I've spoken on this topic a great number of times over the last year so I won't drop the entirety of it here again, but the short summary version is that not only are you right here, but it needs to be pushed well beyond just undoing normal raids/dungeons, but everything that changed prior to Lightfall.
Removal of the ability of players to use power level to overlevel content to make things easier is a very lackluster way to achieve "difficulty" in this day and age of the game. It turned the endgame into a tedious slog that people no longer enjoyed to play, but would just play once for the respective triumph and then never touch again. Not only this, but it removed one of the largest player retention tools the game had in place, which was the artifact XP grind, of which everyone who played was at least getting a fill of. Power level on the artifact stopped mattering in the only activities where players actually used it, and as a result, players engaged with the game a whole lot less than before. And for what reason? Is it such a bad thing that Johnny Casual was able to complete a master raid or dungeon by spending the time to grind out power level to overcome some skill deficiencies? Tell me how this affects YOU at all? With the old system, if you wanted that negative power experience, you could still get it by selecting to underequip yourself.
You used GoS statistics, but really you should have just used the global raid statistics as it is so much more telling here. Last week there were ~82,000 raid instances cleared which while a respectable number, is hardly comparable to even more recent highs such as the week before the expansion launch (~147,000), or even those of week 2 of previous expansion launches (~239,000 - Beyond Light, ~189,000 - Witch Queen, ~409,000 - Lightfall). The writing is as clear as day here, there are fewer people raiding and I would imagine the same for dungeons as well.
So yes, acknowledging that players are not satisfied with the changes is a good first step and removing the surges is also a good look to resolve as you mentioned, half of the problem. But there is so much more that needs to be done, and not just for normal raids / dungeons. IMO, I think things need to go back to an adjusted version of pre-Lightfall where Normal is allowed to go back to full +20 in/out, and then move Master from -20 to +0. Then just add contest mode as an optional difficulty with cosmetics behind it. The game doesn't need more elitists gatekeeping the endgame, it needs more players to get involved in it to build long term player retention, otherwise the game is going right back to pre-TFS #s in the next few weeks.
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[quote]I think majority of players stop doing raids due to bad experience with toxic gamers, not just due to the difficulty of the raids.[/quote] There are myriad reasons why people stopped playing this game. Difficulty levels, time commitments, the community being self important garbage all contribute to it.
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I 100% agree. You’ve put this far more eloquently than I could. I have made many similar points, but always get shot down by those that don’t raid or find the game ridiculously easy because they never play outside of their little raid group within their clans. It’s laughable that amongst those saying “it’s fine” have never completed a master raid or dungeon and don’t have a single raid or dungeon seal. If they require the challenge, raid and dungeon on Master difficulty.
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Oh I agree 100%. The light level grind is a core activity within the scope of the game and while people were tired of it, the stats all show that people stopped playing PvP, Gambit, Strikes, etc when they didn't have pinnacles to chase anymore. And you're right, the global stats are much better and much more telling.