CPS have over the top damage, but people are asking for all-around warrior support nerf instead of looking into the condi damage problem. Logic? Ugh.
Untrue. It takes very little commitment other than time to hit 2k wvw rank. Log in Flip a few camps while running booster+guild WxP boost.
You never have to group or even have player interaction. You can quite literally treat it as a solo PvE mission in the borderlands.
Good player, bad player its ultimately irrelevant when it comes to WvW legendary armor and that’s perfectly fine.
Supply camp gives you a 200 WXP, 330 if you do it with a booster and guild upgrade. That means ~15 camp flips per level, and you need to repeat it 2000 times. Go on, do it, show us a bit of “very little commitment”.
So it finally becomes a support weapon and not a loot stick.
I don’t really understand people who wants to change game mechanics only because they are not good enough to properly fight larger groups. Numbers are numbers, git gud or don’t engage.
I hope this clear things up for op: this behavior is not even worth reporting for and if u are solely pugging then yes before long you will encounter similar or worse pugs as this..
This is a clear abuse and fraud, and ABSOLUTELY worth reporting asap and with as many people in raid as possible. And I do hope that this guy will get at least temporary ban and all his gains will be confiscated from him.
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Now that WvW and PvP get legendary armor also the name and description of the achievement should be changed. Otherwise people will soon demand that their purely grind based armor counts towards this achievement/title, making it pretty pointless as a proof of raid experience…
Except that it does not proving any experience, only the fact of owning 3 armor sets. Oh, and in 2 months (probably even sooner), power creep will hit again and raids will be self nerfed, effectively devaluing your title even further.
no not always, but i dont think its a good idea to cater to 5 kittenters sitting on ACs instead of a group of people that actually fights
if you cant bring your own group to deal with that, you shouldnt keep the objective, its simple
I’d like to see shield gens removed completely, and return of good old siege placement maps, with proper treb sieges against T3 objectives, instead of current “ayy lmao, I placed 3 shields + 8 rams/catas, lets go cap fast”. Not able to clear defensive siege properly? You don’t deserve that objective.
There is some things that should be done in future.
1. Less RNG. Woo, anomaly appeared on disappeared platform, thats fun.
2. Less melee hate. When melee cannot hit the boss just because “lul we decided to do that because this mechanic pattern is cool”… seriously?
3. A little bit more testing. Pets being oneshotted is not really funny.
4. Please, please stop putting important tells on badly visible indicators. Yes, flashy indicator above boss head on arena full of flashy stuff while boss getting punched by all sorts of flashy spells – is not good idea, at all. Please make ground indicators instead. Also please consider to add voice line tells to important boss attacks.
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They HAVE to be able to dish out conditions faster then another can cleanse or the condition build will be useless. Why do people persist in the inane argument that you have to keep up to condition applications with cleanses?
If any build is able to overcome even heaviest defenses 1v1, then said build should be extremely glassy to compensate it. So, tell us, how glassy typical yolo trailblazer is.
1. Replace eye above 3rd boss head with ground-based tells.
2. Add some distinct voice lines to fear tell.
3. For the love of god, fix oneshots mechanics from oneshotting pets, this is not funny.
Outside of that, pretty fun CM.
Personally i wouldn’t like Toughness to diminish condi damage as you are overcharging one stat in favor of all tanks.
Tank sacrifices his other stats to become tanky. So, why he shouldn’t be?
Player toughness reduces incoming condition duration. Protection reduces incoming condition duration by 33%. Dodge gives you 1s of resistance.
This is why I try not to respond to these kinds of threads. The people inside them are immune to reason. Have fun refusing to get better.
- “X is fine, l2p, nabs”
Hm, I think I’ve heard that before. A lot.
You know, I’d like to live in that magical world too, where conditions are not spammable by literally pressing any button on keyboard, ain’t covered by the tons of trash ones above them, and on top of that condi user is built as tanky as he like, because he really needs only ONE stat to do the damage, or invest into trailblazer and start hitting like a truck while still keeping all these sweet tank stats. Oh, and even more funny, you can do a lot of this damage as ranged, and even ignore projectile reflects!
Please, go ahead and tell us that this requires same skill as playing glassy power builds.
You do not have to nor should you expect to cleanse all of the conditions coming your way. If you could do this, a Condition build would be useless.
Except that healing bunkers can survive 1v1 against power almost infinitely, thanks to CC and heals. But for some reason, we cannot have same toolkit against condi, because “a Condition build would be useless”, huh?
Staff isn’t viable in wvw anymore… in fact it isn’t that great in any game mode anymore with all the nerfs recently… which makes me sad.
I have 2.5k hours on my staff ele out of 3.4k hours in gw2 in total.
That’s one of the reasons I dislike the game so much now.
For wvw specifically, ele doesn’t do anything that makes it worth using.
Healer rev does much more healing with tablet. No one even blasts waters anymore… Necros out-dps ele in every way possible.
Guards can provide as much, if not more condi clear + a lot more utility.
Staff ele is dead in wvw.
Staff ele never was dead in wvw since very beginning of this game.
It’s not like someone is stopping you from doing it right now. System is fine as is.
There is ALWAYS going to be a problem with rewards set on a fixed timer. Either it’s “too generous” and people afk for extra rewards, or it’s stupidly unfair, and you get threads like these. In general, players are gonna appreciate when it’s more towards the former than the latter, but really guys. Why is there even a timer in the first place?
Make reward track points and pip gain like the WXP system: you get them INSTANTLY. A few reward track points every time you gain WXP based on what you’re doing, increased by EXP boosters as it works currently, and also a new bar that tracks “pip points”. Get enough and you get a pip, with bonus points based on outnumbered, WvW rank, etc. Boom, you’re REWARDED FOR ACTIVELY PARTICIPATING and get nothing for afking.
IMHO without reward track points and pip progress being instant like WXP, there’s always going to be this issue of the timer being too lenient or too harsh.
So, you will be getting insanely good rewards for successful blobbing, great rewards for usual blobbing, nice rewards for karmatrain, and lolwat almost nonexistent rewards for everything else. Such a great idea.
I think some people are confused and think that whenever you do something that gives participation it adds to the decay, which has not been and is not the case. For example when you take an objective, it gives you 10 minutes before your participation will start to decay; then if you kill a guard it will only reset to 2 minutes if you have less than 2 minutes left otherwise it won’t affect the timer. This is how it has always worked; the only thing we have changed is the reset time for each action.
The reset times are as follows:
• Killing a Player – 10 minutes
• Killing a Caravan – 2 minutes
• Destroying a fortification – 5 minutes
• Killing a Guard – 2 minutes
• Killing a Lord – 5 minutes
• Killing or reviving a merc npc – 1 minute
• Repairing – 5 minutes
• Siege Damage Wall/Gate/Player – 1 minute
• Destroying Siege – 5 minute
• Killing a Veteran Creature – 5 minutes
These happen on event completion:
• Defending a Caravan – 2 minutes
• Completing a Merc Event – 5 minutes
• Completing a Defend Event – 10 minutes
• Capturing an objective – 10 minutes
• Capturing a Ruin or Shrine – 2 minutes
• Capturing a Sentry – 5 minutes
It is still possible that we will tweak these numbers going forward.
Yak event reward timer should be at least doubled, otherwise reward will be less than time that you are going to spend on that escort.
And please, consider to change decay timer from overwriting to piling up, like up to 10m total, so killing sentry+killing yak+capturing sentry will be 5+2+2=9m total, not just 5. That will solve a lot of issues and will stimulate players to do various objectives again, instead of pursuing only high-rewarding ones.
True except that the entire gamedesign of GW2 is based around no significant powercreep.
Basic one. Expansion brought pretty huge powercreep and kicked almost all vanilla specs out of meta.
On topic, raids are fine. Let’s hope the new elite specialisations actually are sidegrades because even a slight amount of powercreep could destabilize the current ecosystem of easy and medium fights with nicht challenge mode versions.
I will be quite surprised if they will not do it. Power creep with new addons is common practice for MMO, you cannot expect that old content designed for old mechanics will stay relevant with new ones.
If you run with an organised group, it’ll be extremely useful in winning fights. If you’re not, I would recommend running glass cannon instead.
And dying during very first push. No one should run glass cannon in wvw unless he is already experienced and know what to do.
Simple solution, participation drops to zero if you’re idle for more than 5 minutes or instantly drops to zero if you have determined buff on you. If you afk in spawn now, no loot. If you die and have to respawn, good, you deserve to be punished for being bad and dying in the first place, don’t die.
Commander: Port [Spawn Waypoint]
you ping the 2 stacks so fast that it cant be a chatcode
sometimes you need to ping stack A, stack B, stack A, stack B, stack A, …..etc very fast to prove those stacks are real
If in doubt they may ask you to split those stacks to 2 different amounts within a certain time and ping them again
Seriously, what’s wrong with you people.
So how is acquiring Ad Infinitum any different? It is still locked behind endgame content. You need to play a lot of fractals, including T4 ones. Let’s be realistic – the people who are invested that much in fractals aren’t orders of magnitude more than the active raiders. If anything, both groups overlap heavily. Raising these concerns seems quite late, at the very least. Not only locking the armor behind raids was announced like 2 years ago, but the game actually did that same thing you’re concerned about on multiple occasions earlier. So could it be that you’re not that concerned about the principle, but about your own involvement with it?
People are okay with the armor lock being announced 2 years ago (well, maybe Ohoni isn’t). People are not okay with the recent announcement that this armor will be only legendary armor in game.
Raids in this game are insanely easy as it is. I am suprised there are so many people who fail at them. Things like Samarog CM should be the baseline difficulty and not a one time challenge mode if you ask me.
Things like Samarog CM will never be baseline, and possibly will never appear again as long as we have LFGs demanding 300+ LI for “insanely easy” raid.
Ok, let’s look at it like this:
BotP took 9 months from Stronghold of the Faithful, to be released. With that we got 4 normal mode bosses and 4 challenge motes. Logic dictates that had they not spent those resources on those challenge motes, they would have been able to deliver the new raid sooner. If they were to keep developing motes, you either keep your release cycle at 9+ months (I do not think that would be acceptable) or you hire more resources to keep up the cadence (not a good idea, when so many other areas of the game are in need of attention Guild Missions, WvW, etc, and could use those new resources much more.
The other thing to keep in mind, the devs want raids to be a small part of the game, and they want their game mode to be exclusionary. The only real reason to change it would be because it detracts from the final product that they want to deliver.
Will raids in their current implementation push players away? Absolutely, this was intended (not that they want people to quit the game, but that there is an acceptable amount to be expected and only Anet knows what that is).
I just don’t see changing raids to support multi-mode, attracting more players, than what it will push away. And so far there has been nothing presented that disproves that.
Anet may NOW have intention to keep raids as “small side content” but originally:
1. Raids got ONLY legendary set in whole game and probably only PvE one.
2. Raids got most effective and exclusive stats locked exclusively behind them. Yes, that was changed after, but that shows their original intention.
3. Raids got more of HoT best cosmetic rewards outside of gemstore, than sPvP and WvW put together (!).
4. Raids caused major balance tweaks among classes. It’s pretty unlikely for side content to become a reason for such changes, don’t you think?
I’m not going to bring up “4 wings 2 fractals 0 dungeons” topic again, because okay, maybe raid team had astonishingly high performance, and other teams took a yearly vacations, along with company supervisors.
But still, it looks like raids originally was planned as the pinnacle of PvE endgame, and clearly not as secondary or alternative content. Probably now that direction is changed, adjusted or even reversed completely. Or maybe they will stick to it and simply change/expand raids itself. We will see.
There are multiple reasons. First of 150 LI is not much, when I command pug groups I usually demand at least 300+ LI, sometimes even more if its a w4 cm.
Commanders like you is main reason why raids have such a bad reputation.
Taking pleasure from the misery of others is not a good trait in my eyes, and is definitely the behaviour this game shouldn’t promote, as it is something that can only poison game community.
Pretty much this. After reading this thread I have a strong feeling that some players should have never leave WoW and coming here instead.
Proof of that claim? Ofc the hot elite soecs were stronger than the normal ones hence “elite” but that doesnt mean the new ones will be stronger than current ones. Anet knows that its the smart more to keep them on par with the existing ones. So dont jump into conclusion without any fact to back it up.
Power cripple is one of main selling reasons in all modern MMOs expansions. Feel free to believe otherwise, but I dunno how you can seriously hope to see things not going that way.
from what i heard from a dev there was no plans to add the armor elsewere in the game do you have a link that says otherwise? Coz i cant be kitten scrolling down the ama list
They announced next expansion in AMA, and they said that they are not going to change difficulty of old raids. That basically means that old raids will be self-nerfed by new OP elite specs, just like vanilla GW2 was self-nerfed by HoT ones.
To be honest, Ohoni will likely get his much desired armor without any problems in less than year, just like now any meta group can faceroll Arah without having any clue about tactics. Just read AMA summary.
2. Can be done in huge variety of setups.
3. Absolutely, even CM motes.
But deviating from meta will impact your kill time and success chance, depending on raid overall skill. Also pugs are adamant about strict meta setups.
Why? Did their raid developement stop any non raid content coming out? Did we miss a Living World Episode I was not aware of? Has the developement of expansion 2 been halted?
Dungeons are dead content and will never get more developement until this stance is changed. This has nothing to do with raids so stop shifting the blame.
Fractals have received multiple updates. It’s harder to design extra content for an already existing instance (and if you payed attention you’d know that all fractals are essentially on the same map. A poor design decision I think but one that is hard to reverse) instead of creating a new one (as is the case for raids).
Honestly, I don’t know their internal kitchen, their development priorities, how many devs really work on different content parts and so on. I just see, as I have said earlier, 2 fractals, 0 dungeons and 4 raid wings in HoT. So, if you are playing PvE and want to do something more that grind gold in zerg, you essentially will face lack of the new repeatable content everywhere, except raids. So, if raids are going to be “side content”, then why they are getting so much attention? And if they are getting so much attention, why someone trying to call them “side content”?
Which would make sense in that game, it’s primary end game content, is raiding. Not so in GW2.
So, are you going to say that anet will drop their focus on raids and stop making new wings instead of fractals and dungeons?
Guys lfr was never made with getting ppl into raiding in mind. It was actually made as a storymode for ppl that didnt have the time or the ability to do the real thing. Every competend raider you will find in wow will tell you that lfr is a waste of time and it doesnt provide you woth nothing against the real thing.
Except it was. LFR was introduced as answer to astonishingly high drop in raider numbers in Cata after Firelands raid. And it worked absolutely amazing, in next addon game suffered a heavy subscribers drop due to casual player hate towards panda setting and mind-numbing grind, but raider numbers actually increased.
Raids are side content in GW2. 10% conversion rate is incredible bad and actually an argument against tiered difficulties. You slow down every content to present an one time adventure for most and 10% play the real raids. There is no reason to replay the easy mode as you won’t have rewards towards the armor.
10% conversion rate is actually means that adding a lower difficulty increasing total raid auditory almost tenfold AND creating natural flow of new raiders to higher difficulties, making raids self-sustaining and solving almost all accessibility issues.
You don’t have the data for that claim. The overwhelming majority do the story mode and are done. Only a marginally tiny section use it to break into raiding and become real raiders. How small is this number exactly? Neither of us know, but you can be sure Anet doesn’t feel its worth the resources to create additional modes to cater to this tiny group of players.
Oddly enough the entire concept of an infantile mode of each fight is nonsense. If people wanted to use easy mode as a stepping stone you’d only need one boss for that. And really with cairn and escort we have tgat so the stepping stone theory is pretty much bunk.
I’m a alot more sympathetic to people who want a story mode of each raid for the sake of experience but that is NOT the same group of players who want easy mode for training purposes. And obviously a minimal rewards story mode for each raid is significantly more work for the devs and it’s not entirely clear how how many people that group of players actually is.
For WoW conversation rate is ~1/10, data was available during previous expansion. So 10% of LFR new players are not stopping and moving to normal, 10% of normal raiders are becoming fresh blood for HC and so on.
The people for whom our current raids are too hard or too socially grueling for will never progress upwards regardless of how many graduated steps you give them.
Because… you said so? Cuz, you know, in other games that system works just fine.
Actually Rednik new players can learn by themselves, or otherwise there would be no one clearing Raids since everyone learned from somewhere
Thing is – these first ones were enthusiasts, and usually with skill and experience above average. Then less skilled/organized/dedicated followed their steps, and so on. But still there is an entry barrier for those who want to learn, and breaching that barrier require either dedicated group that will not fall apart after few hours of wipes, or some way to teach these players and avoid that wipe experience.
First option works fine by itself, but puts sharp cutout on percentage of players who will participate in raiding – not everyone is ready to become experienced trough wipefest.
Second option removes that natural cutoff and raises participation percentage a lot, but not appears by itself. Usually that way is opened up by game devs themselves, because nobody likes when developed content misses large (usually majority) of game auditory. In our case devs decided to ignore it, and it’s only partially covered by bandaid training runs made by community.
every single one of your posts seems to imply that the average Gw2 isn’t all that smart since you always make statements like, “new players cannot learn by themselves.”
Some can, some cannot, some can but not good enough. In the end its all about desired participation percentage from overall player population, percentage of developed content for that slice, and percentage of satisfied paying customers with various combinations of previous two parameters. When that equation is decently balanced, you will get alive game and happy customers. When it balanced poorly, you can get something less desirable, or even a disaster like Wildstar.
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If you aren’t able to find enough like-minded people to play with, perhaps there isn’t a need to increase accessibility for less than 10 other people?
That “social” raid model died like what, 10 years ago in other games?
You have several repeatable story instances that came with each LS update. Also again, you had 3 wings released in the middle of a content drought. 3 wings that were part of HoT , but not intentionally included with it’s release, we were told before hand that it would not ship with HoT, but be part of it. Removing those 3 wings, we have 2 new fractal instances, a new fractal on the way (should be here relatively shortly), several reworks, and 1 new raid. Where do you see that they are putting more effort in Raids? Because you can’t accept that there was a content drought and new content coming that was already supposed to have been part of the expac?
Like new fractals were supposed to be in xpack too. And yet – 4 wings vs 2 fractals. They are all part of the same addon.
It’s a good thing no one records their boss kills and uploads them for the community to see and use as a learning tool, oh wait, that is exactly what happens. Are you saying that if you watched a video of a boss kill, you would learn nothing? That would seem to be a personal issue if so, not a game issue.
Learn something =/= learn boss encounter, just like watching a kung-fu movie wont make you a skilled fighter. You can learn some things, maybe more if video have your spec PoV and explanations, but that’s all. Without practice it’s not working.
This is also what training runs are for, to help you get acclimated to the mechanics in the actual fight. It’s possible you want to get used to the mechanics (albiet having them do half damage or less) to give you a reasonable shot of killing the boss on first or second attempt without having to practice. However, if you keep practicing and failing, you will still have that reasonable shot of killing the boss, just not before you are able to get past the mechanics. You should not be able to kill a boss if mechanics are straight being ignored or missed, which is the reason for most wipes.
Training runs are still poor substitute for tiered difficulty.
1. They are “charity”, and because of that not systematical. You can found 10 W1 runs and zero W3 ones. Or 2 W3 and no W1. Or maybe VG for a whole week. It all depends only on good will of people who are making them and your blind luck to log in and catch one you need.
2. They are still prone to wipes. Someone important died? You all will wipe. Few of less important people died? You will wipe most likely. And you just lost all opportunities to learn your role in encounter further and have to start over with everyone else, even if you executed your part perfectly.
3. They are not helping with LI wall. Due to limited nature of training runs they are not producing a lot of experienced people, so initiative of keeping LI wall for experienced raiders remains. Actually, very existence of training runs means that system is not working as intended and new players cannot learn by themselves.
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If it isn’t working for them, either they aren’t trying hard enough, or there aren’t as many people like them as they think.
Again, that was brought to discussion countless times long before GW2. Raid teaching is not working that way, unless you aim at some miserable percent of participating players, while others will be left unsatisfied.
Well let’s see, we had one raid that was supposed to come with HoT, that consisted of 3 wings. It was delayed a little after the release of HoT for final polishing and because the story was supposed to take place after the events of HoT. Since that third wing was released, it was 9 months until another Raid was released. This new raid has only one wing. We do not know how long it will be until another Raid is released, but based on current pace, we could estimate approximately 9 months or a little less, we can hope. In that 9 months, 4 new open world maps and story updates were released (the 4th map and story update coming with the 2nd raid). There were also 2 new fractals released (regardless of how you feel about the assets used in them, they are still “new” repeatable instances), several reworks to existing fractals, we know that a new fractal instance is on the way, along with more reworks. I think it’s a fair assessment and assumption at this point, to realize that they are putting out way more content in other areas, at a faster pace, than they currently are with raids.
I was talking about instanced content, not maps or LS. They are not repeatable enough to keep players busy and satisfied. So far in HoT we have 0 new dungeons and 2 new fractals against 4 new raid wings, this is a fact, pure and simple. And yet people are making big eyes and trying to tell that anet is not making raids their focus for instanced pve.
It’s difficult to advocate an easy mode, or a tutorial mode, for a lot of these bosses when you know that 99% of the time the problem is simply people not paying attention. That’s it, that is what causes the majority of wipes. Matthias and Xera are probably the only raids that are significantly difficult at the moment. The rest can be accomplished easily if people simply payed attention to floor mechanics while DPSing, though the majority simply get tunnel vision and forget about them. So essentially, an easy mode for a lot of existing bosses would entail simply changing the bosses into pure DPS golems. None of the bosses do significant damage, they already are basically just tank and spank. The difficulty, is pretty much entirely in the floor mechanics, which they themselves are easy to manage, as long as you pay attention to them.
Thing is – to pay attention you need to get at least SOME experience first. See boss arena, see boss, see his abilities, animations, timers, effects. Only after that you can start to build your fight pattern and learn when to dodge/run/burst/CC and so on. And on top of that there single difficuly PLUS hard raid wipe design, where you cannot use battleres like in WoW, so every big mistake is making fight much harder and probably impossible to complete/phase.
That makes process of getting GW2 raid experience much harder than in WoW. And no, watching youtube barely helps.
So create your own raid training run, with your own requirements. Problem solved. Surely if there are as many people as you who dislike that requirement, you shouldn’t have any trouble finding a group.
Aka “make your own raid group”. Was tested in every raid game before GW2. Not working for majority of players.
Also, Guild Wars 2 is not a serious raiding game. It is a casual game that extends it’s main story through open world patches, and provides a niche content in raids for those who want more challenging content.
So, you are going to say that anet will stop making more raids? Or at least stop making more raids than ALL other new instanced repeatable content put together?
You sure have some fun ways of using really horrible logical fallacies there.
Let me just use your logic for you.
Show me 10 people who would regularly organize an easy mode raid and do it.
Literally anyone who want to start getting raid experience, because easier mode will be very puggable and without absurd demands like current 100+ LI for Escort or VG.
Like, you know, it happening in normal MMO raid games.
The problem you guys who perpetually scream for an easy mode is, 90% of the time don’t bother organizing or finding the right group of people to raid with. The other 10% is people who want the rewards for half the work. I’d be generous and say there’s people who want story but those people simply don’t exist. If they really just wanted story they’d use the internet and watch the raids from a streamers PoV or look up all the juicy story on youtube.
Seeing as all of that is the case nothing anet does will please you guys. Not a “easy” mode which would only serve to segregate the community even further than what you claim it has done. So please spare us the sob story, raid or don’t. The ball is in your court.
I heard that since… what, 2005? Make your own raid, bla-bla, you just have to keep trying, we don’t need anything more, ya-da-da. And in the end every serious MMO with raids realized that single difficulty is a failure, and your arguments not working at all.
You know what other system puts the onus on the player ? The one we currently have, that has ONE mode. You know what the benefit of that is ? Everyone who raids is in the same pool which means you have a larger playerbase to link up with. If you cannot handle this don’t go blaming the system. It’s the player.
So giving players a wider number of raiding options is somehow a BAD thing? You have a pretty interesting logic.
you can literally “raid” with a stick of butter in the open world content, what do you care about nerfs outside raid. If you can kill Caudecus with a stick of butter, what does it matter if some powerful spell does 1% more or less damage in open world?
You can literally “live” in a fridge box under the bridge, why do you care about someone making your life worse outside of rich people society?
Other people paid same (if not more) money for that game as you did, and they have all rights in the world to demand attention just as you do.
The multiple mode system doesn’t fit here. We aren’t pushing some new gear treadmill which incentivizes any mode higher or lower.
If you cannot do a raid because of your personal skill try improving, after all this is raids are end game content. As is current raids aren’t even that hard. If you were to compare them to the same games you’re holding on a pedastool you’d see that these raids are akin to those raids “Into” version.
Sorry if that annoys you but it comes down to players gotta play at some point or the game may as well be a movie and we all saw the horror that was the warcraft film. Lets not repeat that mistake okay.
Multiple mode system is only kind of system that works in modern MMO, so there is not much choice anyway. “Raid training runs” system that we have now is flawed and not reliable.
The debate of should Anet or the community organize training is a completely different debate. I’m saying that there are tools available for people to get into raiding which you agree with in your post hence making raid accessible.
They are not available for people, they are fully dependent from amount of people willing to carry and teach you, and there is nothing you can do about it. You cannot learn Xera fight if there is only W1 teaching groups in LFG, or learn VG if there is only W4 training runs available at the moment, and so on. And there is no teaching schedule, so you cannot say “hey, you cannot learn this fight now, but tomorrow you will be able to join two training runs made for this boss, just come around this time and join”. These tools are not reliable.
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Easy mode will not help anyone get into raiding and by raiding I mean doing the normal mode. The only thing easy mode will do is letting people experience the story once and then they’re out for good.
Much better way to get people raiding is by using the tools that the community is providing out of the goodness of their heart. There are a lot of training groups for example posting on reddit. Taking part in a training group will help you become a good raider. You will also enjoy the story that much more because the encounters matter and are challenging instead of a roflstomp easymode.
“Tools that the community is providing out of the goodness of their heart” basically means a spectacular design failure. Basic raid education should be handled by the game itself, not rely on good will of random people.