
Originally Posted by
PangTong
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.