Raids Tagged Articles RSS Feed | Raids RSS Feed on en Launch Media Network Destiny 2 Needs to Wisen Up to Succeed Long Term Sat, 01 Apr 2017 16:00:02 -0400 Dan Roemer

Destiny, for the most part, is held in a very high regard from loyal fans and fans of Bungie alike, but its player base since launch has dropped immensely -- as has the sentiment towards the series itself from non-fans or casual players alike. So the question to ask is; what can Destiny 2 improve upon and do to avoid it having the same fate as its predecessor?

If we take a step back from Destiny for a moment and look at Titanfall, the same thing happened with that player base; it tanked within weeks of release. Then with the release of Titanfall 2 back in October, it sold well below expectations -- now sure you can blame this on the monstrous release schedule from fall of last year, but how exactly can Destiny 2 also avoid this same fate? Today I'll be breaking down the three things that I believe need to be improved upon and that in the end originally made me stop playing.

Tell Me an Actual Story

Easily the biggest complaint I had with the original Destiny at launch was the extreme lack of any kind of narrative. The game was completely void of almost any kind of story or progression structure altogether -- a character would blatantly tell you they don't have time to explain, then you basically stood there and shot waves of enemies, this would then happen about twenty more times throughout the game, then the main quest line would be over. For any real depth, character bio, or lore you'd have to go to some website and read walls of text; invigorating stuff.

So if Destiny 2 is going to have any hope in hell of keeping me interested, it better actually have some characters I can care about -- if you're like me and only played Destiny at launch, let me ask you this; can you even remember a single character's name from Destiny? -- I sure as hell can't. That or at least throw me some sort of overarching plot or goal I can actually stay attached too, loot grinding and PVP can only keep me interested for so long; which in my case, not very.

Raid Matchmaking Absolutely Needs to be Added

Bungie thought it would be an incredible idea to design these challenging yet fun raids to take part in, which are so hard -- you have no choice but to have a full team before going into one... Except they decided you can only play and enter them with your friends because they believed you needed coordination and voice chat in order to tackle these -- which is such a weird naively incompetent design choice that it makes my head spin. However it probably also then explains why less than 20% of Destiny's player-base have never even completed a raid to begin with. This absolutely needs to change for Destiny 2, not including matchmaking for something like this was such a weirdly bad choice from a developer who gave us the Halo trilogy. Which by the way is a common theme in my opinion for Destiny overall -- a cool concept wrapped up in weirdly stupid decisions.


Tone Down the Grinding

The final thing that absolutely made me stop playing the original Destiny and made me never come back despite how cool or possibly interesting those expansions were, because I'd always think to myself “Yeah that looks cool, but I don't wanna spend another 10 hours replaying the same two missions over and over for some new specific gear.” -- Seriously when I think back to my time spent with Destiny, I'd say 50% of it was just grinding and replaying the same missions and boss fights over and over late into the night, just so I can find some better gear and increase my level more. I think this needs to be completely toned down in Destiny 2, a game like this shouldn't have to be a complete grind fest if you want some half decent gear.

But like I mentioned, I haven't played Destiny since launch -- so if any hardcore players still playing today have any recommendations for Destiny 2 I'd love to hear them in the comments below, as always thanks for reading and stay tuned to GameSkinny for more Destiny 2 coverage.

8 of the most awesome things we know about World of Warcraft: Legion Tue, 01 Sep 2015 11:51:01 -0400 Rob Thubron


1. Feel the power of the artifacts


Legendary items just not doing it for you anymore? Then prepare to get your hands on some artifact weapons. Set to become the highest level of WoW item quality, Legion will feature 36 artifact weapons and each one will have its own questline relevant to the class and specialization that wields it.


Artifacts have their own ability trees and grow in power alongside the wielder. The upgrades a player assigns to an artifact not only grant the item new skills and traits, but it also alters the look, feel and even the sound of the weapon - allowing for a greater level of customization.


There'll even be some artifact variations that can only be attained in the form of special rewards in PvP.


2. Introducing the Demon Hunter


Legion sees the introduction of the new mighty Demon Hunter hero class. Only the second hero class, after the Death Knight, Demon hunters can operate as either a damage dealer or a tank, turning the power of the Burning Legion against foes. They forgo heavy armour in favour of speed, meaning they are only capable of equipping cloth or leather, and Demon Hunters can only be Night Elves or Blood Elves. Being a hero class, they will more than likely start at a high level, probably 100.


Demon Hunters come with two specs; Havoc for DPS, and Vengeance for tanking. They use their spectral sight to detect enemies, even those behind obstacles, can metamorphosis into fel forms, are able to channel the chaos energy within them into their melee weapons, have the power to cover their bodies in a shell of flame, are able to double jump in and out of combat (probably their most exciting feature), and can even unfold their wings allowing them to performing gliding descents to surprise unsuspecting enemies from above. 


3. Fly, my pretties!


Yes, there will be flying in Legion. After the 6.2.2 WoW patch, we finally have flying in Warlords of Draenor (after completing certain conditions, though most people will have already met them). The same template for achieving flight will probably be used in the upcoming expansion – but not right away.


Blizzard have been pretty vague on the specifics regarding Flying in Legion, but the company seems to be suggesting that flight will be unlocked via an achievement rather than by paying with gold. This could take the form of a quest, finding a certain item, exploring areas or possibly from requirements such as rep. As with Draenor, Blizzard have said flight won’t be immediately available. All this may change, of course, as Blizzard likes to constantly remind people that statements aren’t promises. 


4. Leeroy Jenkins


There will be nine new dungeons in Legion. They have supposedly been designed so as to keep a player’s attention better than the dungeons from Warlords of Draenor.


The dungeons include the Valhalla-inspired levelling area of the Halls of Valor; Lord Ravencroft’s ancestral home, Black Rook Hold; the Demon Hunters starting area and place of Darkness, Vault of the Wardens; Eye of Azshara, where players will deal with the minions and Naga of Queen Azshara; the corrupted Darkheart Thicket at the base of the world tree; Neltharion’s Lair, located in Highmountain and serving as the center of Drogbar Society; Helheim, where players will battle damned spirits of the Kvaldir on a ship that sails through stormy seas; Surmar City, the city of night where the Nightborn rule; and Violet Hold, which will reveal more about Dalaran and the world itself.


5. What a prestigious honor system


WoW players will see an entirely new PvP system in Legion, one that differs from the current system of accumulating honor points to buy gear with.


Honor system version 3 is a new talent point-based mechanic that turns honor into a variant of experience. As a player progresses from Honor Rank 1 to 50, they earn perks, bonuses and talents that only work in PvP. Once you hit the system's level cap you get the option to go back to level one to unlock cosmetic rewards such as new character portraits and mounts.


6. Tomb Raiders


Legion will initially come with two new raids: Emerald Nightmare and Suramar Palace. The former will be available soon after launch and come with 7 bosses, while the latter will follow at a later date with 10 bosses.


Created using the twisted thoughts and fears of sleeping beings’ subconscious minds, the Emerald Nightmare is a mobile area of corruption within the Emerald Dream. It travels slowly through the Dream, leaving corrupted, vicious animals and Unwaking travelers in its path.


Suramar Palace is home of the Nightborn, ancient relatives of the Night Elves and Powerful magic users. The palace is home to the Nightwell, source of the Nightborn’s magical power. Should players make it to the final boss of the raid, they will face Gul’dan.


7. Find sanctuary in the order halls


The Class Order Halls introduced in Legion will be a place for players of a specific class to hang out. They are an area for both the Alliance and Horde to customize their artifacts (which are discussed later) and receive quests. From these halls, a player can send NPC followers on missions to defend Azeroth from the Legion's incursion. Order Halls will also have champions; these differ from followers by actually enhancing the player’s experience, rather than just going out on missions and returning with rewards.


8. The Broken Isles continent


Legion is another WoW expansion that introduces a new continent to the game; this time, it’s the Broken Isles. A group of Islands set in the heart of Azeroth, the Broken Isles are the starting point for those first venturing into the Legion (specifically, the area located in the southeast called The Broken Shore).


As well as the Broken Isles, the new continent has five other zones. These include the forgotten druid refuge of Val’Sharah; Stormheim, where players can uncover the origins of the Val’kyr and the Kvaldir;  Azsuna, the resting place for the ghosts of ancient Night Elves and remnants of the blue dragon flight; the Tauren lands of Highmountain; and the ancient Eleven area of Suramar, which is said to be very different from anything WoW has seen before.  


World of Warcraft. For over ten years Blizzard’s behemoth has occupied the throne as king of the MMOs. With over 10 billion dollars in revenue, 100 million created accounts, more than 6 million years cumulative playtime, countless pieces of merchandise, a highpoint of 12 million monthly subscribers, and five expansions, there’s never been any game that can compare to WoW.


The game’s sixth expansion, Legion, was recently announced to the public. The official release date is still unknown, although most people suspect it will officially come out sometime in the middle of next year. If you can’t wait that long then head over to and sign up for the beta, which will be launching later this year.


Here we have gathered 8 of the coolest new things we know about Legion so far. Some of the better-known ones have been left out, such the level cap going up to 110 and the invasion storyline, in favor of some of the lesser known features and game mechanics.


WoW may have been losing subscribers recently, but could Legion see the game return to its former glories? We will have to wait and see. 

Letter from the President confirms Guild Wars 2 is now FREE, and will include raids Sat, 29 Aug 2015 11:45:22 -0400 Destini Islands

Mike O'Brien, the president of Guild Wars 2, has a lot to say to GW2 fans today. Obviously, it wasn't enough that they also released the official Guild Wars 2: Heart of Thorns trailer. O'Brien not only addresses that GW2 launched three years ago this weekend (Happy Birthday!), but mentions details about the future of raids, reveals the official release date, and oh, a small detail about the core game being free for everyone.

The official Heart of Thorns launch date is Friday, October 23rd.

Guild Wars 2's first expansion is only two months away and still available for pre-order. It still costs $49.99 for the Standard edition, $74.99 for the Deluxe edition (additional character slot and aesthetics), and $99.99 for the Ultimate edition (Deluxe features plus an additional $50 worth of gems).

Guild Wars 2 core game is now free

O'Brien is officially releasing the hounds. As of today, anyone can play Guild Wars 2. In a detailed explanation, he explains his reasons for the sudden change. In summary:

  • In MMOs with expansions, new players are usually intimidated and not sure what expansion(s) to buy. By making the core game free and the expansion an optional addition, the confusion will be less.
  • He believes by changing the model to free-to-play, it will appeal to people who have been reluctant to try. They'll play GW2, love it, and (hopefully) buy the expansion.

But there's a catch. Since the game is free, it opens up the potential for spammers and cheaters to abuse the game. To fix it, there are restrictions for free accounts. Most notably:

  • Fewer character slots (2 instead of 5) and bag slots (3 instead of 5)
  • Cannot use map chat and can only start new conversations every 30 seconds
  • Cannot directly mail gold or items to other players, trade gold for gems, or access guild vaults
  • Can only buy and sell items from a selected list on the Trading Post
  • Skipping restrictions:

"They must play to level 10 before leaving the starter zones, to level 30 before using LFG, and to level 60 before using World vs. World. They can play PvP immediately but must get to rank 20 before using custom and unranked arenas."
-Mike O'Brien

Details about the account types have been updated in an easy-to-read FAQ page.

A message to the veterans and free gear

O'Brien is aware the impact restrictions may have on gameplay, so he's keeping an open mind. He encourages veteran players to test out free accounts and give feedback.

In addition, he encourages current players to continue being the renowned friendly community they've always been as they're faced with an influx of new players. To celebrate the three-year anniversary, all current players are being given a brand new Royal Guard Outfit.

"Wear it with pride whenever you want to show that you were there early on, and that you’re someone that new players can go to for help."
-Mike O'Brien

Following up on PAX Prime's raids announcement

First announced at PAX, Guild Wars 2: Heart of Thorns will include raids!

What are Raids?

"Raids are 10-player, instanced content that will introduce very challenging bosses, epic encounters, and more!...You’ll have to actively manage your position, dodge, coordinate on objectives, and much more. You’ll have moments of anticipation where your next action could spell victory or death...Everyone will be expected to pitch in and execute at a high level to ensure success."
-Steven Waller

Raids in GW2 are meant to be an engaging experience, so there are a number of meaningul bonuses:

  • Raids will tie into the new, advanced Mastery system of progression and have new (legendary!) rewards. There will be new Mastery tracks and abilities that will be detailed in an upcoming blog from GW2 designers.
  • Raids utilize build-customization and weapon-swapping systems to allow anyone to become a necessary role. This means players won't have to wait and find someone to join their team if they're lacking a tank or healer.
  • Raids don't become easier and aren't dependent on better gear or level-caps. That means raids will always be a challenge and success at one is meaningul.

Players who purchase Heart of Thorns will get first raid access. There are currently three raid wings planned for post-launch and they will be balancing new professions during the pre-launch window:

"Players who purchase Guild Wars 2: Heart of Thorns will get access to our first raid, with the first of the three associated raid wings to be activated shortly after launch. During this window, we’ll be looking at balance with our new profession and elite specializations as well as giving players some time to train the Heart of Maguuma Masteries that will be used in the first raid wing. The remaining two raid wings will follow in sequence soon after."
-Steven Waller

Talk about updates. With 55 days and counting, there is certainly a lot of hype surrounding the changes. For veteran players, the continued question of "But what about us?" remains. The current store page doesn't reflect the free-to-play changes (and it's unclear if they ever will), and the community has already become very vocal about their concerns.



Of course, some are fine with the changes.


I'll keep my ears open and eyes peeled for any additional comments regarding price changes, but in the meantime, I think I'll make some tea and watch this party go down.

Wildstar Will Have PvP, Addons, Flexible Questing and More Thu, 07 Nov 2013 14:14:53 -0500 Destrolyn.Bechgeddig

Anticipated sci-fi MMO, Wildstar, had a presence at MCM London Comic Con this year. European Community Manager, Mark “Anlath” Hulmes, took to one of the con's stages to explain to London what Wildstar is and take questions from eager fans on tenterhooks.

Whilst Hulmes's presentation didn't give away anything new regarding content information that hasn't already been released, the Q&A session that followed was a brilliant opportunity for fans to get some specific and more detailed information on the title.

PvP Balance

Some of the audience showed interest in not only what PvP the game will offer, but also about how they will have to go about finding groups, and how balanced the gameplay will be. With PvP ranging from one-on-one to 40v40, it's no surprise that this is an area of interest and concern.

Regarding balance, Hulmes offered assurance that the development behind balancing gameplay is going to focus on being less gear orientated, and more about player ability.

Group Finding

There will be a function for automatically finding players to go into dungeons/PvE instances with. All members wanting to utilise this function, however, must have visited the location at least once first. Afterwards, there is no requirement for them to actually be in the location when ready to enter the instance.

These group finders will have the ability to find players from across all servers, OR find players looking for group on your server only.

Unfortunately, for larger raids, players will still have to manually put groups together, and then all travel collectively to the destination to enter.

Sever Congestion and Cross-Country Play

Given the mishaps that both Final Fantasy XIV: A Realm Reborn and Grand Theft Auto Online have suffered at launch, Hulmes offers assurance that Carbine Entertainment have paid close attention to the issues in both of these particular instances, and therefore is confident that Wildstar won't succumb to the same fate.

As for European and North American players being able to play on the same server, Hulmes was unable to give any definite statement on whether this will be possible or not, but mentioned that this would be something that is currently being considered, so don't lose hope yet!


MMOs are notorious for a huge amount of grind to advance within the game. However, Hulmes promises that Wildstar will take a more flexible and intuitive approach.

For example, if you need to kill a certain amount of adversaries, instead of slaying a specific number of a certain class, you'll be expected to fill a gauge, with higher levels monsters in that class contributing more to it. This will encourage players to punch at or above their levels, rather than slog it out with the lower level players.

Also, if you enter an area where a quest is available, or you kill a monster or collect an item related to a quest that you've yet to initiate, you'll get a prompt from an NPC as to whether you'd like to register the quest or not.


One audience member was concerned about whether the developers will support add-ons and modifications made by the community. Hulme's response was not only positive, but also welcoming of add-ons. Wildstar will provide full add-on and User Interface (UI) support when the game launches. In fact, Hulmes mentions that there are already modders working on add-ons during the current beta phase.

Hulmes and his team are perfectly aware that sometimes the community can actually create better modifications and peripherals for the game that are better than what the official creative team can do themselves. Hulmes goes even further to say that good and popular add-ons may even be promoted by Wildstar for players to use.

Bracketing and eSports

Hulmes is wholly aware of the potential for ranked competitive play, and the potential the game has at become a platform for eSports tournaments. Whilst there will be a rating system for Arena events, Wildstar will not initially be hosting any large-scale eSports or tournaments at launch. This is because the developers really want to see how the game will work and sort out any issues before being offering this to players. Therefore, it's possible that this may not happen.

Housing and Crafting

Unfortunately, Hulmes was unable to provide any further comments to what has already been announced, despite this being something that has a lot of fans a-twitter with anticipation. However, he's personally excited about the capacity to choose specific friends to be neighbours in the instanced housing areas, or even roomies!

As for crafting, Hulmes says that it will have "traditional" elements, but will add "customisation". As to what this alludes to, we can only wait until more information is made publicly available.

Wildstar will be released in Spring 2014. For more information about the game, and to sign up to the beta, visit

The 5 Stages of Grief in MMO PUGs Mon, 19 Aug 2013 18:41:55 -0400 TygerWDR

I tried to run an 8 player instance today. "Tried" being the key word.

Long story short: a DC Universe Online GM threw down a gauntlet after first back-handing me with it. So on my livestream, I ran 8-man raids to see if they were even able to be finished in PUG's. The results? 75% completion rate. This is so unusual that even the viewers were asking "Did the GM's throw a switch or something?" I've been playing the same raids off the stream, and those are currently at 0% completion rate. More testing is needed, and I'll detail out my experiment at another time with a PUG explanation.

But in these off-stream raids, I see patterns emerging. I hold that "disband group" creates a "quit culture" within the game. Going into an instance there's a feeling of dread, "Are we even gonna make it past the first boss?" Every wipe brings that uncertain feeling of "it's all about to fall apart." This is pressure to perform that makes these things un-fun.

The main pattern I see emerging is the "Kübler-Ross model," better known as the "five stages of grief." And it either runs at a blistering pace, or it can be long and drawn out. And here is how it breaks down. Basically.


This is usually the silent stage, where a group hits a boss and fails. People start looking at the scorecard and DPS meters, seeing who's to blame. They inspect other players to see who's got "bad gear." It's always someone else. Always. Even if it's you, it's someone else. When they start chatting about the other players gear, it graduates to the next stage.



This stage is punctuated with helpful advice. Advice like "L2P," "UR gear SUX!" "bad heals," "OMG U ALL ARE N00BS!" and my favorite "IF u don't know the fight by now, uninstall and kill urself." The above example is tame, and probably the only one I can post without warning people about content. Things usually end here as the player in question just leaves in what's lovingly called "Rage-Quit." But sometimes, they want to finish the mission. This is when we get to the next stage.



This is a little different than a normal stage of grief in that this is the part where people try to explain the fight and what you're supposed to do. This, to me, is the funniest stage in that you'll often see several people bickering on how the "right" way to do something is. I've been told, in the same instance, to both kill and not kill mobs, focus on and not focus on the main boss, and spread out but stick together. You also get "helpful" advice, usually from people stuck in the last phase.



This is where people start to give up hope, and they start to ask to be excused or they just leave silently. They also start openly saying "this will never happen." It drags everyone down, and groups usually fold shortly after people start saying things like this. It makes the group question if they even can do it, and every failure reinforces the idea that they can't.



And finally, this is when the group decides to just give up. Not everyone hits this at the same time, but for the most part, after the depression stage, it's really easy to get a group to just throw in the towel. And because how the mechanic works, and since the game punishes you for wanting to finish the fight, if the majority wants out there's no point in staying.

Suffice to say that this gets tiresome to watch time and time again. It's gotten worse with the "Disband Group" mechanic in that they can pull everyone's mood down with their own. So, what do you think? Seen this in your MMO's? I'm curious to see.

MUD2MMO : How the Kick Mechanic Ruins Group Dynamics Wed, 31 Jul 2013 04:19:44 -0400 TygerWDR

This week we discuss getting kicked out of groups in MMO games.

If this video feels familiar, there's a reason.  A week or so ago I wrote an article on Gameskinny talking about this same basic thing.  It's been bothering me THAT much, yes.

Commentary and critique is, as always, welcomed.

Dragon's Prophet E3 Update- New Storage Slots, Raids, and More On Their Way! Wed, 19 Jun 2013 14:53:49 -0400 Chad "Chuina" Albritton

Dragons are everywhere in the newest title from RuneWaker and Sony Online Entertainment, and I mean everywhere. The name of the game is dragon collection, training, and riding with the ability to have your dragon fight with you, collect for you, and show off your large amounts of #SuperMetal badassery. 

Through my expeditions across the starting area of Bakra, a vast volcanic island with multiple biomes ranging from desert to dense jungle. I have fought many of enemies but not without the help of my dragon kin pets and unfortunately, this is a message you will see a lot when playing Dragon's Prophet.

Dragon's Prophet gives starting players two areas to store their dragons. First they have their Dragon Stable, this area is reserved for dragons "in use". Dragons within your Stable are with you all the time and allow you to summon them into battle, ride them, and, if they come with dragon abilities, the chance to take their power into your own hands.

As you can see, my stable currently has three slots for dragon storage but once those slots are filled up, I simply cannot capture more. I did do an early unlock of a new slot for 90 Station Cash, or about 90 cents USD. The game does also automatically grant you a new slot at level 30, but I found it much easier to have the third slot to use as a "catch and release" area for my dragon capturing addiction. 

 Once you fill up your stable you can choose to put dragons into the Dragon Lair in major towns. Once inside the Dragon Lair, Dragon's can be trained to learn new skills, collect materials for you, and be put on leveling adventures. The Dragon Lair is also locked with two slots to begin with and can be expanded but once the two are filled up, you are going to be stuck with the difficult choice of releasing your dragons to gain more.

Luckily for us dragon collectors, Senior Producer Todd Carson with Sony Online Entertainment was able to share some fantastic news at E3 with With mention of the late-level zone addition of Wintertide comes fantastic news regarding a new area to store your dragons. This new area will offer overflow options (think of it as your own Pokebank). Afterall, no one likes releasing their prized collections.

Todd Carson was also able to discuss a few details on the Citadel PVP system. The system is currently set for release AFTER the 50+ player Raids are introduced, but will include the ability for land owners to set up defenses and hire NPCs to help protect the home land. The owners of the land will be able to set taxes and use that money wisely or hide it away for self-serving applications. Details on attack windows and capture mechanics are still a ways off, but it is still exciting to hear some news of the currently absent system. 

One last good note, Massively was able to secure one last quote from Todd Carson. Carson stated, "Once we get [PvP] working and we get our raid content in, then we will be ready for launch." Does this mean that we could be launched by December? If that is so then we might see aerial combat some time thereafter!

I am most positive (Bill and Ted moment there) that we will hear much more information from SOE Live come this August as Sony Online Entertainment sets out to reveal new details for all of their major titles including a world-wide reveal of EverQuest Next, so be sure to keep your eyes locked on GameSkinny for exclusives out of the convention.