One of the biggest issues affecting newer D2 players is that when they're trying to learn a new raid or dungeon, 9 out of 10 groups are absolutely unwilling to even carry someone, let alone take the time to teach. Theres not much incentive to teach and can be very frustrating to teach, but that creates a huge barrier to entry. Most people I know who haven't done vow simply say "dude everyone wants you to have 30+ clears on day one!!". It's admittedly frustrating for both sides, but if Sherpas/trainers were incentivized with rare loot drops that only come from teaching, not just carrying, those seasoned raiders would be all over it, including myself, and it would work out exponentially, as newbs become Sherpas to newer newbs, etc. Raids are by far one of thee most engaging and time-consuming activities in the game, but also well worth it (if u have a speedrun team handy). If more people ran raids, lfg posts go up, customer engagement skyrockets, customer base grows, yada yada yada. Avg time on-game AND on-console go up too, and I dont have to tell you guys why that's a good thing for you AND Microsoft or sony. Just make it more realistic for a rookie to be able to join a raid mid-season without any clears and not give the kid a panic attack when host inevitably asks what roles they know or if they have run the raid before. You can't change human behavior, but you CAN incentivize patience, which will ultimately pay off for y'all more than anybody. Let's be real here. Lol.
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Depends on the loot. Sherpa runs take significantly longer than a normal run, and some newbies can be difficult to deal with. Since my time is valuable to me, the loot would need to be God-tier. I care less about rarity and more about usefulness.