I have a question
Ppl say nobody should be carried/ pull there weight in those raids.
So how is that monitored/ controlled ?
Without a dps meter how we know who is been carried by 20 people?
By not inviting strangers in the group and play with people who you know well.
Raids must never be made only for people that you know.They have to be made with having in mind the pugs too.You can’t know every random pug that you invite your group out there.
Dps meter/Recount and inspect function is a must for a MMO.If it lacks those things then you can’t be certain who you will be grouped with.In other MMOs i can fast look through a few tabs – gear/achievements/progression + dps meter.
Pugs will be able to do such content after a while when tactics become well known and they get the neccessary equipment (at least in other games but for a degree it’s true in GW2 too, just think about Teq and PVT gear). Hell after a year pugs are still unable to do Teq most of the time not to mention the Wurm …
Back in the days we could manage to do even 25 man raids in WoW because we socialized and keep contact with people who we liked and has at least a decent skill to go through content together. If something RL issue kept someone away of course a pug was invited with a proper advertisement and filtering.
But sadly the proposals here mostly wish for such “hard” content where everybody is able to join with every kind of build and skill level and experience and still go through it which i find both saddening and hilarious. Either it’s hard or so pug friendly that they faceroll through it easily. Both simply can’t happen. Period.
Can we get back to talking about the two main topics we are focusing on please.
2: Foundational raiding mechanics based on the core combat and movement of GW2.
1. Skins, other visual effects upon further completition (the infusion idea that came up multiple times), maybe vanity items. Titles based on achievements and achievements that enforces proper playing (eg: Flawless Defense, Above the Waves at Teq) instead of party griefing and neglecting group succes (eg: Tail Flail at Teq).
2. I’ll ask a question instead. Do you find the 5 target aoe cap on buffs and boons a proper mechanic in raid environment? Wouldn’t that cause problems in party compositions and design overall? What i mean currently 1 warrior per group is essential if you want to buff your whole raid or guardian per group is essential if you want to cover defensive abilities and so on. Of course it’s only problematic when every raid member is at the same place but i hope you get what i mean.
ps: Fix the camera please. :/
Regarding your question:
I do think the AOE cap is something that will has to be considered in this raid proposal and discussion in regard to player strategy and encounter design. Questions like this are great.
We have an existing core DNA of foundational core combat and movement systems and mechanics in the game that we can discuss that will promote great discussion and ideation and it is this DNA that will form the back bone of the proposal. The more we focus on this the sooner we will make progress in the CDI.