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#1 Apr 26 2010 at 11:40 AM Rating: Good
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Cataclysm Raid Progression Refinements
Cataclysm will change a couple of things to the raiding system apparently. "Too long didn't read" version:

* 10-Man and 25-Man raids will share the same lockout.
* 10-Man and 25-Man raids difficulty will be as close as possible to each other.
* 10-Man and 25-Man raids will drop the exact same loot, but 25-man will drop a higher quantity of items.
* Normal versus Heroic mode will be chosen on a per-boss basis in Cataclysm raids, the same way it works in Icecrown Citadel
* For the first few raid tiers, our plan is to provide multiple smaller raids. Instead of one raid with eleven bosses, you might have a five-boss raid as well as a six-boss raid.


Nethaera wrote:

We're continuing to refine the raid progression paths in Cataclysm, and we'd like to share some of those changes with you today. Please enjoy!

The first of the refinements being made is that we're combining all raid sizes and difficulties into a single lockout. Unlike today, 10- and 25-player modes of a single raid will share the same lockout. You can defeat each raid boss once per week per character. In other words, if you wanted to do both a 10- and 25-person raid in a single week, you’d need to do so on two different characters. Normal versus Heroic mode will be chosen on a per-boss basis in Cataclysm raids, the same way it works in Icecrown Citadel. Obviously the raid lockout change doesn't apply in pure Icecrown terms though, as this change goes hand-in-hand with a few other changes to raid progression in Cataclysm.

We're designing and balancing raids so that the difficulty between 10- and 25-player versions of each difficulty will be as close as possible to each other as we can achieve. That closeness in difficulty also means that we'll have bosses dropping the same items in 10- and 25-player raids of each difficulty. They'll have the same name and same stats; they are in fact the exact same items. Choosing Heroic mode will drop a scaled-up version of those items. Our hope is that players will be able to associate bosses with their loot tables and even associate specific artwork with specific item names to a far greater extent than today.

Dungeon Difficulty and Rewards

* 10 and 25-player (Normal difficulty) -- Very similar to one another in difficulty; drop the exact same items as each other.
* 10 and 25-player (Heroic difficulty) -- Very similar to one another in difficulty; drop more powerful versions of the normal-difficulty items.


We of course recognize the logistical realities of organizing larger groups of people, so while the loot quality will not change, 25-player versions will drop a higher quantity of loot per player (items, but also badges, and even gold), making it a more efficient route if you're able to gather the people. The raid designers are designing encounters with these changes in mind, and the class designers are making class changes to help make 10-person groups easier to build. Running 25-player raids will be a bit more lucrative, as should be expected, but if for a week or two you need to do 10s because half the guild is away on vacation, you can do that and not suffer a dramatic loss to your ability to get the items you want.

We recognize that very long raids can be a barrier for some players, but we also want to provide enough encounters for the experience to feel epic. For the first few raid tiers, our plan is to provide multiple smaller raids. Instead of one raid with eleven bosses, you might have a five-boss raid as well as a six-boss raid. All of these bosses would drop the same item level gear, but the dungeons themselves being different environments will provide some variety in location and visual style, as well as separate raid lockouts. Think of how you could raid Serpentshrine Cavern and Tempest Keep separately, but you might still want to hit both every week.

We do like how gating bosses over time allows the community to focus on individual encounters instead of just racing to the end boss, so we’re likely to keep that design moving forward. We don't plan to impose attempt limitations again though, except maybe in cases of rare optional bosses (like Algalon). Heroic mode may not be open from day one, but will become available after defeating normal mode perhaps as little as once or twice.

In terms of tuning, we want groups to be able to jump into the first raids pretty quickly, but we also don’t want them to overshadow the Heroic 5-player dungeons and more powerful quest rewards. We’ll be designing the first few raid zones assuming that players have accumulated some blue gear from dungeons, crafted equipment, or quest rewards. In general, we want you and your guild members to participate in and enjoy the level up experience.

We design our raids to be accessible to a broad spectrum of players, so we want groups to be able to make the decision about whether to attempt the normal or Heroic versions of raids pretty quickly. The goal with all of these changes is to make it as much of a choice or effect of circumstance whether you raid as a group of 10 or as a group of 25 as possible. Whether you're a big guild or a small guild the choice won't be dependent on what items drop, but instead on what you enjoy the most.

We realize that with any changes to progression pathways there are going to be questions. We're eagerly awaiting any that we may have left unanswered. To the comments!




It is a fair change, although I prefer the way it is now with being able to do 10man and 25man in the same week if one decides to do so. Also don't know how I feel about both dropping the same ilvl loot, I guess it is better for gearing up faster... although if you can only run one a week it will depend on how many items drop, etc.

I'm also not a fan of the whole 'gating' system. I think that it is a mediocre fix to a problem. While my guild isn't always the one progressing past where the progression line is, I don't think it is fun to slow people's progression through an instance.


Edited, Apr 26th 2010 1:57pm by Anobix

Edited, Apr 26th 2010 2:00pm by Anobix
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#2 Apr 26 2010 at 11:49 AM Rating: Good
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Finally.

No more waiting 30 minutes for some PUG 25-man to get together.
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#3 Apr 26 2010 at 12:01 PM Rating: Decent
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If they plan on having a badge system like they have in wrath then I wonder if they will be halving the requirements for gear. Since you can't just run two of the same instance to get them. At the same time I really do enjoy the change since this frees up a lot more of my time I wont have to spend running the instance twice to get more badges.
#4 Apr 26 2010 at 1:33 PM Rating: Good
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I like the changes, although I'm one of the casual players changes like this are aimed at, I'm sure the more hardcore guilds and players will get their panties in a bunch about this.

I'm thinking this change is also in response to the fact that Blizzard admitted that they allowed for ilevel to increase too fast in this expansion and are trying to limit the spread in ilevel from a newly dinged 85 to a veteran raider at 85 and having a DPS difference of like 8k and health pool differences of 30k.

I just hope they make the raid encounters difficult enough and make the Heroics challenging enough to limit the amount of retards running around in Tier 11+ gear. Casual does not equal "caters to the noobs" or that its OK to not know how to play your class/ role, it means you don't play often enough to be hardcore/ spend 20+ hours a week in the game.
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#5 Apr 26 2010 at 1:36 PM Rating: Excellent
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Interesting. I think I might like it. One of the things that burned me out in WoTLK was my inability to stop myself from trying to run the daily heroic, plus the 10 man Raid + the 25 man raid as far as we could progress every week. Which ended up with me raiding/grouping way way way to much.

I also tend to prefer 10 mans, less chaos and somewhat less likely you will be carrying bads just to fill raid spots.

I wonder if I come back in Caty if I can actually limit myself to only raiding 2 nights a week or so. This might help!
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#6 Apr 26 2010 at 1:50 PM Rating: Excellent
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Random 1st impression thoughts and speculations:

Certainly appears to be following the trend to more smaller, casual-friendly encounters. Hopefully they'll be releasing multiple raids at a time though. The tier 9 expansion was bad enough, I can't imagine only getting 1 lockout a week on it if I was a serious raider. I mean wouldn't it be frustrating if all the viable raiding for the week to be over in a couple of hours? More alts being leveled perhaps? *shrugs*

It'll be interesting to see if this gets more 10s-only stuff gets going. Since most raids seem to have a few core skilled members, and a few being carried. I'll be surprised if a number of people don't just ditch the excess baggage and do the smaller encounters. Though I suppose it depends on the quality and quantity of badge gear, versus that from the boss drops...


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#7Dyner, Posted: Apr 26 2010 at 2:00 PM, Rating: Sub-Default, (Expand Post) lol...they ruined "epic" raiding in TBC; epics for badges I can get without raiding...
#8 Apr 26 2010 at 2:00 PM Rating: Excellent
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I'm not sure how to take this yet. I'm a casual raider whose guild is exclusively in 10 man content. However, 25-mans today for a few of me and my friends are a special event. Its a big deal to get into one and very exciting to get 25 man gear...but then again its frustrating to be penalized in the gear we can get simply because we can't get 25 people together. If we're putting in a similar amount of time and effort with the 10 of us does it make sense to give better loot to those with 25 raiders? I agree there should be some additional incentive for those who do manage a 25 man...but I'm not sure I like how big of a difference there seems to be right now.


I don't like the shared lockout. Personally, I enjoy being able to do 10 man with my guild and 25 man with a pug by myself. It gives me some freedom on what I can do and when I can do it. Now I'll be forced to choose between 10 or 25. Although personally it won't effect my decision (I'll choose my guild over a pug 25)...but I wonder how this may effect others in my guild and those in other guilds.

"Sorry, I'm not going to run the 10 man with the guild. I want to do 25 man this week."


I really, really think a shared lockout is stupid.
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#9 Apr 26 2010 at 2:23 PM Rating: Good
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I'm not a fan of the 10/25 man change as far as difficulty goes (and I'm someone who prefers 10 mans simply because I have a weaker PC).

I just fail to see how it's even possible, given the state of buff/debuff arrangement. A 10 man raid with full buffs/debuffs is hugely more prepared than a 10 man with only a few of them. One without Replenishment, for instance, is going to have way more trouble (especially considering they want Mana to actually be a concern for healers).

You can balance a 25 man raid with the assumption that all buffs/debuffs are in place, because that's easy to do when you have so many spots available. But it just isn't for 10 mans.

And it also makes certain classes infinitely more appealing than others when building a 10-man group. If I recall, the minimum # of players it takes to get all buffs/debuffs (not counting the Attack Speed debuff offered by all tanks) is 7. I may be wrong here, but let's assume it is at least 5 and probably 6. That leaves only 3-5 spots open for classes that don't provide those buffs (and this number decreases as you move to less-efficient setups), or who provide them but others are preferable. So, for instance, say you are building a raid and you get two offers--one from an Enh Shaman and one from a MM Hunter. The first provides WAY more buffs than the latter, on top of the 10% AP (which is also provided by the Blood DK Tank you may end up with). So you'd naturally choose the Shammy. But that means that the Hunter is left competing for one of the few pure-DpS spots. And if Rogues happen to be doing 11K DpS and Hunters only 9K, they just don't have a chance.

Sure, you can balance the 10 man around the most important buffs (let's say +magic damage, Sunder, +AP, Replenishment and the most common ones). But that still doesn't solve the problem of certain classes being vastly more important.

When the Raid is balanced around core buffs only, but also to be a lower difficulty level, it doesn't matter as much. But the idea of making it and the 25 man equal in difficulty is just not a feasible endeavor without a heavy overhaul of the buff/debuff system.

[EDIT]

And, as to shared lockouts, I get it with the idea that both will be dropping equal loot. But from a gameplay perspective, it seems much less fun. They are just reducing the amount of stuff you can DO in a given week. That just suggests we'll see higher burnout rates--less to keep their attention.

Edited, Apr 26th 2010 4:24pm by idiggory
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#10 Apr 26 2010 at 2:25 PM Rating: Excellent
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It's awesome. Awesome awesome awesome.

No longer am I punished for happening to roll on a server that's full of English hating Hungarians, and does not have the English speaking people for a major guild. I will be able to get good gear from raiding with my friends and not having to put up with **** in PuG 25s because I'm English, because that's where all the gear is.
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#11 Apr 26 2010 at 2:32 PM Rating: Excellent
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In before the yells over loot piñata's, dumbing down the game and cockblocking hardcore raiders.

I have to say I'm really happy with all these changes. Stuff like this reminds me why I'm a Blizzard fanboy; I've been running around ever since WOTLK hit that I didn't like the fact that 25-mans were "a tier up" from 10-mans pretty much solely "because Blizzard says so".

I've always preferred 10-mans simply because they are, in all senses of the word, less chaotic to play. In 25-mans, as a healer, I barely ever have a feeling I'm contributing. I'm just another hp per five buff and I just spam my stuff on random targets. If I miss a heal, who cares? Someone else will probably get it with a smartheal instead. In 10-mans, I'm part of a group. I can communicate with everybody around, can actually keep track of who'se doing what and co-ordinate what the **** is going on. If I miss a heal, someone is actually quite likely going to die. *I* make the impact here.

I respect the fact that gathering up 25 people is harder than gathering up 10 people, but if it weren't for specifically tweaked numbers, 25-mans wouldn't be harder than 10-mans per se. I just don't like being gimped in the loot department because I choose to focus on 10-man raids 25-mans, just because I enjoy the 10-man experience more. If you'd care enough to scroll back through all my posts, you'd probably even find a couple of posts stating exactly this concern from my behalf. I had pretty much accepted that it wasn't going to change.

And now, out of the blue, they change everything about 10 and 25-man raids in exactly the way I would've wanted it to be. Go Blizz!
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#12 Apr 26 2010 at 2:39 PM Rating: Excellent
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I am in favor of it. I wont feel the need to dissolve the casual guild I lead (10-man only), in order to join a bigger one I sometimes visit.
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#13 Apr 26 2010 at 3:07 PM Rating: Good
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I like it, though I'm sure a fight like Sarth3D or Yogg will slip through, where it's a lot more precise on 10-man.
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#14 Apr 26 2010 at 4:38 PM Rating: Excellent
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Also, I just told my computer about the change and how I won't have to do 25-mans anymore and my GFX card is literally crying salty tears of joy.
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#15 Apr 26 2010 at 4:43 PM Rating: Excellent
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25-man raids will be a thing of the past. Why go to all the trouble to gather 25 when you can do it with 10?
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#16 Apr 26 2010 at 5:04 PM Rating: Excellent
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I am close to crying tears of joy from knowing that 10 and 25 will share a lockout and that there won't be a run this place 4 times a week per character thing ever again.
And I think this pretty much means that <Aposematic> can happily focus on 10 mans. Smiley: smile
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#17 Apr 26 2010 at 5:05 PM Rating: Excellent
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Wait, what?

But I transferred all those characters so I could multibox our 25-man raid. Smiley: frown
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#18 Apr 26 2010 at 6:12 PM Rating: Excellent
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I think all expansion we kind of joked "Man we should just be a 10 man raid guild", now that might just happen.


If the loot and rewards are equivalent, and you don't have to deal with the headache of organizing and maintaining a 25 man roster, why bother?
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#19 Apr 26 2010 at 6:27 PM Rating: Good
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I'm guessing they live in a world where guilds, if there are 25 people in them, do 25-man content instead of 10-man content. In most cases raid guilds seem like serious business and they're only doing 25-man content because the rewards are better.

If we ever got 25 active players in Aposematic then I wouldn't be afraid to arrange a 25-man raid night, simply for the ***** and giggles.

Speaking of all this, I'm guessing some of the hardcore raid guilds will compete for the 25-man first kill and stuff still. First across the line still makes them winnars!
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#20 Apr 26 2010 at 6:57 PM Rating: Excellent
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In WotLK 25 man generally meant a harder fight, 10 man 3 Drake OS while it was current being an exception to the rule. Loot levels were different, as were achievement rewards. 10 mans were spent to learn fights instead of wasting attempts on 25 man. Organizing and co-ordinating a 25 man raid requires significantly more work, learning an encounter with 25 people takes more work since the difference in skill tends to be much greater, getting 25 people to show up night after night is harder, etc.


If I can get 10 guys together who are all on the same page and have a modicum of synergy and get the same loot, same acheives and not have to put up with the headache of recruitment, class balance, attendance etc then hands down I would play ten and most of the people I raid with would do the same as well.
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#21 Apr 26 2010 at 7:32 PM Rating: Decent
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They've posted some clarification. Not sure if it really helps matters, since the bits people would really care about are "we just don't know yet."

Quote:
Here are some clarifications to a few common questions we're seeing.

Regarding how the raid dungeons will share the same lockout. This means that you cannot do separate instances in the same week. If you defeat an encounter in 10 player normal mode then you are locked to the 10 player mode of that dungeon for that week and can flip between 10 player normal and 10 player heroic on a per boss basis (assuming heroic is available). In this scenario you cannot do the 25 player version. Is this correct?

Correct. There should be no circumstances under which you kill a boss more than once per week on the same character. However, in the same way that you can decide on a per-boss basis whether to try normal vs. hard mode, we might allow you to change between 10 and 25 on a per-encounter basis for additional flexibility. If you started a raid in 25-player mode and then found that you couldn’t get everyone together later in the week, you might be able to downsize the next few bosses to 10-player.

Will legendary items be available through 10 player dungeons? How about special mounts like Invincible?

In some of these specific cases, the answer is that we just don’t know yet. We’re going to have to walk a fine line between dropping the same items in both 10- and 25-player modes, versus still offering something extra for the 25s. If we over-reward the 25s, then players who like 10-player raiding will still feel compelled to find more warm bodies. If we don’t provide any extra incentive for 25s, then some players may stop playing with their friends in order to avoid the extra organization required for a large raid.

Overall, our goal is that you make the decision between whether to raid with 10 players or 25 players based on what you find fun and not because of the reward structure.

For perspective, it might help to look back at how we changed lockouts and hard modes on every single raid tier of Wrath of the Lich King to see what felt right and try to fix problems that arose from previous tiers. After seeing the first tier of Cataclysm raiding, we may decide to adjust our design for the next tier.

How many pieces of loot will drop for 10 and 25 player modes respectively?

When we say “25 should drop more loot,” we’re just sharing a philosophy. You shouldn’t assume that this means that 10-player modes will drop 1 item or that 25-player modes will drop 6 items, or whatever. We haven’t finalized how much loot will drop, but our general goal is that 25s should drop more to help make up for some of the logistical cost.

Will achievements be broken down by 10/25 modes? Will realm first achievements/titles be only for 25s? Will meta-achievement mounts be available for both versions still?

There will just be raid achievements, not 10- vs. 25-player versions in most cases. The achievement won’t care if you complete it in 10s or 25s. If we do meta-achievement mounts, it’s possible we’d still have different colors of mounts, or maybe even different mounts; but for some players that might mean that 25s feels mandatory again, which would be a potential problem. This is the kind of thing we’re going to have to consider carefully, and again, we might try a few different implementations before sticking with something we like.

We’re also not sure about realm first achievements or titles. We don’t want to encourage, say, 25-player focused guilds to run a 10-player raid instead because they think that will get them the ream first title faster. One potential solution is you can earn a realm first title in 10 or 25, but not both. These types of achievements also serve as great content for guild achievements.
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#22 Apr 26 2010 at 7:56 PM Rating: Good
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In terms of tuning, we want groups to be able to jump into the first raids pretty quickly, but we also don’t want them to overshadow the Heroic 5-player dungeons and more powerful quest rewards. We’ll be designing the first few raid zones assuming that players have accumulated some blue gear from dungeons, crafted equipment, or quest rewards. In general, we want you and your guild members to participate in and enjoy the level up experience.

Anyone else read this as "same heroic 5-man scaling as WotLK"? This quote leaves me thinking that we'll have more of the same face-roll dungeons that we have now. Which makes me a bit sad. Running TBC heroics to gear up for Kara sucked in many ways, but made getting into Kara that much more sweet. It was an accomplishment to be "Kara Ready". Same with t5, 6 and Sunwell. I didn't have that for the new Naxx or really any raid in WotLK. Just felt like the heroic dungeon loot was purely temporary and marginal, hardly replaced most of my t6/SWP gear before we were clearing Naxx.

The shared lockout is almost certainly going to reduce the number of 25-focused raid groups. Probably making tanks and healers even more in demand while making DPS not even a dime a dozen. More like 3 copper. Sucks for pure DPS classes and will likely push hybrids to dual spec more seriously than they do now. (I'm looking at you kitty that goes to bear form with Black Heart and thinks he can clear ToGC)

Dropping the same loot makes sense as they're making the difficulty roughly the same, simply scaling the numbers to accommodate the number of players.

Being able to swap to heroic versions for each boss is very convenient in ICC. Glad they're keeping that.

While I have been in progression 25s for most of my raiding time. I do tend to prefer 10-toon raids as they feel more tight-nit. As mentioned above, in 25s you often feel like you're not really contributing as much as you do in a 10. Besides, scheduling 10 people is a whole different world from organizing 25.

And I guess we should expect a bunch of short raids which might make up for the lack of badges from not having 2 raid lockouts. Assuming we have a similar badge-loot system in place.

If nothing else, having only 1 lockout to worry about will give me more time to level my shaman. Team Goblin GO!
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#23 Apr 26 2010 at 8:18 PM Rating: Good
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I really see this bottle necking things personally. Try to get a raid going and people won't want to get saved to 10 so they can do 25 with there guild, or they vice versa. Shared ilvl loot is fine though. IF guilds start breaking up there 25 mans they will more then likely end up doing 2 10's which means 5 people get left out and have to try and find 5 more.

As a PUG player this isn't going to help any.
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#24 Apr 26 2010 at 8:26 PM Rating: Good
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Since they seem to be doing everything to make 10s and 25s equal in every way except the number of people you drag along, what's the point of keeping 25s? Shave some dead weight and split a 25 into two 10s and you no longer have a reason to have 25s in the game.
#25 Apr 26 2010 at 8:40 PM Rating: Excellent
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fronglo wrote:
I really see this bottle necking things personally. Try to get a raid going and people won't want to get saved to 10 so they can do 25 with there guild, or they vice versa. Shared ilvl loot is fine though. IF guilds start breaking up there 25 mans they will more then likely end up doing 2 10's which means 5 people get left out and have to try and find 5 more.

As a PUG player this isn't going to help any.



From years and years of experience, when a 25 man guild tries to run 2 "Ten Mans" it often works out as 1) A-Team that will go in crush content 2) The left overs who fail due to rotating attendance, poor synergy, and having to use the raids lesser players.

Which means, the guys who want it, take leadership roles and who push content will get together and tear content in half. The guys who don't will WHINE incessantly and try to implement some virtual equivalent of skill communism, or get sand in their vag and leave or just plain make things suck.

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#26 Apr 26 2010 at 10:07 PM Rating: Good
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I actually really like the WOTLK system of multiple raid lockouts.

My guild is made up of semi casuals and we typically use the 10m raids to help teach new comers and learn fights.
This will reduce the frustrations when we do 25m content.
It also allows us to gear up abit before tackling the 25m raids.

With this change, I really dont see why anybody would want to bother with all the logistical hassle of getting so many warm bodies to work together.

Raiding is fun. Managing a huge pool of people/resources and trying coordinate time slots, taking in consideration real life constraints and breaks, etc. is no fun at all.
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