Wars 2. I wouldn’t like to see true tanking and healing in this game. I think it would ruin the unique flavor of the combat.
I disagree. I think PvE as is is fun, but to have the Trinity in a lite version for Raids and dungeons would be a good thing.
You can have raid-levels of coordination requirements in 5 man content. While I fear for the longevity of the PvE side of this game, I don’t think instanced large group content is the answer.
I don’t really fear for the longevity of the game, as long as they can add new 5-mans over time.
What I would really like to see are world bosses with more complex mechanics (at higher levels) which require traditional raid-type coordination for groups or guilds to tackle. By this I mean boss events with multiple stages, and mechanics which you can’t just “zerg” with a large group.
Maybe there are in fact these types at level cap, though I haven’t heard of them yet. It doesn’t matter to me that there are no instanced raids which require 20 people to complete, but it would be great to have content which was appropriate for big guild runs, etc. with appropriate loot or rewards (even just a big karma / money reward).
I agree here.
Raiding of that style tends to mandate trinity gameplay. I don’t think that would fit in Guild Wars 2. I wouldn’t like to see true tanking and healing in this game. I think it would ruin the unique flavor of the combat.
I disagree. I think PvE as is is fun, but to have the Trinity in a lite version for Raids and dungeons would be a good thing.
I disagree with you. I think each player being capable of bringing healing, support, and damage to the table is what makes PvE in this game fun. I’ll admit I have not had the time to participate in a dungeon yet, but this has held true out in the world (so far, at least).
Raiding of that style tends to mandate trinity gameplay. I don’t think that would fit in Guild Wars 2. I wouldn’t like to see true tanking and healing in this game. I think it would ruin the unique flavor of the combat.
I disagree. I think PvE as is is fun, but to have the Trinity in a lite version for Raids and dungeons would be a good thing.
I disagree with you. I think each player being capable of bringing healing, support, and damage to the table is what makes PvE in this game fun. I’ll admit I have not had the time to participate in a dungeon yet, but this has held true out in the world (so far, at least).
I should have been clearer. PvE is fine as is. Dungeons are not. They get boring fast. After you play through them and die 30-40 times I believe you may feel differently.
I’m somewhat saddened that the concept of “real raiding” has been so horribly distilled into the concept of an “instanced romp to kill trash and bosses” thanks to other MMO’s.
Raiding of that style tends to mandate trinity gameplay. I don’t think that would fit in Guild Wars 2. I wouldn’t like to see true tanking and healing in this game. I think it would ruin the unique flavor of the combat.
I disagree. I think PvE as is is fun, but to have the Trinity in a lite version for Raids and dungeons would be a good thing.
I disagree with you. I think each player being capable of bringing healing, support, and damage to the table is what makes PvE in this game fun. I’ll admit I have not had the time to participate in a dungeon yet, but this has held true out in the world (so far, at least).
I should have been clearer. PvE is fine as is. Dungeons are not. They get boring fast. After you play through them and die 30-40 times I believe you may feel differently.
I haven’t experienced that the dungeons are that bad, once you get to know them and the groups start understanding the new dynamics (self-healing, making use of combo fields, staying out of the red stuff™, aggro based on proximity, etc.).
They don’t seem to get boring faster than dungeons in other games, although I haven’t played them all yet so I can’t speak for all of them.
If you’re dying 30-40 times going through a dungeon, you’re probably doing it wrong….
My first ever run through AC, when me and my group had no clue what we were doing, we didn’t die anywhere near that many times.
I have to agree with the O.P. I love the game so far. WVW is amazing and the events are fun. However some of us love to play the role of the big bad tank protecting everyone else from taking damage or the elite healer who is able to keep the party alive through anything and some like to do big damage. Why take those roles away?
I don’t think you are going to see true healers because Anet has stated that they want the pvp to become an esport. Trying to balance true healing has always been a problem in MMOs with pvp and pve. I think at best all you will really ever see are “supports” who can give sustain but not constant healing.
You can have raid-levels of coordination requirements in 5 man content. While I fear for the longevity of the PvE side of this game, I don’t think instanced large group content is the answer.
I don’t really fear for the longevity of the game, as long as they can add new 5-mans over time.
What I would really like to see are world bosses with more complex mechanics (at higher levels) which require traditional raid-type coordination for groups or guilds to tackle. By this I mean boss events with multiple stages, and mechanics which you can’t just “zerg” with a large group.
Maybe there are in fact these types at level cap, though I haven’t heard of them yet. It doesn’t matter to me that there are no instanced raids which require 20 people to complete, but it would be great to have content which was appropriate for big guild runs, etc. with appropriate loot or rewards (even just a big karma / money reward).
I’ll admit this is currently one of my biggest sticking points with the game. Some of my best experiences with the MMO genre come out of complex, challenging and FUN raid style encounters that push you and your group.
These bosses force people to learn unique, intimidating and interesting fight mechanics. They provide challenge that can’t be overcome simply by throwing more people at the problem – but has to be tackled with coordination, with game knowledge and skill. I enjoy WvW in this game not only because it’s massive player on player combat with capturable fortresses (awesome) but because the entire environment pushes people to cooperate, meet eachother and play “together”.
Perhaps most importantly, I don’t think these encounters have to go against the design strategy of GW 2. Having an open style, casual friendly game does not mean you have to obliterate some of the best concepts other games have used time and again. Raid encounters in other games were extremely exclusive not just because of the time it took to learn the fight or the skill you needed. That was a factor, but probably not even the biggest piece.
I spent years playing World of Warcraft, progressing with various guilds and characters. I never saw all of the content, because I wasn’t “hardcore” enough. But do you know what made me less hardcore than all of the other players who had seen it all? Gear.
Gear checks made it so that you had to spend months and months collecting enough stats on your character to even attempt certain encounters. My limitation wasn’t skill, or knowledge, or that I was too casual to be able to complete the event. It was that I hadn’t already spend 2+ years building my character to afford the privilege to try.
Guild Wars 2 has the opportunity to bring this amazing, engrossing and valuable content into their game without the gear checks. Make rewards for raiding things like titles, skill points, unique gear skins and other rewards – in line with the rest of the game’s philosophy. But bring us the content. Raid encounters have alot to offer every kind of gamer, and despite their reputation they are not inherently “exclusive” to a small subset of players. They were made that way because of other elements that existed in other, older games. This one has the opportunity to make it accessible to everyone.
What if Guild Wars was the first franchise to bring intense, challenging and complex raid encounters to the masses? Think about that. Then sign the thread.
One of my biggest “likes” about GW2 is the absence of raids. The meta-events fulfill the “take down the big bad mojo” element of raiding without forcing someone to experience the “second job” element that often comes with raiding: “be here at X time, have X buffs, we’ll be in there from X to Y for Z amount of days this week, etc.” I love the fact that ANet did not include raids. That’ s just my opinion on the topic though.
Sea of Sorrows
Trinity is in the game anyway. It’s just not as black and white as it was before. It was in GW1 and it is here too. Frontline with tough characters, backline with ranged damage dealers and supporters.
I wouldn’t mind if they added some 8 man content that was similar to say Sorrow’s Furnace, Underworld or Fissure of Woe. I am not, however, interested in anything remotely similar to gear progression. No thanks.
One of my biggest “likes” about GW2 is the absence of raids. The meta-events fulfill the “take down the big bad mojo” element of raiding without forcing someone to experience the “second job” element that often comes with raiding: “be here at X time, have X buffs, we’ll be in there from X to Y for Z amount of days this week, etc.” I love the fact that ANet did not include raids. That’ s just my opinion on the topic though.
Sorry, but it doesn’t. The large dynamic events I have seen so far, with immense bosses and epic fights – zergfests. GW 2 does not bring the elements of skill and strategy into these encounters, so beyond the smoke and mirrors of having a giant, cool looking boss, you get none of the same depth and satisfaction as more traditional raiding.
I think there is a large amount of ignorance, or even hatred, for the raid concept in general based on how other games have mishandled that style of content. I’m not advocating a 6+ month gear progression raid system. I hate that just as much as everyone else.
I’m advocating large PvE encounters (instanced, not instanced, IDGAF) where you need to use your HEAD in order to vanquish the big bad, not just zergit to winnit.
One of my biggest “likes” about GW2 is the absence of raids. The meta-events fulfill the “take down the big bad mojo” element of raiding without forcing someone to experience the “second job” element that often comes with raiding: “be here at X time, have X buffs, we’ll be in there from X to Y for Z amount of days this week, etc.” I love the fact that ANet did not include raids. That’ s just my opinion on the topic though.
Sorry, but it doesn’t. The large dynamic events I have seen so far, with immense bosses and epic fights – zergfests. GW 2 does not bring the elements of skill and strategy into these encounters, so beyond the smoke and mirrors of having a giant, cool looking boss, you get none of the same depth and satisfaction as more traditional raiding.
I think there is a large amount of ignorance, or even hatred, for the raid concept in general based on how other games have mishandled that style of content. I’m not advocating a 6+ month gear progression raid system. I hate that just as much as everyone else.
I’m advocating large PvE encounters (instanced, not instanced, IDGAF) where you need to use your HEAD in order to vanquish the big bad, not just zergit to winnit.
Here you have sir, a keg of beer for you.
This is so much why PvE in GW2 is boring and repetitive. Everything is the same, only look changes. Solution to everything – zerg it. I really miss approach taken by Tera’s creators – diffrent type of enemies had diffrent style of fight you had to adapt to in order to success with.