What needs to happen that you’ll be satisfied with Strike Missions as the main piece of endgame content? The next video about my daily GW2 routine is already in the works! However, I’ll be on holiday the coming week so it will probably be finished in about 2 weeks.
I haven't dared to try fractals, strikes and raids for the longest time - just tried them out last year and was positively surprised. But in general I do more open world stuff and actually enjoy replaying the story with my alts. I think I am not the only one who spends most of the time in the open world and it is important to get that part of the game right in the expansion. So it is a good thing they are not hyper focusing on too much 10-player content right now - but there still should be enough for those who do enjoy. I actually think, that if they had introduced strikes way earlier they could have built up quite a list of encounters by turning the story mission boss fights (there designed for 1 to 5 players, but mostly 1) to strikes with optional cms. I can easily imagine having notable boss fights from the living world and expansions turned into strikes. This obviously includes Modremoth and Balthasar, Caudecus, The shard(s) in Glints chamber, the shadow of mordremoth, ... Of course mechanics and maybe even the arena has to be adjusted. There is indeed a good synergy and I think if you plan to do that from the beginning you will end up with encounters that actually work better than my examples above.
Hey, great to see you back. Sorry the new job didn't last that long. I really hope you find something you like and enjoy working at. I myself lost my job yesterday and look for something new. I see it as an opportunity to grow and advance and get something positiv out of it. I really enjoy your videos, they have great production value and are among the best videos for Guild Wars 2. I am also hyped for EoD and I hope you will have time to produce a lot of videos when the expansion comes around. Looking forward to your "daily routine" video though :)
Hey welcome back! My guess is that unless they do raids in the following LS, they're gone. And if they're gone that's a big GG to guild wars tbh, cause that's a selling point for MMOs. Nobody knows what strikes are from the outside.
Outside perception ia definitely a big thing. Although I have to say with how inconsistently raids were released, I dont think they helped much in the first place. So if this actually means a couple new 'raid-like' fights with every story update, it could be a good thing.
On topic of End of Dragons and video ideas. What is your opinion of MightyTeapot foreshadowing all boons will be 5 man~ as non of the EoD elite specs have 10 man boon application :D I find this interesting as it highlights an interesting problem that Mesmer can generate Alacrity with Quickness or Might depending if you play Chrono or Mirage and is only profession able to do so. . . That also means spirits and banners could become 5man... So I would theorize Sub-Group 1: Heal Scrapper, Heal Tempest, Revenant and 2 utility slots. Sub-Group 2: Soulbeast, Bannerslave, Mirage, Firebrand and 1 condi dps. Utility slot is for example Hand kiter who's other build is best self sustained build and less reliant on boons. Utility can be CC, crowd control and so on. For examples you could also bring more or less healing dpeneding what hte party needs.... That would give you a lot of flexing... Utility basically is responsible of all mechanics. the Rev is for CC and as backup when needed but also Alacrity :D The sub-group 2 is max dmg without healer all condi builds :D for bosses like raid Wing 1 first boss you can make the Warrior be Power build and swap Condi Heal Scourge with Power Warrior in the split phase and stuff like that ...
I find the whole 5 vs 10 man to be quite unintuitive and would probably prefer it to just be consistent across the board. In the end though, I would just like boss mechanics that make you split and do different things as groups of 4-5. That then already kind of requires that you make sure the subgroups have all they need and would lead to more interesting fights. It's probably also some nostalgia talking since I loved the elite areas in GW1. Where you had highly specialised builds and people doing whole sections solo while the main group was out doing something else.
Imo keep the strikes similar to the raids, like I hate the boring Arena style. The first strike is easy but it has a jumping puzzle/obstacles before the fight. I like that. If they add mechanics ect into CMs and make them feel like raids, it could work. But I'd rather one instance than 4 separate arenas. The adventure is half the fun.
If they happen like the Devs say they will, I think they'll be fine. The progression needs to be fair and logical though, with a clear path through difficulty. From what I understand the new strikes will all be bosses from the personal story so they don't need to add any filler story to the actual strikes. My biggest concern is with release cadence. Challenge modes need to be released really soon after xpacs release and then new strikes or CMs released at a regular predictable pace thereafter.
I really hope they end up doing strikes AND raids. The competitive and challenging end game content is pretty limited, let's be honest, and I really don't expect them to be able to ride on EoD content for several years. I am holding out hope that the strikes are a success but they also surprise us with EoD raid wings in a year or so.
Best case scenario for me is that the new strikes make it easier for new people to jump into raids without feeling scared of them. That way Anet might see some worth in creating a new raid. The pessimistic part of me doubts that it will have a huge impact though.. Time will tell
while I am definitely hoping strikes do well as the future of endgame content, I cant help but still feel skeptical and worried about them as a piece of content for a few reasons. reason number 1 is obvious, difficulty. as of right now there aren't any genuinely challenging strikes in the game, a group of people who know how their class works and how the fight roughly works can 1 and done every strike in the game in like maybe half an hour. and what makes this problem worse is that for me personally, there aren't any genuinely challenging normal mode fights in raids either (outside of qadim and dhuum arguably), its all fairly simple mechanics that dont take much effort to learn to a point of competency. so if they are aiming for normal mode raid level of difficulty Im worried that it wont actually be challenging/fun enough to be that cornerstone gamemode for endgame PvE. Reason number 2 that has me worried muuuuuuuuuuuuuuuuuuuuuuuuuuuuuch much more than reason number 1 is that I dont really enjoy the strike mission formula of "boss closet with no build up or lore or anything no reason why its here it just is go and hit it.", its extremely jarring and unimmersive especially in the instances of the bosses existing as story content that DO have immersive buildup and lore and reason to exist. the biggest offender of this kind of thing that bothers me so much is fraenir of jormag. in the story his encounter has you going through the darkness trying to find your way through with the help of raven and its all built up and cool and it feels rewarding when you get to the fraenir at last and his fight is actually cool and has some really fun mechanics. it feels like you're going up against THE FRAENIR OF JORMAG! this big epic imposing foe of ice and darkness who's the face of the sons of svanir in a way its awesome! but fraenir the strike mission is literally just walk in and he's there but its actually a copy paste of shiverpeaks pass strike with a random norn thrown in at the beginning and end. it feels like he could easily be replaced with a grawl or some shit and the effect would still be the same (that effect being that it feels like super low effort uninspired garbage). my two favorite strikes dont actually have any of these problems, those two being cold war and forging steel. in an ideal world I'd love to have every strike done in the model of FS/CW but considering the community seems to hate those two strikes the most, I cant really see a world where I'd enjoy strikes as the go to for endgame content. so ultimately, while I do hope strikes land and land well, Im not very sure they will, and Anet has done nothing really to reassure me or people like me.
Some good points, although I personally don't have any issues with the "one boss in an arena" - thing. To me it mainly comes down to that the fights currently feel like extremely dumbed down raid bosses and like you said, gw2 raids don't have a lot of mechanics to begin with. That just doesn't work well for me. Although as I mentioned in the video, there is no reason why Anet couldn't make strike bosses more interesting, so I guess it's just a wait and see. On the topic of cs/fs: I enjoy cold war a lot more than fs. The pacing feels really slow in fs and there is never any feeling of danger or urgency. Although I think a big reason people 'hate' those two is that you are not rewarded for your time. In the time you finish fs you could have done all the one-boss strikes already.
What needs to happen that you’ll be satisfied with Strike Missions as the main piece of endgame content?
The next video about my daily GW2 routine is already in the works! However, I’ll be on holiday the coming week so it will probably be finished in about 2 weeks.
I haven't dared to try fractals, strikes and raids for the longest time - just tried them out last year and was positively surprised. But in general I do more open world stuff and actually enjoy replaying the story with my alts. I think I am not the only one who spends most of the time in the open world and it is important to get that part of the game right in the expansion. So it is a good thing they are not hyper focusing on too much 10-player content right now - but there still should be enough for those who do enjoy.
I actually think, that if they had introduced strikes way earlier they could have built up quite a list of encounters by turning the story mission boss fights (there designed for 1 to 5 players, but mostly 1) to strikes with optional cms. I can easily imagine having notable boss fights from the living world and expansions turned into strikes. This obviously includes Modremoth and Balthasar, Caudecus, The shard(s) in Glints chamber, the shadow of mordremoth, ... Of course mechanics and maybe even the arena has to be adjusted.
There is indeed a good synergy and I think if you plan to do that from the beginning you will end up with encounters that actually work better than my examples above.
Hey, great to see you back. Sorry the new job didn't last that long. I really hope you find something you like and enjoy working at. I myself lost my job yesterday and look for something new. I see it as an opportunity to grow and advance and get something positiv out of it.
I really enjoy your videos, they have great production value and are among the best videos for Guild Wars 2. I am also hyped for EoD and I hope you will have time to produce a lot of videos when the expansion comes around.
Looking forward to your "daily routine" video though :)
Thank you for the kind words :)
And good luck on your search!
Hey welcome back! My guess is that unless they do raids in the following LS, they're gone.
And if they're gone that's a big GG to guild wars tbh, cause that's a selling point for MMOs. Nobody knows what strikes are from the outside.
All that being said, I enjoy strikes! They're streamlined and fun. I enjoy that about them.
Outside perception ia definitely a big thing. Although I have to say with how inconsistently raids were released, I dont think they helped much in the first place.
So if this actually means a couple new 'raid-like' fights with every story update, it could be a good thing.
On topic of End of Dragons and video ideas. What is your opinion of MightyTeapot foreshadowing all boons will be 5 man~ as non of the EoD elite specs have 10 man boon application :D
I find this interesting as it highlights an interesting problem that Mesmer can generate Alacrity with Quickness or Might depending if you play Chrono or Mirage and is only profession able to do so. . . That also means spirits and banners could become 5man...
So I would theorize
Sub-Group 1:
Heal Scrapper, Heal Tempest, Revenant and 2 utility slots.
Sub-Group 2:
Soulbeast, Bannerslave, Mirage, Firebrand and 1 condi dps.
Utility slot is for example Hand kiter who's other build is best self sustained build and less reliant on boons. Utility can be CC, crowd control and so on. For examples you could also bring more or less healing dpeneding what hte party needs.... That would give you a lot of flexing... Utility basically is responsible of all mechanics. the Rev is for CC and as backup when needed but also Alacrity :D
The sub-group 2 is max dmg without healer all condi builds :D for bosses like raid Wing 1 first boss you can make the Warrior be Power build and swap Condi Heal Scourge with Power Warrior in the split phase and stuff like that ...
I find the whole 5 vs 10 man to be quite unintuitive and would probably prefer it to just be consistent across the board.
In the end though, I would just like boss mechanics that make you split and do different things as groups of 4-5. That then already kind of requires that you make sure the subgroups have all they need and would lead to more interesting fights.
It's probably also some nostalgia talking since I loved the elite areas in GW1. Where you had highly specialised builds and people doing whole sections solo while the main group was out doing something else.
@@MasterOfNoneGaming closest thingnis Hand kiter in one Raidboss someone doing mechanics Solo while everyone else is doing the Raid 😆 but yeah.
Imo keep the strikes similar to the raids, like I hate the boring Arena style. The first strike is easy but it has a jumping puzzle/obstacles before the fight. I like that.
If they add mechanics ect into CMs and make them feel like raids, it could work. But I'd rather one instance than 4 separate arenas. The adventure is half the fun.
If they happen like the Devs say they will, I think they'll be fine. The progression needs to be fair and logical though, with a clear path through difficulty.
From what I understand the new strikes will all be bosses from the personal story so they don't need to add any filler story to the actual strikes.
My biggest concern is with release cadence. Challenge modes need to be released really soon after xpacs release and then new strikes or CMs released at a regular predictable pace thereafter.
Fully agree!
I really hope they end up doing strikes AND raids. The competitive and challenging end game content is pretty limited, let's be honest, and I really don't expect them to be able to ride on EoD content for several years. I am holding out hope that the strikes are a success but they also surprise us with EoD raid wings in a year or so.
Best case scenario for me is that the new strikes make it easier for new people to jump into raids without feeling scared of them. That way Anet might see some worth in creating a new raid.
The pessimistic part of me doubts that it will have a huge impact though.. Time will tell
while I am definitely hoping strikes do well as the future of endgame content, I cant help but still feel skeptical and worried about them as a piece of content for a few reasons. reason number 1 is obvious, difficulty. as of right now there aren't any genuinely challenging strikes in the game, a group of people who know how their class works and how the fight roughly works can 1 and done every strike in the game in like maybe half an hour. and what makes this problem worse is that for me personally, there aren't any genuinely challenging normal mode fights in raids either (outside of qadim and dhuum arguably), its all fairly simple mechanics that dont take much effort to learn to a point of competency. so if they are aiming for normal mode raid level of difficulty Im worried that it wont actually be challenging/fun enough to be that cornerstone gamemode for endgame PvE.
Reason number 2 that has me worried muuuuuuuuuuuuuuuuuuuuuuuuuuuuuch much more than reason number 1 is that I dont really enjoy the strike mission formula of "boss closet with no build up or lore or anything no reason why its here it just is go and hit it.", its extremely jarring and unimmersive especially in the instances of the bosses existing as story content that DO have immersive buildup and lore and reason to exist. the biggest offender of this kind of thing that bothers me so much is fraenir of jormag. in the story his encounter has you going through the darkness trying to find your way through with the help of raven and its all built up and cool and it feels rewarding when you get to the fraenir at last and his fight is actually cool and has some really fun mechanics. it feels like you're going up against THE FRAENIR OF JORMAG! this big epic imposing foe of ice and darkness who's the face of the sons of svanir in a way its awesome! but fraenir the strike mission is literally just walk in and he's there but its actually a copy paste of shiverpeaks pass strike with a random norn thrown in at the beginning and end. it feels like he could easily be replaced with a grawl or some shit and the effect would still be the same (that effect being that it feels like super low effort uninspired garbage). my two favorite strikes dont actually have any of these problems, those two being cold war and forging steel. in an ideal world I'd love to have every strike done in the model of FS/CW but considering the community seems to hate those two strikes the most, I cant really see a world where I'd enjoy strikes as the go to for endgame content.
so ultimately, while I do hope strikes land and land well, Im not very sure they will, and Anet has done nothing really to reassure me or people like me.
Some good points, although I personally don't have any issues with the "one boss in an arena" - thing.
To me it mainly comes down to that the fights currently feel like extremely dumbed down raid bosses and like you said, gw2 raids don't have a lot of mechanics to begin with. That just doesn't work well for me. Although as I mentioned in the video, there is no reason why Anet couldn't make strike bosses more interesting, so I guess it's just a wait and see.
On the topic of cs/fs: I enjoy cold war a lot more than fs. The pacing feels really slow in fs and there is never any feeling of danger or urgency.
Although I think a big reason people 'hate' those two is that you are not rewarded for your time. In the time you finish fs you could have done all the one-boss strikes already.