So called, "hardcore elites" are against it. If people can beat the raids via random matchmaking the elitists will feel less special.
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Not a matter of feeling special. Its a matter of setting people up to fail...and to interact with each other in really toxic and really exploitative ways. The Division had one of THE most toxic communities in gaming for most of its first year, in no small part due to random matchmaking for Incursions and The Dark Zone. The player experience was so miserable that there was a stampeded to the exit.
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i'd rather have the chance to fail than never try. i've spent enough time be rejected in LFG to not use the feature anymore. Destiny may be lousy with problems, but leaving it to the community to decide who does the Raid/ToTN is the worst.
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What platform are you on out of curiosity.
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And you've never completed a raid before? Even during Curse of Osiris, there have been players who are regularly helping new people through raids. I can name like 6 off the top of my head that have helped me with assisting players.
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no D2 raids for me. posting my own LFG didn't pan out, and lack of D2 Raid experience keeps me out of other groups. at least with MM i could learn some of the raid and meet players that are in the same boat as me.
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I mean for one, watching a quick 10 minute video on the raid mechanics would help your inexperience problem. There aren't too many mechanics that require hands-on learning in Leviathan. Aside from that I'm usually on the LFG doing PvE stuff, though I've been burnt out on D2 more recently because of nightfall grinding. You could hit me up if you ever need a improv raid group.
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Edited by kellygreen45: 7/2/2018 4:44:27 PMThe community is only part of the problem. As I said on another thread today, a huge part of the problem is the way Bungie is designing raids. The most popular raids---VoG and WoTM---both had very "elastic" mechanics. By that I mean that--if someone died or made a mistake---it was still possible for the team to adapt, compensate, and keep progressing. In fact, on many days, the raid team I used to play with actually were more efficient and effective with FIVE people ding the Aksis fight than we were with six. The problem is that Bungie keeps making raids that are more and more mechanics-intensive, and less and less forgiving of mistakes. Too many of the raids now are "one mistake"....and you're basically wiping. Either because you can't do enough damage....or their is no way to complete the mechanics without that person. ...and the revive token system only makes it worse. Because now---even on normal mode----reviving a dead player has been made a needless pain point....and potentially a team wipe. So the more and more unforgiving of error the mechanics are made.....the more and more difficult it becomes to Sherpa a new player.....or carry a weak one. As a result less and less experienced raiders are willing to do it for people they dont' know well. Bungie just needs to decide what their priority is. "TESTING" the very best PVE players....or providing an experience that will be more accessible to the wider player base.
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I can see your point even though I think Bungie does need to add something in game. Guided Games isn't a hit like they wanted it to be. I wish I could see how much it bumped the completion of raids. [quote]Bungie just needs to decide what their priority is.[/quote] This is the big thing. I don't know if they have decided what they want things to be. D2 gutted mid game experiences completely. It is either raid/trials or, before Warmind, just go do some Public Events. I am happy they changed that but I feel they knee jerked the other way a bit too far.
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Eater of Worlds is a great entry point to raids in D2 (provided people actually spend money on the trash pile that is CoO), but I can't say the same for Leviathan or Spire. I definitely agree with the token sentiment though. Having to make a mad dash for a dead teammate can be annoying at times, and the last thing a non-Sherpa LFG team wants is dead-weight holding the rest of the team back.