Quote Originally Posted by DiaDeem View Post
Sir, if you're gonna engage with me on the forums and wanna be taken seriously, I'm gonna ask one thing of you: Don't assume I'm implying something I didn't say outright and don't attribute statements to me that I never made. I've always made my Forum posts very clear and I don't talk between the lines, even for some controversial stuff. If you can do that, then we can have a discussion.

For the record: I barely raid Savage, I've never and will never do Ultimate, and I couldn't even handle Criterion Sil'dihn. So no: I'm not an elite player or whatever you wanna call it. I'm not trying to "gaslight" you or anyone. I can only speak for how I feel about my experiences. I've been in groups with plenty of wipes and groups with practically none when every raid was current content, so to me it always balanced to be somewhere in the middle. I'm not a "god" at this or at any game. Any more of that weird speech and I just won't bother to reply again.
Sorry if there was any offense, I was more just using your reply as an example of a comment that always seems to get made when past Alliance raids get brought up which is "they were always this easy". Which is just... not true. Like there's no other way to say it. The mechanics were not necessarily any more tricky, but they happened faster, there were more mechanics that required group coordination, bosses had more HP, and DPS checks were stricter.

As an example a very common mechanic in older Alliance Raids was for a boss to summon three adds that needed to be separated and dealt with by each individual alliance. There hasn't been anything like that in Myths of the Realm, instead if there is an add phase all the targets are rooted in place and players are free to just attack whichever they like, no coordination necessary. And it doesn't matter too much if a lot of people are dead because the ones left alive can usually kill all the adds with time to spare. Or take Agrias in Orbonne, where one alliance gets sent to the shadow realm and has to deal with adds, one alliance gets trapped in crystals, and the remaining alliance has to free the second alliance. That was cool! But they'd never make something like that now because it would be ruled as too difficult, too much responsibility.

This is not to say they need to bring back those exact mechanics, it's just an example of how current raids are different to how they were before. A decent majority of the group needed to understand the fight for the raid to progress. You could carry a few people, but in general you move on when most everyone has learned and contributed something. That's satisfying group gameplay, and it is more satisfying on an individual level to solve the fight instead of just watching as others drag you through.