Blaugust Day 29: Post-Raid Announcement “Hmm”

It ain’t the end of the world.

Nor was the announcement as ideal or detailed as one had hoped, but about as decent as it could be, I guess.

Raids are now confirmed to exist as a 10-person instanced challenging group content that will test the abilities of players to coordinate and use GW2’s action combat system to its fullest potential.

No attunements – so we at least avoid the ludicrous 12-step hamster wheel to even qualify to enter a raid. Apparently you just walk up to the door and you can go in to get your face smashed any time you’d like.

However, it -is- going to involve the heavy use of Masteries to get certain phases completed.

The example given was that one group would have to clear an escape path before the big ol’ raid boss nuked everyone to kingdom come, while the other group kept big ol’ raid boss distracted/controlled/damaged, and then everyone would have to run the hell away to the edge and glide around for a bit while said nuke went off.

Sorry, guys, while this is not an attunement per se, imo, this is pre-required grind with a different name. If your gliding mastery ain’t high enough, you’re not going to stay aloft for that long, right?

The only mitigating factor is that you’d probably only need a few specific Masteries for specific raid bosses (once the strategies are figured out) so that newcomers would only have to do that bit of ‘lateral’ progression grind.

It was repeatedly stressed that all the classes (ahem, professions) in GW2 are capable of builds that produce damage/control/support (aka fluid combat roles) so that you could play your favorite profession, rather than be forced to wait around for half an hour for a healer to be available, or be asked to play another profession cos X other player isn’t around…

… good and sound, in theory. We’ll see how long that lasts in the hands of players, who are liable to decide that Y class brings the most Z to the table, and therefore Y class is the meta.

I’m not sure what to think regarding the specific number of 10.

On one hand, the low number (aka 2 groups) does provide an arrangement where each player can play a visible important role that isn’t drowned out by visual chaos. It’s easier to match schedules for a smaller group of players, and so on.

On the other hand, if you’re the 11th player, it may not be that easy to find raid-ready groups.

We’ve yet to see just how the formation of this would play out though – can a randomly assembled PUG of 10 be expected to manage the difficulty, or is it going to be a more guild/teamspeak-only kind of affair? Dunno. We’ll have to see.

The big raid reward announcement is that it’s going to be possible to get Legendary armor off raids. Which is really good and appropriate, imo.

Stat-wise, no different from Ascended gear, but it’ll still have that piece by piece build up and show off factor, AND be extra-convenient for stat-switching… which you might expect future raids to require (shifting from zerker to tankier soldier or nomads to some kind of condi, or what have you.)

We’ve yet to see if this is going to come via random RNG drop or some form of gradual earning/token buy system though. The website phrasing says “earn” so hopefully, the latter is the case or is at least possible.

I’m not sure if the concept of Legendary armor imposes any kind of mandatory pressure to raiding. I don’t -think- so, given that the stats are the same as Ascended, and the existing concept of Legendary weapons being entirely optional. But I’m not sure how others might perceive it.

The other piece of good news is that GW2 raids will make use of the dynamic event system, so that has the potential for a goodly amount of task flexibility (beyond kill giant boss monster) and event chaining for raid content.

The underlying principles of no insane vertical gear progression and trying to cut out all the inconvenient and annoying aspects of raiding, while keeping the good stuff, were repeatedly stressed as well.

The concept of making Heart of Thorns basically contain ‘endgame’ content for all and sundry, of which one subset are PvE players who like raids,  (PvP players included, though I note they carefully didn’t mention WvW players) was also covered.

So at least the heart, philosophy and plan are in the right places… even if the reality might not quite match up to the hoped-for plan once it comes into effect…

I guess we’re just going to have to wait and see how it all plays out.

I’m not super-stoked, but I’m not freaking out either – which about as much as could be expected, I guess.

This post was brought to you by the letters B for Belghast and Blaugust, and the number 29.

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4 thoughts on “Blaugust Day 29: Post-Raid Announcement “Hmm”

  1. wolfyseyes says:

    I almost see this working out a bit, in theory, like the Hamidon Raids or the Crashed Rikti Ship Raid in City of Heroes. Basically, stages of the encounter that involve a variety of different class–professions, beg pardon–to bear at alternating times, or objectives that flow from one to the other as the raid moves on.

    Of course, I could be way off the mark here, but…I dunno. Sounded close to me.

  2. Sylow says:

    “It was repeatedly stressed that all the classes (ahem, professions) in GW2 are capable of builds that produce damage/control/support (aka fluid combat roles) so that you could play your favorite profession, rather than be forced to wait around for half an hour for a healer to be available, or be asked to play another profession cos X other player isn’t around…”

    As already commented on another entry here: this is going to be history, according to all i know. The Revenant and the Warrior are going to have taunts, which means that agro mechanics are being adjusted accordingly. This means the game is going to have tanks, a role which only the mentioned two classes can fill. So finally GW2 also has the “waiting for a tank” mechanic of all other MMOs. 🙂

    • Jeromai says:

      I think certain ranger pets also have a taunt.

      But GW2 taunt is highly unlikely to function as reliably as in holy trinity games, and will most likely resemble a crowd control “pull.”

      Given the high amount of area damage mobs are capable of putting out, it’s likely to be area healing / projectile reflection support that will be more stressed, over a single-target taunt.

      It is conceivable though that we may see aggro-switching come into effect. I have played with high toughness + damage + proximity to “taunt” fairly reliably many times – it’s a mechanic that has always been present in GW2 that few ever seem to notice or use, except in certain limited situations.

      I can easily see warriors, guardians, revenants, necromancers all take on a tanky role, and maybe a really clever use of a ranger bear pet.

      Then there’s non-standard aggro that might also be used. Mai Trin is one example who will teleport to the furthest person periodically – in the early days, one person could easily volunteer to be that furthest person and block her teleports with invulnerability or reflect…

      … I also recall deliberately putting on super-high toughness gear to move her appropriately if the original person attracting aggro had no clue what they were supposed to be doing…

      …eventually I think it evolved back to the “everybody stack” strategy because you could never know who exactly was wearing the highest toughness gear in a PUG, and trying to teach a nervous person who felt they -needed- that high toughness gear to survive -how- to tank and move appropriately was quite… impossible.

      Far easier to fool the person into bringing said mob to the appropriate place by telling them to join up with everyone via safety in numbers. 🙂

      • Sylow says:

        Time will tell how things turn out, and i don’t think it will make a big difference for me. But this one i find amusing: “I can easily see warriors, guardians, revenants, necromancers all take on a tanky role, and maybe a really clever use of a ranger bear pet.”

        I have three characters at lv. 80, an Engineer, a Guardian and a Warrior. I also played my girls lv. 80 Necromancer for a little.

        While i dedicate two traitlines to defense on my Guardian, unlike on any of the others, he feels like the most squishy of them all. And that’s even before considering gear, where my Guardian (and my girls Necro) are the only ones in full rare and exotic gear. It’s was quite embarassing for me when my warrior, leveled to 80 with scrolls from daily rewards and with a rather “random” trait setup turned out to be more tanky in ragtag gear than my guardian is. (So she still uses blue lv. 60 chest armour, the laurel bags gave me everything but chest armour and i couldn’t be bothered to craft lv. 80 armour for her if the lv. 60 stuff allows her to be way more surviveable than my other characters. )

        So while the Guardians symbol is the shield, this is a class which i really can’t see in a tanking role. Which also is ironic as i found that of all offhand weapons, in any situation i encountered in the game up to now, the Guardians shield is vastly inferior to any other option, unlike the shield on the Warrior and Engineer, which i find useful in different ways.

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