Raiding, by design, isn't about testing a player's skill. It's about testing a group's ability to not watch TNG on their second monitor while raiding. It's about giving a player a repeatable time-sink with a small chance at getting 1 piece of armor or weapon they need to progress to the next time-sink. It's about creating an environment for subscription fees by dangling a shiny piece of loot in front of a player and telling them they can't walk into the next dungeon unless they hit a specific item level requirement, forcing them to dump hours into antiquated dungeons just to walk into the next antiquated dungeon for more whack-a-mole combat.
Raiding is counter-intuitive. Dungeon grinds should be fun and unique. They should not rely on "We need 2 tanks, 2 healers, 4 pure dps and one hybrid with an offspec/set for healing.
They should be dynamic. They should not be predictable. Will GW2 dungeons fill that role of unpredictability? I don't think we are to that point yet of knowing for sure - but the simple fact that you can have 5 different archetypes with 5 different builds every time you step foot in the same dungeon will make for interesting gameplay. You are not shoehorned into "you stand here until..." "you do this until..." "keep an eye on DBM and right before X timer goes off do this..."
I don't see GW2 dungeons being whack-a-mole. Not saying people won't get bored of them - but by simply removing the trinity you have to create boss fights with greater dynamics and less scripting since you will never know the player makeup of a particular group.
/rant off
Sorry if I offended you or anyone else - just had to speak my mind after years or raiding... by design, it's just not fun the way it is. If it were about the player skill and no gear treadmill, things would be entirely different and we'll have to see how it plays out in GW2.
EDIT:
Another update... check your clients if you haven't already.
I honestly don't see how you can say that about raids and think that GW2 dungeons will bring anything different to the table sans a different threat dynamic. They will still do X where you need to do Y before G happens, you just won't need a "tank" or a "healer" for specifics.
By removing the trinity you DO KNOW the makeup of an entire group - support/CC and/or DPS. I honestly don't know how they will create more than just a whack-a-mole design but that is to be seen. It will still require the coordination of a team much like it would if you had a tank/healer/DPS setup. I don't understand what these mobs will do if they don't have X ability that hurts Y that you need to move out of the way of. I mean ... you can only have a mob do so many dynamic things before it's just impossible to beat at all.
I just don't understand what you think will be brought to the table by these mobs just because you're bringing 5 of the same type of characters. I mean, besides support, CC, and DPS what else can classes do? Doesn't that actually simplify what tactics you can use because other games have support, DPS, CC, tank, and healer? Honestly asking.
You really simplify tactics there as you could raid stack certain classes (something that WILL be done in GW2 once people find the path of least resistance for dungeons) and things were dynamic in many fights ... of course a boss can have so many things it can do, what would you expect? These aren't other players here, there HAS to be some sort of AI involved based on what the players are bringing.
I'm not sure if you were just in the best guild but there was definitely challenge and to say there was no "skill" involved is just wrong. Skill is based on repeating something until you are very good at it. Basketball players have skill because they've taken the same shot over and over and over and over. The same goes with any game. Unless you were carried you had to have some sort of skill and knowledge of an encounter and in the case with WoW that bar did lower as time went on.
PVP was almost just as predictable in any MMO I've seen. You will use the same skillset based on what another player does and most likely (if you are good) you know what skillset they are going to use. I can't even count how many 5v5 WoW matches went down almost always the same way. Stun off healer, kill main healer ... or when it was stacked DPS stop the cleave from happening then repeat kill healer and/or weakest class that could be cleaved down.
Now, what I do agree with you on is how they went about it. The gear grind sucked in most MMO's I've played, it was fun and such for a while but a % off a boss without anyway to really 'grind' towards an item you wanted really sucked. Honestly, the worst part about raiding WAS the gear grind. The encounters were almost always enjoyable if you had the proper gear and good people to play with no matter how many times you did it (much like MANY games people replay).
I don't agree with the schedules most raiding guilds adhered to or the way they made it a 'second job' ... but the mechanics were there (for WoW at least) that made those encounters really enjoyable and until you had the encounter down it was up in the air. If you read wiki's and had people telling you what to do that's a different story but the first time in 40 man Naxx was absolutely hell (the fun type of hell), where you had to learn stuff.
The grind is gone in GW2 it seems, there won't be a gear grind so anybody can go anywhere once they are 80, but I honestly don't know what you expect out of the mobs as there is a limit to what mobs can do before it's just unfair for a group.
Don't get me wrong, raiding definitely had its downside, but it was extremely enjoyable if with the right people and you weren't just being carried to get a certain piece of gear (which even then could be fun).
How exactly is telling 39 other people first pull starts at 8:00pm server time, when in reality, starts at 8:48pm server time, challenging? A mass e-mail or guild note is not a challenge. If people do not come when called, that is not your fault nor can you do anything to make them come at a specific time other than dangle that piece of "maybe" loot in front of them?
It's not a challenge getting 40 players to work together since there are only 4 archetypes the entire raid gets lumped in:
Tank
Melee DPS
Ranged DPS
Heals
You're not telling 40 individual people what they need to do - you're telling melee where to stand, ranged where to stand, healers where to stand and Tank is obvious. You're still grouping everyone into basically 4 players.
What is the difference between 60 players divided into 4 groups taking down a huge boss or 5 players taking down a huge boss? What makes the 60 people so special? Because they showed up within an hour of the raid start? Because they followed the rest of the avatars for their chosen archetype?
The thing is that if you lose 3 melee DPS, 4 ranged, 1 healer and 1 tank - it really won't make a dent in the overall outcome of a 60 man because someone will pick up the slack a bit.
It's much harder to organize a group of 5 to take down a dungeon than 60. Simply because damn near half of that 60 won't be pulling their own weight and don't matter. In a 5 man - everyone has to pull their own weight.
Fake Edit:
Again, sorry if I sound combative, it's just my style of typing I think. I also think it serves to show just how much I loathe raiding after all these years ha! Nothing against you or anyone that likes it - I just think the design is fundamentally flawed.
I don't want you or anyone to think i'm coming at anyone
Edit:
Also, please let me know if I come across the wrong way or sound like a prick since that is not my intention.
Because those groups are dynamic in themselves. You're not telling "Melee" to just get out ... I mean, on some fights sure. Take the 4 Horseman in 40man Naxx, that was almost 8 sub groups that had to switch and be relatively self sufficient while paying attention to the entire raid and health. That fight was insane! Same with C'thun in 40 man, it was all about your small group and taking things out as they appeared.
When you have a 40 man raid like in Naxx with entry level gear ... ONE person can wipe that raid if they die, everybody had to know what to do, when to do it, and where. You say people not pulling their weight but you're speaking of farm status at that point if you take a 25 man down to 19 and still beat the encounter. This, is another thing I kind of disagreed with the "treadmill".
I know where you stand! I'm that way too, but I can't deny that for a couple years, raiding was awesome. What it became after playing for too many hours to count was what I hated. The treadmills, the hours, the people not showing up (usually wasn't a problem in the top guilds as you had backups).
And don't worry, you're not being combative, I'm practically in the same boat with my outlook on 'raids' in the other games. It just doesn't fit my lifestyle or playstyle anymore. But, I can't deny that the first months of most raids were an absolute blast trying to figure things out. Hell, I remember the second boss in BWL 40 man sitting in their with my officers for an hour or so just talking strategy and where we should stand and such ... that's good times.
But yeah, don't worry about the conversation man, it's just a discussion!
@Weltall and Retro, jealous of my Wall of Text up there? =P