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The Guild Wars 2 site has been updated with a new blog post from Raid Designer Byron Miller to discuss the design of the Hall of Chains raid. The post begins by examining the planning process along with some nifty behind-the-scenes drawings and concepts for the encounter. From there, the design moved to the implementation stage. There are some spoilers in the post so consider yourself warned!
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They didn't stop with their 5 man content tho... They're just focused on fractals instead of dungeons that's all. And that's much much better. We just got a new fractal in the same patch which included this raid. It was an amazing instance. Fractals are miles away better than dungeons with their difficulty scales, challenge motes and rewards. And on top of that Anet is free with the Fractal system. They don't have to follow any timeline or up to date lore. They can create whatever they want with it. And that's what makes it special.
Also, raids being 5 man would have been much better. With more than 5 players, the combat can easily become an unreadable mess of particle effects, minions, and bodies. Not to mention, most of the game's boons and buffs have a 5 target limit. The only real reason for 10 man is to allow every class to appear in a party, and that's quite frankly arbitrary.