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4/9/2021 8:36:25 AM
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Do you only play shooters? Because the gatekeeping in D2 is far less than any MMO; -I straight up quit WoW because if you didn't clear the first raid of the expansion in the first month it was available, you could never get a group for another raid until the next expansion came out, at which point the cycle repeated. The gate key was an achievement, and each raid had one for its' first month; miss one and you were out of the raiding scene until next expansion. -Guild Wars 2 has a finder for everything; at the moment most groups want a minimum of ~20 (10 man) raid clears to do any 5-man content, on top of requiring specific classes and builds. -EVE is entirely gatekept by time played, in the form of realtime skill training, and the amount of money you can throw at the ship and fittings, because should that ship explode, everything on it goes with it, so you'd best have a pretty shiny fit for any PvP. And in that game, all 'end-game' PvE takes place in PvP enabled zones. Those are just the ones I've reached endgame in; I've tried a few Eastern RPGs that have transferred over (FF14, BDO etc) but never stuck with them. As to [i]why[/i] this gatekeeping happens, it's all to do with time investment vs rewards. No raid has guaranteed rewards worth more than an hour or two, especially for people who can only do a few hours per day maximum (due to work, study, family etc). Trials are the same, though you can take breaks between matches, and GMs are the worst, because should you fail at any point, you get nothing. -Raids are specifically designed to require coordination;p they [i][/i]are[i][/i] the endgame for people who want coordinated play. -Trials are not as reliant on coordination by design, but since they are entirely focused on victory, and a coordinated team will almost always stomp an uncoordinated team, communication is pretty key there as well. Coordinated play is best done as part of a clan; it's basically all they are for. I started D2 on the release of Forsaken, never raided, then quit before Shadowkeep. I returned for Beyond Light, with the intention to raid and dungeon and other endgame activities, so I joined a clan. I knew I had to join a clan to do such activities, so I did. I now have a Divinity, roughly know Garden, and know DSC almost well enough to teach others (it's literally just the terminal callouts in the first encounter I haven't got down). Frankly, being unwilling to even get on voice to coordinate for coordinated play just marks you as not actually wanting to coordinate; you don't actually want to play these modes properly, you just want the loot. Why should groups that want to get through and get their rewards have to carry someone that isn't willing to coordinate with them? Have you SEEN a GM run? Only a few builds are even viable, let alone optimal; it takes 2 shots from a red bar to end a Warlock (believe me, [i]I know[/i]), you HAVE to be revived by a teammate when you die, you have limited revives, and if you wipe your squad goes back to orbit. Even coordinated clan squads on voice comms constantly fail them. There are plenty of activities for people who don't want to fully coordinate, why can't those of us who do want a higher difficulty activity that requires serious group play and almost flawless execution have an activity? I personally dislike PvP and so avoid Trials; I don't feel any need to do it (or even Survival), even though I want the Adept weapons. But I don't think Trials should somehow be made easier; I actually think Raid Exotics should be added to the Lighthouse so that PvP mains that hate Raids aren't locked out of them.
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