> @"maddoctor.2738" said:
> > @"AgentMoore.9453" said:
> > You're saying raids, in their entirety, were purposefully made for a small amount of players? To me, that seems _unlikely_. That's a **lot** of effort for a niche.
>
> Raids were made as the ultimate challenge, how many would be up to that challenge was anyone's guess when they launched. Keep in mind that the game always advertised as having this "challenge" for players but unfortunately the challenging content of the game proved to not be really challenging in the end.
>
> > I think they had every expectation that far more people would raid than the amount that actually do, and they're doing all the wrong things to try and make it happen.
>
> Or rather, Raid participation exceeded their expectations and instead of following on that success they decided to send the Raid team to build 2 of the living world episodes of Season 3. And then make LOADS of design/management mistakes with Raids. The lack of rewards in the POF raids, the disastrous release cadence, the mistake of releasing the harder Raid wing before the easier ones, the complete neglect and miscommunication with the community. The first Raids were released after being tested by actual players, the community play-tested and helped developed them, then that partnership stopped. After ALL that neglect and gross mismangement, obviously participation rates plummeted, and we arrived where we are now.
Oh you mean the first Raids was tested by a top guild , internally .
And when the Raid was released , that guild , having played it /tested all the time /already new the strategies , came up with the 1st world kill and on the twitter , they typed "it was easy:P" ?
I prefer the GW1 version , where top Korean PvP teams , where saying Ezzy what to buff , got booted at GW2 development and cried about anti-meele game at GW2 launch
Ahh that War Machine Warrior... :)
edit:
KP and LI , should come up from other sources , just like Raids must have the same rewards at the latest Open Areas(which after a while , they are no longer profitable because of the over farming)
Or DRM , should be improved to scale up to 15 people (scalable raids) , so there won't be a need for linking KP/gear