Konig, I recall you complaining a few months after release about how all the juicy lore in Arah was locked behind content that only the elitists who mostly cared about loot and challenge rather than the lore could get through. :P
(Paraphrasing somewhat, since it was close to three years ago now…)
I think there are a few other distinctions to be made between the GW1 elite missions and the raids:
First, the GW1 elite missions are essentially side quests and epilogues to the main story. FoW and the UW had some rich lore in them, but they weren’t part of the story. Urgoz’ Warren and the Deep were at most tangentially related. DoA and the last Stone Summit dungeon were epilogues to the main story of Nightfall and EotN respectively – you could complete the main story and consider yourself to have completed the story without worrying about the mopping up. (Think in terms of a novel – if Nightfall was a novel, would the author dedicate another five chapters at the end to Mallyx after the big climax with Abaddon? Probably not. Unless it’s Tolkein, and even then, the point of the Scouring was to show how the hobbits had changed from their experiences and how the events had affected the Shire: a bunch of established heroes beating up on Abaddon’s generals after beating up on Abaddon just doesn’t fill the same narrative purpose.)
The raid… well, we don’t know at this point whether it’s going to be part of the main story moving forward or a side quest. If it’s the former, then that’s a part of the main story that a lot of people are missing out on. If it’s the latter, then they’ve just relegated the White Mantle and Mursaat to the same status as Kanaxai.
Second, the GW1 elite missions pretty much used the same mechanics as the rest of the game, toned up. It largely didn’t have DPS checks – if you wanted to take things slowly and carefully, you could, and the only punishment was that it would take longer and thus you wouldn’t get the same ratio of loot per time spent to the speedclearers. The closest thing to an explicit DPS check that I recall was Shiro’s Meditation of the Reaper, and that was in the main story and tuned appropriately. In the raids, the DPS checks are often the main hurdle to overcome.
Additionally, there’s also the element that the boss fights in the raids are basically endurance events. If you’ve got the gear (which I’ll get to in my third point…) then completing the raid is basically a matter of ten people going through fairly simple mechanics for six to eight minutes without any of them making a mistake (at least a significant enough mistake to cost the raid). My experience is that after a few attempts it stops being something that’s fun and starts being a mix of stress and boredom – boredom because you’re basically doing exactly the same things over and over and over and over again, and stress because one relatively small mistake and you could be responsible for the whole team having to do exactly the same things over yet again. For me, the combination of being bored and stressed basically translates to ‘work’ – the reason I told my guild that I’d consider filling in gaps for raid teams to help out but wouldn’t take the place of someone who genuinely wanted to be there was that I realised that after the first four hours of banging our collective heads against that wall, I realised that I would have enjoyed myself more and have received more meaningful remuneration if I’d spent that time doing the job I’m paid to do. (Not that it was really an option to do work at that time instead of raiding, but it’s the principle that counts.) I understand that some people do enjoy the raid mechanics, and more power to them I guess, but the fact remains that the raids are something quite different in feel to the base game, while Guild Wars 1’s elite missions had the same feel as the base game except with the difficulty turned up. If you face a setback in one of the GW1 elite missions, then as long as you didn’t wipe or fail an NPC defence event, then you could generally recover and have another go. With the raids, just being a little slow in your damage output (so much for breaking the berserker meta…) is enough to have to start again.
Third, there’s the fact that Guild Wars 1 stuck to its guns about skill over time spent, while Guild Wars 2 has Ascended gear that is very expensive for the average player to obtain (especially with damask requiring a hundred bolts of silk per bolt of damask…), which gets even more expensive if you want multiple sets in order to be able to fulfill different roles in a raid, or if the build you were using gets nerfed into the ground and you need to replace your gear (yes, you can transmute it to different stats, but that’s still an expense that you may have to repeat if you switched back). ArenaNet sold Guild Wars 2 initially on the promise that it was like Guild Wars 1 and that top-end stats would be easy to obtain and more valuable stuff would only be about getting more impressive skins, and that went out the window within months with Ascended. They then damped down the outcry on that by promising that Ascended would only really be relevant for fractals and was intended for those people who like “beef up your numbers so you can fight enemies who have bigger numbers” types of progression – which was somewhat fair enough, since you can experience the stories of the fractals at the low tiers without reaching the point where agony is a major issue. Well, that also went out the window when we were told that the raids were balanced for people in full Ascended. And unlike low-level fractals or the regular/hard mode split of Guild Wars 1, there is no less-frustrating mode for people who just want to experience the story. It’s beat what is billed as the most difficult PvE content in the game – after getting together a team of ten – or miss out entirely.
People don’t hate Scarlet like Game of Thrones fans hate Joffrey.
They hate her the way Star Wars fans hate Jar Jar Binks.