We used to lead new folk through fractals and dungeons all the time, and I feel like that doesn't happen so much (or at all) anymore. But it also feels like hardly anyone is online most nights either. :<
If anyone is ever looking to try out new stuff like that, always feel free to ask for help.
With the dungeon rewards being downgraded so harshly it's probably more effective to just run the reward tracks in PVP and fractals basically being "Three swamps and you're done", it seems like as good a time as any to run them just for fun. The downside, of course, is that you get a bitter reminder of squandered potential... which brings me to my next point.
The guild has been pretty inactive as of late, even during guild missions. The winter patch was underwhelming even though it added some nice stuff. The dungeon gutting as well really left a vacuum of motivation. They should have added some form of 5 man content, whether it be new fractals or dungeon paths.
I'm sure I sound like a broken record at this point, but 10-player Raids should not exist. Guild Wars 2 had three very effective tiers of PVE content;
- Big, open world events (+100 players). World bosses are just the start, I mean content like Marionette, Tower of Nightmares, Queen's Gauntlet 2.0 (not the first version when it was farmville, the one that required coordination), The Battle for LA. Stuff where there's no hard cap on who can and cannot participate, but with built-in mechanics to break up zergs and encourage coordination (it seemed like all of their big Living World events were experiments for that anyway). I'm not saying those all need to come back, but that's the direction they should have continued going. Those were "Guild Wars 2's version of raids", and they felt a whole hell of lot more epic than what they've shoehorned in now.
- Dungeons / Fractals (5 players) Easily formed, readily available across all levels, room for lots of expansion (especially fractals, the fact that we haven't gotten a new, non-recycled Fractal since they were released is criminal.)
- Living World instances / Open world PVE (Solo / small group / whoever you run into). Basic leveling / farming materials / whatever.
"Challenging Group Content" should have been 5-player content, not 10, and they should have called it anything other than "raids" to avoid the baggage that terminology has. "Hardmode Dungeon", "Heroic Dungeon", whatever; take the platform you already have and build on it instead of creating another shiny, new one. People who want hard content get it (without the logistical headaches), dungeons are still considered viable content, everyone wins. If you've been enjoying raids the last three months, guess what; you'd still have challenging content to play, but on your time and without baggage.
And the way they've handled fractals with regard to instabilities is a mess. Like usual, they completely ignored an existing feature that would have worked perfectly in favor of something new and ineffective. Take the Gambits from the Queen's Gauntlet and let players increase their rewards by piling on risky victory conditions. Because they ones they've got now just make it unpleasant.