Original Post — Direct link

One of the things that has made me pretty sad as a veteran player of the game is the apparent abandonment of what I call 'Open world raid-hard content'. Im talking about TT wurm and Tequatl Rising revamp at its release. These were open world events requiring large player counts (150+), strong communication and coordination amongst the leaders of the event and often days of trial and error to find a workable strategy.

Entire communities and guilds formed around this content in the EU region that went strong for years in the hope that more of this style of content would come into GW2 but sadly they have definitely begun to die off.

I think ANET is missing a trick here. Im pretty sure a large segment of veteran players would come back to GW2 with a new 'raid-hard' open world boss event. The bragging rights of 'world first' was a massive draw to the crowds and personalities that led these events.

I dont describe them as 'raid-hard' in the sense of maximizing dps outputs and precision mechanics fulfillment. But rather in the logistical, coordination and communication challenge in itself which some masochistic commanders and players do enjoy and can be extremely challenging and rewarding.

To an extent, the Chak Gerent was somewhat a return to this style of content but they nerfed the HP and the players got comfortable with the mechanics to the point that a sufficient map population is almost a guarantee of a kill.

Most of the new maps that have come into GW2 with the LW episodes has had some form or large scale meta event with a big boss baddie to kill. Drakkar. Branded Shatterer. But they are all just 'player count' problems. Throw enough players at it...and it dies. Boring. Lazy. Promotes afk leeching of the event.

I want to harken back to the 2013-2014 period of GW2s history. That whole period was a golden age of Anet experimenting with challenging map-wide content. Marionette, TT wurm, the Lions Arch invasion and the Teq Rising revamp. The sense of community and player cooperation was immense and has since barely been matched.

I think the first initial successes of Tarir and Gerent meta i got the same feeling. But nothing in PoF or the LW episodes has since compared.

I think the key was difficulty through complexity (synchronizations, timers, dps checks, mechanic fulfillment) + large scale coordination requirement. It had to be relatively hard and not fully puggable. And the individual player had to feel like they mattered. A few key players or guilds would always step up to tag and provide information in mapchat. We even have squad infrastructure these days that we didnt have then! These modern events are pure zerg blob-fests. You get the sense the event would go the same way with or without your participation because all you really are is some added DPS into the health sponge. The older events you had a real role to play and your individual contribution was valuable and mattered more.

I just wonder if Anet will ever consider actually challenging its open world PvE player base. The players are capable of completing it imo. TT wurm is still killed by dedicated communities and pug commanders to this day. 5 years after its release. There is a hunger for this kind of content.

EDIT: The response to this thread and my subsequent replies has highlighted to me just how jaded this community is with Anets open world content offerings. I think deep down everybody DOES want harder content, but they just dont trust the rest of the community to be actually able to do it. Its the "most people are dumber than me and cant do hard stuff" mentality.

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about 4 years ago - /u/ANetCameron - Direct link

Originally posted by ChmSteki

They said that Drakkar would be on similar level to TT, but it's no different than any other braindead world boss. Even shatterers are harder than it.

Just want to pop in and provide some clarity, as it seems there's been miscommunications about our intentions with Drakkar.

The intent was never to be as difficult as Triple Trouble. That encounter has proven to be one of the most difficult in the game for a majority of players, and while I personally love the fight, I recognize that it is a level of difficulty that we haven't prepared many of our players to tackle.

We aimed for Drakkar to require *around* the same level of coordination as Teq or Vinewrath (splitting the group, catching orbs, bringing stability to counter some of the knockbacks and such) while setting a higher DPS expectation than Teq or Shatterer (those two drop WAY faster than we originally intended due to power creep across the last 5 years, allowing for people to kind of brute force their way through the fight, especially Shatterer). We didn't quite hit the mark we wanted when it came to communication, but based on our internal data collected since it's release, we hit the success rates and repeatability values that we originally targeted, especially after the week 3 tuning/rewards patch.

Drakkar is a stepping stone for our players to start getting trained up to take on more mechanically complex fights. Is it mechanically complex itself? No, not really, but that's ok. It sits in a middle ground between the easiest world bosses (Shaman, Jungle Wurm, Shadow Behemoth, etc.) and the toughest (TT).

By targeting that middle ground, we're hopefully able to provide more room for our players to grow in skill and knowledge of our mechanical language, so that they feel more comfortable jumping into more difficult content. Just like how our tougher fractals aim to prepare you for their CMs, and how the CMs aim to prepare you for raids.

about 4 years ago - /u/ANetCameron - Direct link

Originally posted by iopish

it is a level of difficulty that we haven't prepared many of our players to tackle.

I sincerely hope you're still checking replies. This here is a fundamental issue that needs addressing imo. The game doesn't do ANYTHING to prepare people for harder content. It doesn't even teach how to CC, or what your average dps is like compared to others. Difficulty spike upon entering instanced group content, or, heck, even expansion maps, is so huge that it segments people into roughly two categories: one will ragequit, avoid harder content forever and optionally take it to the forums, the other one will actually look to self-improve. I've got a feeling that the game cultivates and encourages the first type of player constantly. We need to change that. Growing and learning should be introduced as another, naturally fun thing to do. You want a unified playerbase anyway. Currently the two player categories are literally hostile towards each other.

I'm always watching ;)

I hear your frustrations, but let's try to stay away from hyperbole. The game definitely can improve in how it educates players in regards to it's various systems, I think that everyone can agree on.

How we improve that educative process is where the challenge lies, and it's something I know many designers think about regularly. There are lots of ideas on how to do so, and we try to figure out where in our content we can do things that ask players to engage with systems they may not be familiar with.

Since we're talking about Drakkar and world bosses here, if you look at Drakkar's overall encounter it focused on three encounter principles: General Organization, CC (Break Bars), and Optimal DPS. And, since you pointed out break bars as a pain point, let's talk about those.

The break bar requirements are easy to see: Drakkar needs to be broken to progress the fight past the shield phase, and the champs can be broken to turn off some of their additional mechanics, much like bounties. The question is - how do you strike a balance so these break bars allow for groups of new players to learn and not be overwhelmed, while not making it so easy that they're just immediately broken by anyone who already knows what to do in the situation?

We tried to balance those two scenarios and hit a middle ground, and that leads to a place where the average group breaks it in about ~15 to 20 seconds, the veteran groups break it in under 10 (thus, the achievement), and the new player groups that succeed break it over 20 seconds into the phase, after the shield has taken a decent amount of damage. The incentive is there, but there's also a margin of error that allows for players to make mistakes without hard-failing an encounter that only pops up every 2 hours.

I hope you can rest assured that your voice is heard and your concerns are valid. Myself and many others in the studio are hardcore players, and as is the case in any game, we know that there's always room for improvement surrounding the creation and cultivation of the hardcore community.