How do you all feel about Strike Missions? - Page 2 — Guild Wars 2 Forums

How do you all feel about Strike Missions?

2

Comments

  • VitaminK.2517VitaminK.2517 Member ✭✭
    edited September 4, 2019

    Since my "hardcore" days are over in MMOs, i like to play a more casual gaming style. i was quite happy to see the fractal changes after i came back in january this year. Through the changes i can just hop in for 1-2 fractals and leave. Raids look very interesting but i don't want to invest so much time into raiding. So i hope strike missions will be a good substitute on a less time consuming level.

  • As a raider, I think something like this is useful if implemented correctly, but my fear is that this will take all their dev time and resources away from the actual endgame.

  • Sykper.6583Sykper.6583 Member ✭✭✭

    Any new content that assists in the endeavor for 10-mans to form more easily is ok in my book.
    It also can give Anet more license to toughen Raids in general since content could theoretically exist that fills an easier mode niche.

  • We will see.... i dont believe it will end up good but maybe i am wrong. I hope i am wrong since its the only content they announced that sound at least remotly interesting.

  • Eramonster.2718Eramonster.2718 Member ✭✭✭✭
    edited September 5, 2019

    Nothing much to say about the content since its not out yet. But from what I heard, it will be a 10man content and easy to complete. Imo it might help raids access by building a 10man community in game (if players can gather 10man for S.M, nothing is stopping the group to go for raids). But if the content is "easy", there is the possibility it can be low manned(farming/efficiency purpose).

  • Talindra.4958Talindra.4958 Member ✭✭✭✭

    cant tell until I see it and try it really. but I have a good feel about it.

    Death is Energy [DIE] in EU
    Envoy's Herald, EAoA, CoZ, VitV, DD, SS, The Eternal, LNHB, Champion Magus, Champion Phantom, Wondrous Achiever etc.

  • Talindra.4958Talindra.4958 Member ✭✭✭✭
    edited September 5, 2019

    Deleted cos some strange reason.. my post suppose to be for other thread and ended here insteax

    Death is Energy [DIE] in EU
    Envoy's Herald, EAoA, CoZ, VitV, DD, SS, The Eternal, LNHB, Champion Magus, Champion Phantom, Wondrous Achiever etc.

  • Asum.4960Asum.4960 Member ✭✭✭
    edited September 8, 2019

    I'm interested, but sceptical.
    I have a feeling they will either be way to easy or way to unrewarding, or both.
    But we will see.

    That's for me personally. In terms of game health, I'm glad for any type of community building group content, as well as any content that challenges players at all in any capacity to make them grow as players, unlike open world or story. The game, as an MMO, really needs that, even if the content may not exactly be for me (Fractal CM's when?).

    "As you know, those who you once called friends have become enemies." ~Glint

  • If it means the release cadence for raids will slow, from painfully slow to zero..... then as someone who does raids (among other things) its disheartening.

  • Cyninja.2954Cyninja.2954 Member ✭✭✭✭
    edited September 9, 2019

    @Asum.4960 said:
    I'm interested, but sceptical.
    I have a feeling they will either be way to easy or way to unrewarding, or both.
    But we will see.

    That's for me personally. In terms of game health, I'm glad for any type of community building group content, as well as any content that challenges players at all in any capacity to make them grow as players, unlike open world or story. The game, as an MMO, really needs that, even if the content may not exactly be for me (Fractal CM's when?).

    This.

    Personally I think people are overexpecting again and to some extent overhyping this content, which is once again a recepie for disaster.

    What I hope for:

    • the content to be fun
    • the content to be well made
    • for the content to bring people together to complete it

    What I do not expect:

    • the content to magically solve player made problems like unwilligness to acquire game understanding, skill, knowledge
    • the content to make grouping easier by sheer force of, oh I don't know, magic
    • the content to change how rewards in this game work and the structure behind the reward system

    Most of the 3 factors I doubt will happen are based on how the game is designed and how players interact with the game. If you are unwilling/unable to raid currently due to whatever reason (being unable to find a raid group/guild/people, due to time restraits, lack of skill or understanding, etc.) those factors will not change with new content.

  • yusayu.3629yusayu.3629 Member ✭✭✭

    I feel like ArenaNet is gonna use them to justify not releasing any more raids, and that they'll be dumbed down versions of raids. Idk, if that happens Strike Missions will be my reason to stop playing.

  • Fueki.4753Fueki.4753 Member ✭✭✭

    @Cyninja.2954 said:
    What I hope for:

    • the content to be fun
    • for the content to bring people together to complete it

    If these Strike Missions really will be at the same difficulty as raids, I don't think those two points will come to be.
    Raid difficulty encounters WILL cause many group leaders to demand META builds. And the demand to use META will divide the player base, not bring it together. Additionally, META builds simply aren't fun for many players.

    I hope they won't be as hard as raid though, so more builds can be viable.

  • Cyninja.2954Cyninja.2954 Member ✭✭✭✭
    edited September 9, 2019

    @Fueki.4753 said:

    @Cyninja.2954 said:
    What I hope for:

    • the content to be fun
    • for the content to bring people together to complete it

    If these Strike Missions really will be at the same difficulty as raids, I don't think those two points will come to be.

    I doubt strikes will be as difficult as raids. My guess is, they might be similar to Dragonbash Arena, as was mentioned earlier (or in another thread). They might be focused on 1 or 2 specific mechanics which need to be done, unlike raids where multiple mechanics are required per encounter.

    How well this will work out, no idea. Given the absolute abysmal average player skill level in this game, even this approach might be asking to much.

    @Fueki.4753 said:
    Raid difficulty encounters WILL cause many group leaders to demand META builds. And the demand to use META will divide the player base, not bring it together. Additionally, META builds simply aren't fun for many players.

    I hope they won't be as hard as raid though, so more builds can be viable.

    Most raid leaders do not require META builds. They want a fraction of META build performance. Those two things are vastly different.

    Unfortunately 90% of the player base have no idea how to create a proper build or play that build. Which leads many to copy META builds without understanding them or being able to play them and at the same time leads raid leaders to tell them to play META builds. If people were actually able to create specialized builds for certain content then most of the problems with META classes would not exist.

    Here is my personal approach when I do trainings with new players:

    • I recommend easy classes so that people can focus on learning the boss mechanics first
    • I tell people what is required, what is desirable and what is ideal performance wise for encounters
    • I let people experiment

    I have yet to see ANY new player come anywhere near a mediocre performance for their first few raids. Most decent new raiders might come close to around 40-50% of boss dps from experienced raiders (not even Snowcrow or Lucky Noob level but 80th-90th percentile performance) and that's the top performing ones.

  • Fueki.4753Fueki.4753 Member ✭✭✭

    @Cyninja.2954 said:
    Most raid leaders do not require META builds. They want a fraction of META build performance. Those two things are vastly different.

    I can't remember having ever seen a lfg post looking for raid members that doesn't either require META builds or these Li Bi thingies, whatever that is.

    Unfortunately 90% of the player base have no idea how to create a proper build or play that build.

    People usually create builds they (as individuals) can be effective with or just have fun playing with.
    They might not be effective as others, but calling these builds improper is not good.

    Which leads many to copy META builds without understanding them or being able to play them and at the same time leads raid leaders to tell them to play META builds. If people were actually able to create specialized builds for certain content then most of the problems with META classes would not exist.

    This one is on Arenanet though. If balance opened more trait options to be viable for endgame content (for example Core Elementalist traitlines having synergy without playing weaver), people could create builds they (as individuals) can be effective with or just have fun playing with, WHILE being effective.

    Here is my personal approach when I do trainings with new players:

    • I recommend easy classes so that people can focus on learning the boss mechanics first
    • I tell people what is required, what is desirable and what is ideal performance wise for encounters
    • I let people experiment

    That's good, but far, FAR too rare from what I've seen.

    But we will see if anything will change with the Strike Missions.

  • yann.1946yann.1946 Member ✭✭✭✭

    @Fueki.4753 said:

    @Cyninja.2954 said:
    Most raid leaders do not require META builds. They want a fraction of META build performance. Those two things are vastly different.

    I can't remember having ever seen a lfg post looking for raid members that doesn't either require META builds or these Li Bi thingies, whatever that is.

    The Li thingies don't require a metabuild though.

    Unfortunately 90% of the player base have no idea how to create a proper build or play that build.

    People usually create builds they (as individuals) can be effective with or just have fun playing with.
    They might not be effective as others, but calling these builds improper is not good.

    When i first got onto raiding and gearpings where still used somebody joined and pinged full ascended (because that is what matters right?) But almost every piece had different stats. You can't really call that a proper build. Or an elementalist who joined and took over agro from our mintrel chrono. These are not proper builds and experience has shown that most people aren't effective on builds they make themselves.

    This is a consequence from gw2 being a rather difficult game to get started in.

    Which leads many to copy META builds without understanding them or being able to play them and at the same time leads raid leaders to tell them to play META builds. If people were actually able to create specialized builds for certain content then most of the problems with META classes would not exist.

    This one is on Arenanet though. If balance opened more trait options to be viable for endgame content (for example Core Elementalist traitlines having synergy without playing weaver), people could create builds they (as individuals) can be effective with or just have fun playing with, WHILE being effective.

    You can play core ele and be effective. Their was a time where the topspot on (i think Keep construct) was elementalist. This was a consequence of only 1 person pkaying that class their and really tryharding. But a lot of the core classes can work (not all i agree).

    Here is my personal approach when I do trainings with new players:

    • I recommend easy classes so that people can focus on learning the boss mechanics first
    • I tell people what is required, what is desirable and what is ideal performance wise for encounters
    • I let people experiment

    That's good, but far, FAR too rare from what I've seen.

    But we will see if anything will change with the Strike Missions.

  • maddoctor.2738maddoctor.2738 Member ✭✭✭✭

    @Fueki.4753 said:
    And the demand to use META will divide the player base, not bring it together.

    On the other hand, If it's doable by any build/composition then it won't bring players together either, it will be like the open world, playing with others around you, but not together with them. The other players can be ghosts, like the Halloween jumping puzzle and there would be zero difference. Requiring proper builds/compositions to play content is the only way to bring players together towards a common goal, that doesn't mean strict meta builds, but at least builds with some level of performance.

    People usually create builds they (as individuals) can be effective with or just have fun playing with.

    This is rarely the case, it's more about laziness to swap weapons, or the need to show off a legendary or other expensive skin recently acquired. Because how do they know how effective the build is compared to another one if they haven't tried both? And if they did they might've figured already why the meta build is meta.
    "Look at my Twilight on mah Mesmer, meta is bad, I prefer GS because Twilight" disregard this if GS is meta for Mesmer, I'm not following the recent meta.

    For some reason this community believes that "meta" is a one-build pony, very restrictive, while in reality meta builds have a good number of varieties to fulfill different needs.

  • Cyninja.2954Cyninja.2954 Member ✭✭✭✭
    edited September 10, 2019

    @Fueki.4753 said:

    @Cyninja.2954 said:
    Most raid leaders do not require META builds. They want a fraction of META build performance. Those two things are vastly different.

    I can't remember having ever seen a lfg post looking for raid members that doesn't either require META builds or these Li Bi thingies, whatever that is.

    Unfortunately 90% of the player base have no idea how to create a proper build or play that build.

    People usually create builds they (as individuals) can be effective with or just have fun playing with.
    They might not be effective as others, but calling these builds improper is not good.

    That's something one would say who does not understand how big the difference between optimized and unoptimized builds is. Now don;t misunderstand me, I'm not hating or blaming, I'm stating a fact. I can even prove this. Do the following:

    • take your current fun build to the damage golem in the Lions Arch
    • make sure to activate all appropriate boons and conditions as well as class benefits (warrior power/discipline banner, ranger spirits and spotter)
    • create a medium sized golem with at least 25 vulnerability (just activate all conditions on him)
    • do a small set of what ever rotation you feel like

    My bet is: you will not break 10k dps, if at all.

    The irony of this is, people who actually started to raid (or to some extent do challenge mode fractals) and who have had their knowledge of the game expand, know how to improve their performance. People who have only played throw together a random build on the otherhand are literally bringing a bicycle (fun build) to a Forumla 1 race (optimized damage or performance builds). That's how big the difference is between random builds and optimized builds.

    @Fueki.4753 said:

    @Cyninja.2954 said:
    Which leads many to copy META builds without understanding them or being able to play them and at the same time leads raid leaders to tell them to play META builds. If people were actually able to create specialized builds for certain content then most of the problems with META classes would not exist.

    This one is on Arenanet though. If balance opened more trait options to be viable for endgame content (for example Core Elementalist traitlines having synergy without playing weaver), people could create builds they (as individuals) can be effective with or just have fun playing with, WHILE being effective.

    No they could not, unless the power creep was so beyond the content that it turned raids into open world content level of difficulty. This games damage forumlas and mechanics are very rewarding for maximum optimization. Throwing together random traits and skills will and should never be as successful as proper optimized builds (and never will be with the multiplicative mechanics in place atm).

    Just to be clear, I'm saying this in trying to make people realize:

    • it's not their fault for not udnerstnading the games mechanics, players are never exposed to how this game works
    • the difference between knowing how the game works and not knowing is, and I've said this in the past, like playing two different games
    • raids require a tiny bit of optimization and build performance, which unfotunately is already miles above what most players are ever exposed to in open world
  • Fueki.4753Fueki.4753 Member ✭✭✭

    @maddoctor.2738 said:
    On the other hand, If it's doable by any build/composition then it won't bring players together either.

    I didn't mean ANY Build either, it just needs to be easier so more builds are viable.

    Requiring proper builds/compositions to play content is the only way to bring players together towards a common goal, that doesn't mean strict meta builds, but at least builds with some level of performance.

    From my experience, content requiring group compositions (the very thing Arenanet wanted to avoid by kicking out the trinity) makes people default to the META.

    For some reason this community believes that "meta" is a one-build pony, very restrictive, while in reality meta builds have a good number of varieties to fulfill different needs.

    At least when looking at the Elementalist section on Metabattle, It's either Weaver DPS, Fresh Air or Tempest support.
    And looking at the Warrior section there was ONE build (Banner slave) I might play.

    To me, that's quite restrictive for at least these two classes.

  • maddoctor.2738maddoctor.2738 Member ✭✭✭✭

    @Fueki.4753 said:
    I didn't mean ANY Build either, it just needs to be easier so more builds are viable.

    It will be don't worry. But builds are not any kind of issue with Raids

    From my experience, content requiring group compositions (the very thing Arenanet wanted to avoid by kicking out the trinity) makes people default to the META.

    Arenanet didn't want to avoid group compositions, they wanted to avoid the holy trinity, tank heal, dps. The game was always supposed to have roles, only "Softer" ones. Go to Uncategorized Fractal (T2+) and see the difference between having projectile hate and not having it (one of the earliest roles in the game), the other being might stacker and so on, things that existed since release.

    At least when looking at the Elementalist section on Metabattle, It's either Weaver DPS, Fresh Air or Tempest support.

    You mean you want to play a support Weaver? Weaver lacks any skills to heal/buff other people, making the spec rather useless as a support. Tempest will always outperform Weaver in the support role.

  • @Fueki.4753 said:

    @Cyninja.2954 said:
    Most raid leaders do not require META builds. They want a fraction of META build performance. Those two things are vastly different.

    I can't remember having ever seen a lfg post looking for raid members that doesn't either require META builds or these Li Bi thingies, whatever that is.

    Unfortunately 90% of the player base have no idea how to create a proper build or play that build.

    People usually create builds they (as individuals) can be effective with or just have fun playing with.
    They might not be effective as others, but calling these builds improper is not good.

    Which leads many to copy META builds without understanding them or being able to play them and at the same time leads raid leaders to tell them to play META builds. If people were actually able to create specialized builds for certain content then most of the problems with META classes would not exist.

    This one is on Arenanet though. If balance opened more trait options to be viable for endgame content (for example Core Elementalist traitlines having synergy without playing weaver), people could create builds they (as individuals) can be effective with or just have fun playing with, WHILE being effective.

    Here is my personal approach when I do trainings with new players:

    • I recommend easy classes so that people can focus on learning the boss mechanics first
    • I tell people what is required, what is desirable and what is ideal performance wise for encounters
    • I let people experiment

    That's good, but far, FAR too rare from what I've seen.

    But we will see if anything will change with the Strike Missions.

    Feelings dont have a spot in math. Calculations make best builds. Those builds are meta. If you create your efective build then it is either close to the meta build or something where feelings were a factor so not the best build you coukd come up with

  • @Cyninja.2954 said:
    What I do not expect:

    • the content to magically solve player made problems like unwilligness to acquire game understanding, skill, knowledge

    Tbh. i dont think that most players are unwilling to understand the game.
    The game does a really poor job at explaing you literally anything about the combat system.
    Combo Fields? Some people might not even know that these exist. Breakbars? The skill tooltips dont even list the CC Value.
    I guess we have the dodge tutorial in the starting areas.
    It shouldnt be the players job to try and understand stuff the game should be explaining anyway.

  • Cyninja.2954Cyninja.2954 Member ✭✭✭✭

    @RaidsAreEasyAF.8652 said:

    @Cyninja.2954 said:
    What I do not expect:

    • the content to magically solve player made problems like unwilligness to acquire game understanding, skill, knowledge

    Tbh. i dont think that most players are unwilling to understand the game.
    The game does a really poor job at explaing you literally anything about the combat system.
    Combo Fields? Some people might not even know that these exist. Breakbars? The skill tooltips dont even list the CC Value.
    I guess we have the dodge tutorial in the starting areas.
    It shouldnt be the players job to try and understand stuff the game should be explaining anyway.

    Oh I agree. Unfortunately every time the developers have tried to implement any type of content which challenges players, and thus encourages them to have to deal with their performance, game mechanics and understanding, the forums run red with tears and blood of complaints how hard the content is.

    I've made the recommendation in the past to create a mini story around pact soldiers during which players are introduced to the games mechanics in core Tyria. Make it a mini Living World story season with some 1 time great accout reward (maybe some ascended armor piece or some armor skin set made for this). It would go a long way in getting people prepared for how this game works.

  • Fueki.4753Fueki.4753 Member ✭✭✭

    @maddoctor.2738 said:
    You mean you want to play a support Weaver? Weaver lacks any skills to heal/buff other people, making the spec rather useless as a support. Tempest will always outperform Weaver in the support role.

    While that would be funny to see someone trying, I didn't mean it that way.
    But is is too much to ask for Fire/Air/Tempest to be viable as a high dps, low survival glass cannon?
    Or for Fire/Earth/non-weaver (I don't like Weaver) to be a viable conditioner?

    @RaidsAreEasyAF.8652 said:
    It shouldnt be the players job to try and understand stuff the game should be explaining anyway.

    It worked with the Soulsborne series. And since seemingly every game developer wants to shove a piece of Soulsborne into their games, Anet "added" the explanation of specific mechanics.

  • @Fueki.4753 said:

    It shouldnt be the players job to try and understand stuff the game should be explaining anyway.

    It worked with the Soulsborne series. And since seemingly every game developer wants to shove a piece of Soulsborne into their games, Anet "added" the explanation of specific mechanics.

    I don't think I get the comparison. The Soulsborne series does explain the combat system to you. They explain that you can backstab certain enemies, they explain that you can parry certain enemies and they tell you which buttons to press to perform a certain action. What the Soulsborne series doesn't explain you well is the lore and the story.
    Oh and its probably not super clear where you have to go next. But combat wise everything should be fine.

  • Fueki.4753Fueki.4753 Member ✭✭✭
    edited September 10, 2019

    @RaidsAreEasyAF.8652 said:
    I don't think I get the comparison. The Soulsborne series does explain the combat system to you. They explain that you can backstab certain enemies, they explain that you can parry certain enemies and they tell you which buttons to press to perform a certain action.
    Oh and its probably not super clear where you have to go next. But combat wise everything should be fine.

    Of course the games tell you the controls, but nothing beyond that.

    Dark Souls 1 doesn't explain how poise and poise damage work.
    Dark Souls 2 didn't explain how Agility (giving more iFrames at set values) works, in addition to not telling you about poise and poise damage.
    Dark Souls 3 didn't explain how that fake-poise and hyper armour work.
    I can't remember if Bloodborne explained that serrated weapons work better for beasts, but I believe it didn't.

    These things are stuff players only learn by playing (or looking them up online), yet they are elemental parts of the combat system that aren't taught by the game. Poise can even directly be compared to break bars. Poise is also something some people didn't even know that it exists (like your mention of combo fields), before looking it up.

  • @Fueki.4753 said:
    Of course the games tell you the controls, but nothing beyond that.

    Dark Souls 1 doesn't explain how poise and poise damage work.
    Dark Souls 2 didn't explain how Agility (giving more iFrames at set values) works, in addition to not telling you about poise and poise damage.
    Dark Souls 3 didn't explain how that fake-poise and hyper armour work.
    I can't remember if Bloodborne explained that serrated weapons work better for beasts, but I believe it didn't.

    These things are stuff players only learn by playing (or looking them up online), yet they are elemental parts of the combat system that aren't taught by the game. Poise can even directly be compared to break bars. Poise is also something some people didn't even know that it exists (like your mention of combo fields), before looking it up.

    Tbh. i totally forgot about that. However, i wouldnt consider that good game design either.

  • Vinceman.4572Vinceman.4572 Member ✭✭✭✭

    And it doesn't even matter. The DS series is for players with certain mindset (and of course people who like this kind of genre). Lots of players playing those games actually have at least a decent level of frustration tolerance and they like to learn from the fights and to improve more and more. GW2 doesn't even come close to this. It's a game where you hop in, play some minutes/hours and have fun no matter what you are doing.

    People have yet to prove that there's a meaningful audience for raiding at all. Of course there are people writing posts in the forums or reddit followed by some others but there are no huge outcries for raids being targeted to all players. Most of the players are not interested in instanced content of a certain difficulty. And that's why I think that Strikes are going to fail anyway. The only thing to make them successful is to put a very good reward behind it, make it easy and the need for a humane grind so all the people from SW, Istan, Tarir etc. go farming Strikes. If they are a little bit challenging people will just cold-shoulder said content and only raid- & fractal-addicted people will play it.
    My bet is Strikes will be like Freezy and as reward we'll get the armor skins or weapon skins like those we had to buy with map currency of Jahai Bluffs or Thunderhead Peaks.

  • Fueki.4753Fueki.4753 Member ✭✭✭

    @Vinceman.4572 said:
    And it doesn't even matter. The DS series is for players with certain mindset (and of course people who like this kind of genre). Lots of players playing those games actually have at least a decent level of frustration tolerance and they like to learn from the fights and to improve more and more. GW2 doesn't even come close to this.

    As far as I'm concerned, GW2 PvP requires a frustration tolerance that's at least three times as big as the one required for Dark Souls 3.

  • Dayra.7405Dayra.7405 Member ✭✭✭

    I always wanted to kill world-boss with a few people instead of hundreds of people.

  • Vinceman.4572Vinceman.4572 Member ✭✭✭✭

    @Fueki.4753 said:

    @Vinceman.4572 said:
    And it doesn't even matter. The DS series is for players with certain mindset (and of course people who like this kind of genre). Lots of players playing those games actually have at least a decent level of frustration tolerance and they like to learn from the fights and to improve more and more. GW2 doesn't even come close to this.

    As far as I'm concerned, GW2 PvP requires a frustration tolerance that's at least three times as big as the one required for Dark Souls 3.

    Yeah, could be. But the average GW2 Joe doesn't play PvP. PvP is a niche, same as WvW and challenging PvE content.

  • Fueki.4753Fueki.4753 Member ✭✭✭
    edited September 10, 2019

    @Vinceman.4572 said:
    Yeah, could be. But the average GW2 Joe doesn't play PvP. PvP is a niche, same as WvW and challenging PvE content.

    I consider myself average.
    Also, PvP has reward tracks and dailies. That combined with the "skill" of most (silver) players I see makes me think there are many, MANY average players in PvP.

    But I think we should not derail this topic any further.

  • Vinceman.4572Vinceman.4572 Member ✭✭✭✭

    @Fueki.4753 said:

    @Vinceman.4572 said:
    Yeah, could be. But the average GW2 Joe doesn't play PvP. PvP is a niche, same as WvW and challenging PvE content.

    I consider myself average.
    Also, PvP has reward tracks and dailies. That combined with the "skill" of most (silver) players I see makes me think there are many, MANY average players in PvP.

    But I think we should not derail this topic any further.

    What have reward tracks and dailies to do with not being niche? Those things exist since years and are in no way any indicator for an alive game mode. In case you haven't been here since game release: Compared to the old times you can call PvP almost being dead or at least being in a semi-alive state.

  • The worst one can do is have hope. Hope that strike missions will be "good" by their own definicion. After all these years playing ANet's child people should have learned how it ends...

  • it looks promising, Im hoping it will pan out well and Im pumped to go throw myself at it. I used to raid in WoW but im not too interested in raiding in GW2 (I've done the first three wings, they are ok.) This might get me interested I just never really feel the urge to play a raid in GW, something about the way they are designed just doesn't gibe well with me? Might need to give it another go.

  • My opinion is not reflected in any of the poll options.
    I'm someone who would like to try raids but I did not my interactions with the raid community so far. So I think I will enjoy the strike missions a lot and I'm glad to see anet not putting effort into parts of the game that are accessible to people that don't enjoy dealing with the gw2 raiding community.

    As the old worlds fall behind
    Our spirit reaches wide
    With no fear breathing new life
    Awaken from the dark dark slumber

    Wintersun - Awaken from the dark slumber (Spring) - Part II The Awakening

  • Knighthonor.4061Knighthonor.4061 Member ✭✭✭✭

    @TwilightSoul.9048 said:
    My opinion is not reflected in any of the poll options.
    I'm someone who would like to try raids but I did not my interactions with the raid community so far. So I think I will enjoy the strike missions a lot and I'm glad to see anet not putting effort into parts of the game that are accessible to people that don't enjoy dealing with the gw2 raiding community.

    thats literally the first option

    I am a non raider who is interested in this

  • @maddoctor.2738 said:
    "Look at my Twilight on mah Mesmer, meta is bad, I prefer GS because Twilight" disregard this if GS is meta for Mesmer, I'm not following the recent meta.

    But gs is meta for power Chrono. Bad example.

  • maddoctor.2738maddoctor.2738 Member ✭✭✭✭

    @Nephalem.8921 said:

    @maddoctor.2738 said:
    "Look at my Twilight on mah Mesmer, meta is bad, I prefer GS because Twilight" disregard this if GS is meta for Mesmer, I'm not following the recent meta.

    But gs is meta for power Chrono. Bad example.

    As if I didn't add

    disregard this if GS is meta for Mesmer, I'm not following the recent meta.

    I think the appropriate phrase here is focusing on the tree and missing the forest.

  • @Knighthonor.4061 said:

    @TwilightSoul.9048 said:
    My opinion is not reflected in any of the poll options.
    I'm someone who would like to try raids but I did not my interactions with the raid community so far. So I think I will enjoy the strike missions a lot and I'm glad to see anet not putting effort into parts of the game that are accessible to people that don't enjoy dealing with the gw2 raiding community.

    thats literally the first option

    I am a non raider who is interested in this

    A "non-raider" to me is someone who isn't interested in raiding.
    I would love to get into raiding but I would hate to get into the gw2 raiding community and my friends don't want to raid or aren't playing gw2.

    As the old worlds fall behind
    Our spirit reaches wide
    With no fear breathing new life
    Awaken from the dark dark slumber

    Wintersun - Awaken from the dark slumber (Spring) - Part II The Awakening

  • @Blackarps.1974 said:
    It just sounds like a mini-world boss. I personally don't think they are the correct way to go about making an easy mode for raids. I'd rather see them just change scaling in normal raids. Reduce the HP, add more time, put perma chill or something on bosses to make them easier. I wouldn't change it too much or mess with mechanics because the easy mode should be a training process to get into "normal" raids. Then just disallow players to get marks and reduced rewards for the easy mode and that be it.

    I think one person said it well. Strike Missions just sound like more content to abandon in a year from now. Keeping it tied to raids would be a lot better.

    I think it's more about the fight mechanics rather than the scale of the fight, probably instanced as well so it's party or raid size without travel, environment, and puzzle aspects. Helps us noobs get a boss fight with what i'm guessing will be much lower rewards which is fair as the raids are a lot of work.

    Looking forward to it myself as the world boss mechanics are still very old and simple while these ones might be much harder and hopefully timed.

  • @GROMIT.7829 said:
    I think it's more about the fight mechanics rather than the scale of the fight, probably instanced as well so it's party or raid size without travel, environment, and puzzle aspects. Helps us noobs get a boss fight with what i'm guessing will be much lower rewards which is fair as the raids are a lot of work.

    Hopefully not. Raids already have quite bad rewards factoring g/h. They are only good with a static for fast clears. The ascended drops are nice but most veterans have bank tabs full of them. Strikes need something like 20 to 25g per h to be worth it but they might end up as 2blues and a green.

  • Fueki.4753Fueki.4753 Member ✭✭✭

    They might end up randomly dropping collection items on a low drop rate.

  • Collection items only would also be bad because people would do them for 2weeks until most active players have them and become dead content after that. They don't need awesome rewards but please let them be worth more than bounty bosses and hopefully be on par with open world map farm at least.

  • thrag.9740thrag.9740 Member ✭✭✭

    I'm interested in it sure. Especially the idea of turning story instances into repeatable challenging content (that always seemed like low hanging fruit). But I am not very optimistic. I was also previously excited for bounties, the wintersday raid (or as anet put it, 10 man dungeon, I believe), and the instanced fights in dragons bash. All were serious let downs. Even fractals are a let down nowadays.

    But that's ok. The newest raid probably was a bit too easy (and too many kiters...), but I do at least enjoy it. And Anet told us they are developing new raids, so I'll have that.

  • Fueki.4753Fueki.4753 Member ✭✭✭

    @Nephalem.8921 said:
    Collection items only would also be bad

    I never implied that it was good, but it is something Arenanet would do.

    people would do them for 2weeks until most active players have them and become dead content after that.

    Imagine the drop rate equals that of the barefoot skins. People would either give up or play them for years.

  • I like the "Strike" mission idea's especially how they could expand upon them. Think about breathing life into the old dungeons by adding a strike to it.
    Or maybe ad them to the major city's 2. Battle for Lions Arch strike mission? Claw Island strike mission? Zaithan Strike Mission? It could very well be possible with this.

    They can make use of existing content and improve upon it.

  • Fueki.4753Fueki.4753 Member ✭✭✭

    @BlakThornArrow.2389 said:
    Zaithan Strike Mission? It could very well be possible with this.

    Does he even have his own model?
    All we ever saw of him was him flying in a cutscene and then being a part of the tower.

  • @Fueki.4753 said:

    @BlakThornArrow.2389 said:
    Zaithan Strike Mission? It could very well be possible with this.

    Does he even have his own model?
    All we ever saw of him was him flying in a cutscene and then being a part of the tower.

    Actually he does how could they put it in otherwise? I have so many Idea's how they could make that fight engaging... The question that remains is will they ever do something about it? I certaily hope so. Dev's if you are reading this, make the zaithan fight a strike or something better than pressing skill 2 on a canon. I've played sinds the beginning and zaithans threat is there but not in its own bossfight which is sad.

  • Vinceman.4572Vinceman.4572 Member ✭✭✭✭
    edited September 14, 2019

    @BlakThornArrow.2389 said:

    @Fueki.4753 said:

    @BlakThornArrow.2389 said:
    Zaithan Strike Mission? It could very well be possible with this.

    Does he even have his own model?
    All we ever saw of him was him flying in a cutscene and then being a part of the tower.

    Actually he does how could they put it in otherwise? I have so many Idea's how they could make that fight engaging... The question that remains is will they ever do something about it? I certaily hope so. Dev's if you are reading this, make the zaithan fight a strike or something better than pressing skill 2 on a canon. I've played sinds the beginning and zaithans threat is there but not in its own bossfight which is sad.

    They'll never ever touch this ever again. It's the same with dungeons. Too much spaghetti code and I doubt that they are able to extract anything (the model) of value out of this instance. They would rather develop a "new" Zhaitan than wasting time for the old stuff. But when thinking about it why would they do it? The story has already been told and completed. It makes more sense to spend time on new stuff while using new mechanics and features that are available now. Especially if most of the players aren't that nostalgic and would rather have the continuation of the actual lore. They've also addressed that several times now in interviews and that they are not going back to old stuff.

  • Fueki.4753Fueki.4753 Member ✭✭✭

    @Vinceman.4572 said:
    They'll never ever touch this ever again. It's the same with dungeons.

    Remember, Zhaitan originally was the endboss of the Arah Dungeon Story mode.
    That was before Arah lost it's story mode and it became a long story mission.

©2010–2018 ArenaNet, LLC. All rights reserved. Guild Wars, Guild Wars 2, Heart of Thorns, Guild Wars 2: Path of Fire, ArenaNet, NCSOFT, the Interlocking NC Logo, and all associated logos and designs are trademarks or registered trademarks of NCSOFT Corporation. All other trademarks are the property of their respective owners.