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It'd be easy to build 20-25 encounters into Ashes at launch just with what they have now. The concept is 'top end raid', which is a bit more difficult because those require more testing and tuning. You could just mostly not, though, and trust the class design. Players always find a way. As long as the bosses aren't completely broken, they usually enjoy doing it, too.
Verra is a 'forsaken' world. That means powerful dark and/or territorial things have crawled into the recesses and corners. The question is moreso 'can we manage to continue making interesting Hazard Zone bosses'. Can't say there, their 'adaptive content' model will be the deciding factor in that. The base requirements are easily there though. Monsters that could reasonably have more than one similar instance so that everyone doesn't have to live in the same place, and a restricted number of class abilities and core concepts to balance around directly.
Spider, Animated Armor, Turtle, Gryphon, 'Terrorbird', Golem, Golem, Dragon, Dragon, Dragon, Troll, Warbeast, Ancient, Ancient, Ancient, Lich, Brood Queen, Gorilla Thing, Flangler 'Nest', Giant Macaw (sure why not), Ent, Warlord, Giant Scorpion, Immortal Shaman, Enchanted Raptor Pack Leader, and of course Giant Enemy Crab.
And those are just the ones with obvious conversions to 'Hazard Zone', with the 'hardest' being the Gorilla (I'll look up that creature's proper name later) and Troll.
But
@Cypher
, the point must be taken that as of now, the data we have is...
There will be between 12 to 15 raid bosses in the world.[7]
Maybe that means 'at launch'. But it's still true to say that 'raid guilds' are unlikely to find a serious home in Ashes
as raid focused guilds
unless something changes.
This isn't related to the difficulty or interest of any single piece of PvE content, nor the idea that hard/engaging PvPvE encounters are hard to design (they're not, anyone can learn to do it, coding and tuning it is where professional experience matters).
But in a huge world, even with Dungeon and World bosses popping up, 12-15 Raid Bosses spread out over the world is not likely to lead to 'raiding being a thing that people jump into Ashes for and stick to doing'. So the concept of 'there will be good raids, and difficult raids' must be separated from 'there will be enough raids for a guild to function primarily as a raid guild comfortably'. And PvPvE options increase the strain on that front.
If all one cares about is 'the quality of a single combat instance', there's definitely ways to do it without working too hard, though, so there's no reason to assume it won't be done.