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I've been thinking. As we get closer to the launch of GW2, I can't help at wonder why they cant' add in raiding to the game.
As I see it, raiding isn't a feature that locks players into grinding, a horrible treadmill up a pointless latter, it was the companies that chose and implimented features that made it seem bad. For example, most raiding requires the trinity because they designed the treadmill around it and thus was able to create longevity in their game and bottlenecked players into the horrible gear grind. Some liked it, primarily those who were part of a guild dedicated enough to complete those task. But games that are progressive like GW2, I don't see why raids wouldn't be successful in it. With pass games, the raiding content was scalled based on gear level and being competent to a certain degree. Why can't raiding be skilled based and have a minior gear climb? I love the thought of progression, I actually like raiding, I just didn't like the fact that I could do a raid for 2 hours and get shafted out of loot for several reasons, or if I'm not in a dedicated guild get a raid spot or the stupid gold runs that make things even worse.
So my question is, is raiding really bad, or is it's linear presentation giving it a bad rep? I think raiding can be done very well, especially in GW2 seeing how well they handle dynamic events. I wouldn't really mind having a 10-15 player group of friends without depending on certain classes or roles given the right environment and tools for us to feel accomplished and the sense of structed progression. Ofcourse the gear climb is always a problem, but it's always how the content was distributed I feel that made it seem pointless, frustraiting due to the trinity, or business model presented. Just a thought.