Wildstar's next big update has been teased over twitter, full reveal coming January 4th.

I wouldn't call a couple of guilds a raiding "scene".

There's a lot more than "just a couple guilds"

I also wouldn't consider Wildstar raiding to be anything outstanding. Yes, it's hard. Its raid encounters also have a tendency to be a brainfuck of colored cones flying towards you that you have to dodge.

Well, consider that I've been a hardcore PVE player for 7+ years at this point, I really don't agree with you here.

WildStar's PVE Raid Content is the reason I've spent over 3200 hours in the game.

Plenty of people gave Wildstar raiding a try, and very few of them actually stuck around..

The reason most players didn't stick around was because of how high the difficulty was from the get go. There's a reason why Kuralak was called "The Guild Breaker" and System Daemons "The Gatekeeper" WildStar put up a significant step up in serious challenge compared to other games. And the raid content is designed to be so the difference between success and failure is a very small margin.

The extensively high input of wildstar's raid content is why most players decided to abandon the game, guilds as a whole. Because of WildStars very high base skill requirement. Ontop of that requiring a set of 20 players to all reach that minimum baseline or better.

Then there's the fact that WildStar's raids one up each other ontop of the base skill difficulty. Each new raid has required more and more consistency and reaching for minmaxing and higher base skill level to accomplish.

The new raid, RMT's first major boss, is again another gatekeeper boss that requires nearly every player to achieve perfect execution to defeat.

Most players in the market don't want to constantly and relentlessly work that much in every fight, every single day that they log into the game to raid.

WildStar's biggest fault is that it banked on the hardcore content, and only the hardcore content. Which was why so many players and guilds straight up left the game.

Hardcore only content is an extremely hard sell, but that's what WildStar focused on heavily.

WildStar's raid content is a relentless battery of skill check after skill check, upon DPS check, and environmental awareness.

Most players can't tolerate having such a fine margin to just wipe constantly at, it stresses them out and they feel like they aren't getting anywhere.

Guilds colapsed, new guilds and teams form, and collapse over and over again when there's no ramp up to this difficulty spike.

Content like this has a very low player entry in the first place, and even lower play retention. This is true of all raid content. The extensive difficulty of WoW's raid content is rarely experienced by your general player base.

WildStar was a game based ONLY on the highest difficulty, and therefor the actual amount of players that want to involve themselves in it consistently is very low.

/r/Games Thread Parent Link - twitter.com