I saw this boost as a good way to start up an alt with a role I hadn't tried. In reality, it created a deluge of unskilled DPS with no equipment that let's them flip to their role powers. 100CR 4 and 8 man content is now close to impossible to complete. Had me back and lost me again right away.
I created one too, qued up for A&Bfor kicks and giggles... I was tanking, and I knew the raid (since I have been playing for quite a while). However, It was the worst idea ever. With the boost, it left so many players lost and confused about their powers and roles.
It did not create MORE unskilled players they were there already all it did was put them all in the same content so it is more noticeable if you are running that content.
And it brought back some new and old players that aren't experienced with the current setup of the game. Whilst your point is partly true, not everyone that used the boost was already playing the game the day before.
Imagine a boost to 186cr. I'd quit. Oh and bn is easy as pie, it's just the other 7 slices just molded away so it's like impossible now.
8 man content that isn't endgame was already nearly impossible for any group that is going in "at CR" (at least from my experience), and has been for a long time. Just wanted to point that out. Players aren't nearly as skilled as veterans were when they completed those raids when they were endgame content. There will always be unskilled dps's in older content. The 100 CR may have decreased queue times, but in terms of skill, I highly doubt much has changed.
I was actually one of the people it brought back. I've trolled and healed, but never tanked. Came back to try it. Tanking is super difficult in a raid with 7 DPS. They should have given people a set of role gear and a set of DPS gear. I think a lot of people gear up DPS because they think it will be an easier place to start learning the power. Too much imbalance at that level when too many people go that route.
I don't think it's a skill issue. I mean, there's probably a skill issue. But there's definitely a role balance issue.
I only have tank gear and that makes most duos rough. Duos seem balanced for DPS players more so than roles (at least in how long it takes to get through it.)
I believe the opposite. I think both are an issue, however even with balanced roles I don't think many groups now can beat content at the appropriate CR. I remember when I was coming up two years ago. Prime Battleground, with 2 healers, 2 trolls, and a tank was absolutely impossible for us unless we had a 120+ dps. FOS2, even Necropolis and League Hall Lockdown are also raids that I remember not being able to complete even with all of the requisite roles. It's definitely a matter of skill and knowing the mechanics.
Knowing the mechanics is what makes you survive and complete a raid. Like necro, if you keep him from going in an artifact then it's all good. Or lockdown that you need to kill the engineer ad, avoid the artifact damage, avoid the red aura, trap a boss, and know how to kite the aoe on the first boss. It takes time to develop the skills, we can't just blame them as we were all at that level once. Just give it a week, then blame them jk
I'm not blaming them at all. I'm just pointing out why these raids are virtually impossible for groups at the relevant CR. This is one of the main reasons. However, even when these groups do know the mechanics, it's still virtually impossible. They tend to be too squishy, and not competent enough at their roles. Their CR is relevant, but a majority of them have low skill points and imperfect rotations.
I ran CC the other day as a healer with 6 DPS and a tank. I finished the 42 minute event with the 2nd highest DPS in the group without even using a single bomb. The lack of skill in that group was unbearable.