[TTBH] [HATE], Yak’s Bend(NA)
Repeatable GW2 endgame content <3
[TTBH] [HATE], Yak’s Bend(NA)
Agreed, more challenging, more rewarding & more permanent content and dungeons with bigger groups, and also alliance/squad options for guilds against overflows etc.
When doing an event run or guild bounty for example, The small groups get the overflow problem and try getting Ander done from the karka when you have 1 group in each overflow.
The raid groups do have there positive side, also in GW2.
Should give some rest to less skilled/casual players in tagging along to some dungeons.
Also with the combo combat mechanics so much can be done.
Awesome skins as rewards might work for new dungeons as well.
Or just the legendary gear in it.
Raind or not, this game lacks end game.
I don’t consider level 80 zones an end game.This game does not lack end game. This game has end game that you don’t consider end game…which is significantly different.
It has end game for me. I’m sorry you can’t see it.
No it doesnt have End Game as far as most use the term for. If you literally break it down as Game you play at the end and yes everything in every mmo can be considered end game for the most part because you can do it all later.
However when most use the term end game they are referring to content that you do only at max level and traditionally challenging content(Ex Raids).
Currently in GW2 we have Fractals to an extent and Arah, otherwise nothing else. GW2 forums have this theme of getting hung up on improper words and instantly associating them with WoW in a heart beat. What really this topic is about is challenging content is needed, not exactly end game but it would at the least be something like fractals where you could get by on maybe the lowest difficulty but otherwise need max level because if its challenging then it means youl want the extra stats.
Challenging, lots of it, with rewards that no one ever buys from the shop, ever. That includes tickets for cosmetics only from boxes sold in the TP, those came from the shop too.
That’s what I mean when I say end game and I also mean them fulfilling their promise of “all roads lead to the same end” which is so not true right now with lopsided loot (not RNG), with currencies you can’t get alone (you know because even guildies have lives and aren’t always online), with temporary content, and with slow laurel acquisition (where’s the retro at?). And that’s beside the other multiple assundry things they decided to halt production on after telling us for 7 years they’d do them, like perma DE’s perma metas every month, mobile/web apps, more then 2 mini games etc.
REALLY hate to say this (no I don’t) but everyone’s had their time in this game but the casuals. It’s time for perma DE’s and perma metas monthly. We’ve had dungeons, we’ve had wvw updates, we’ve had sPVP updates, It’s definitely our turn, and please don’t insult our intelligence by saying that the living story is our turn because that’s so not why casuals bought this game trust me.
(edited by tigirius.9014)
Reading many topics about raid boss and end game and since I don’t want to create a new thread about it I will post it here. It make me think why people don’t like raid boss and why they complain so much about adding raid boss fight for end game content. Since there is no “Holy Trinity” in the game, some say we can’t have Raid Boss fights that aren’t boring “Tank & Spank”. I think that’s wrong. Anet can still design challenging, funny and enjoyable Raid Fights without the “Holy Trinity” dogma. We all have thousand ideas of raids fights that don’t need dedicated tank or healer and they are based on players’ coordination and communication. Raid Fights “fit” to the GW2 philosophy.
Why we should have Raid Boss Fights?
1. It makes you feel that you can participate into something bigger AND your role into this really matters! (no more auto attacking an open world boss with the zerg :P)
2. It boosts the meaning of being in a guild. (Why being in a guild when you can’t even make a big parties with all the members in guild mission and WvW??)
3. It creates nice end – game content.
4. Playing along with more than 5 people is fun
How Loot from Raid Boss Fights should be? (ALWAYS in comparison with dungeon/open word bosses)
1. Increased chance for rare craft materials (lodestones/shards/t6 mats etc)
2. Increased chance of getting an ascendant/exotic item or a precursor
3. Increased amount of gold
4. Increased amount of karma and karma Jugs
5. Increased amount of getting “Easter eggs” (minis/Black Lion Keys etc)
6. Maybe Trade Tokens for armor/weapon skins
Priorities for a Raid:
1. All raid members equally participate and contribute in a boss fight.
2. Mechanics that ALL classes are needed.
*Note: I understand that many people don’t like Raids or PvE at all. As you can see for above, Raids should not drop something you can’t find by yourself, but instead it should just add a bit more chance. If you don’t want something challenging stick to auto attacking AFK open world bosses, real fun there :/ *
There is place in GW2 for Raid Fights.
PS: 1. Please avoid “WoW fan boy” “Go back to WoW” and things like that. I don’t understand why a good idea from this specific game is automatically banned from GW2 community (like RB, dungeon finder across all realms etc). If you prefer shouting in LA for 30-40min to find a group for TA instead of just pressing “find button” and wait for 5 min while you do anything you like, then there is something wrong with your way of thinking. We all love GW2, most of us played GW1, but rejecting innovating things from any other MMO game is regressive.
2. Sorry for my bad syntax
3. Most of them are already been told by other people.
It make me think why people don’t like raid boss and why they complain so much about adding raid boss fight for end game content.
My take on why people complain about ideas that would add raids to GW2?
Here’s why.
How Loot from Raid Boss Fights should be? (ALWAYS in comparison with dungeon/open word bosses)
1. Increased chance for rare craft materials (lodestones/shards/t6 mats etc)
2. Increased chance of getting an ascendant/exotic item or a precursor
3. Increased amount of gold
4. Increased amount of karma and karma Jugs
5. Increased amount of getting “Easter eggs” (minis/Black Lion Keys etc)
6. Maybe Trade Tokens for armor/weapon skins
Peoples’ perception is that raiders want better loot than others — and they don’t want this feature added.
I could support adding more content for larger groups, however I don’t believe that GW2 needs to create more reward-imbalanced content. If there were a way to balance the rewards by time spent (e.g., if it takes two hours to complete a GW2 raid, then two hours running dungeons or DE’s should provide roughly equivalent rewards).
What GW2 really needs to do is balance rewards across more types of content. The game is “better” in that regard than it was at launch, but it still has a way to go.
I proposed instanced versions of the temple fights some time ago, so I’d support such an initiative. Maybe they could put the new Risen in there, and return the open world versions to the way they were pre-April 30.
What remains to be seen is whether the potential audience would make the effort worthwhile on ANet’s part, and whether the potential audience would accept that the main reward of raids would be difficulty and large-group content, not fat loot unavailable to anyone but raiders. The latter would mean players would need to wean themselves from the expectations generated by the way other games structure their rewards.
Peoples’ perception is that raiders want better loot than others — and they don’t want this feature added.
No, definitely no. I totally agree with your way of thinking but Raids will work the same way it works now. An example: Doing CoE approximately 30-35 times I got 3 Charged Lodestones. Farming in Orr and world bosses for 5+ months I got 1 lodestone. That’s how is supposed to work. The game rewards you a bit more (actually with more probabilities) because objectively, Dungeons are harder than Open World Bosses & PvE. So, in order to “lure” players playing them, the system rewards them with better chance drop. It’s like players in Dungeons have an “invisible” magic find boost. It doesn’t “fit” GW2 philosophy if raiders could get BETTER equipment than people who don’t want to join a raid, but it “fits” perfectly if the raiders just have increased drop chance. Participating in raids should be optional. Meaning that it won’t be a “big deal” for people who don’t want to join. But, image all the other who love PvE to be able to play that kind of content. Just awesome.
Ps: Edited beacuse of the horrible syntax :>