Game isn’t balanced for beans.
The reason so many people raid percentage wise compared to other games is because other games are balanced. Dungeons, WvW, and so forth are all dead people leaving in swaths due to esports balancing their classes for all modes and crunching the visual flair. Anet can’t do more than one thing at a time and even SAB goes away the 19th leaving us back at square one afterwards.
But like others have said elitism the white knights and rampant elitism that grows from raids has ended with the destruction of more than it’s fair share of MMO’s. Many people came to Gw2 as a haven from that type of thing but after the elitsit killed their own games they came to GW2 and are now trying to destroy it usin the same type of raid rhetoric used in so many other games which lead to their own collapses. I’d say go back to your old heavy raid oriented game but I’d say it either doesn’t exist anymore or is a complete and utter ghost town right now which is the fate of any game that caters to the elitist and not the casual and history proves it as such.
If you don’t like raiding as content, then, well, don’t raid?
Raids have been generally well received by the players that do them. They are one of the most polished parts of this game.
Honestly, the only “elitist” attitude I’ve seen is from non raiders. It seems selfish to me to demand that all content cater to your skill level. The real problem is the severe lack of content since HOT.
That said, I’ll be in SAB all weekend. Not sure whether I’ll want to beat all the wing 2 bosses this week.
I wish it was a matter of skill. That’s the thing. Raids are not at all indicative of skilled play. It’s just optimization and then executing on it. There’s not much intrinsically difficult on the personal level so much as build-dependent and so long as the raid leader knows how to order people around. Removing the timer would make them a lot more approachable and remove much of the elitism associated with fixed builds. The pug dungeon community was quite large. I’ve never joined a zerk/AP requirement dungeon group nor have I started one, and some of the pug groups I have joined have rivaled some guilds’ speed clear times, despite the groups not being fully optimized or people abiding to a strict strategy deemed by the community as “necessary.”
Given the opportunity to play as they want to, they’ll complete the content together. Raiding should be hard on skill, not hard on build-dependence and composition.
How would you suggest making a raid hard based on skill if it’s easy based on build and group comp?
- You could lower the time between tell and attack, or reduce the time tolerance on re-positioning. Result: You’d lower the numbers of players who can complete it, not increase accessibility. There would be no impact on any PuG meta other than reducing the overall number of players who want to raid.
- You could remove the timers. Result: You’d have dungeons 2.0. The raid would be easier overall and there would be no impact on the skill needed to complete it. You might see people start raid parties allowing a choice of various types of gear — you might not. The PuG meta would still call for certain builds, gear and tactics because people who want to optimize would still do so. If it’s not needed for basic success, it would be deemed necessary for efficiency.