Log in

View Full Version : [WoW] Big changes coming to 10/25 Raiding in Cataclysm.



Vecter
04-26-2010, 12:01 PM
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!


Further Updates:

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

Q u o t e:
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.

Q u o t e:
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.

Q u o t e:
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.

Q u o t e:
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.

MiRai
04-26-2010, 12:08 PM
New expansion! World of Warcraft: Casualysm! :)

Shodokan
04-26-2010, 12:10 PM
I welcome this change. :)

Lyonheart
04-26-2010, 12:12 PM
I like this. I'm in the best horde guild on my server and have been in other high end guilds before. I have had the best times raiding when you have 10 players who work well together. 25 mans have more chances for a few bad players to stand in a fire and wipe the raid. Also 10 mans have more room to move around, 25 mans I'm always fighting for space ( movement fights)

Kicksome
04-26-2010, 12:13 PM
New expansion! World of Warcraft: Casualysm! :)




You said it. They seem to be really dumbing things down.

Kicksome
04-26-2010, 12:16 PM
I really thought they'd go the other way on this. I was hoping they'd only lock you out on a per boss basis. Like if you killed TOC Boss #1 - 10 man this week, you could still go in TOC 10 man, but couldn't get any loot from boss #1.

daviddoran
04-26-2010, 12:55 PM
It's good and bad. I liked the ToC model myself with multiple lockout timers for 10, 10H, 25 and 25H. Bit it will be nice for 10 man guilds to be able to compete with 25 man puggers in terms of gear.

Vecter
04-26-2010, 01:04 PM
You said it. They seem to be really dumbing things down.

It depends really. They could bump up the difficulty on 10mans so the challenge would be greater than it is now. It will all be on how they implement the change. For those that raid 5-7 days a week they will probably be disappointed, but for someone like me who realistically has time for 2-3 days this will be a nice change not to have to feel as though I need to get into 25mans for more shit.

Ughmahedhurtz
04-26-2010, 01:07 PM
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.
Wait, WAT? I thought the entire reason 25-man loot was better than 10-man was because it was harder to organize 25 people effectively. At least, that's been the excuse in the past, as I recall.

Kalros
04-26-2010, 01:10 PM
I'm on the fence, I can see good and bad here.

Ultimately though, I think it just means that less and less people will be doing 25-man runs.


I really thought they'd go the other way on this. I was hoping they'd only lock you out on a per boss basis. Like if you killed TOC Boss #1 - 10 man this week, you could still go in TOC 10 man, but couldn't get any loot from boss #1.

Thats actually a damn good idea.

Sam DeathWalker
04-26-2010, 01:23 PM
You said it. They seem to be really dumbing things down


I can just imagine if you were newts or goods on Sullon Zek in EQ1 and evil bard speedd trained your raid every night for months with every non boss mob (and non thethered bosses) in the whole dungon attacking you at one time causing at least a one hour rez mess. And you lost exp if you didnt rez in 24 hours .... and there were Naked (or alt gear) corpse runs (in some zones pre PoP). People would log in, wipe for 12 hours stright and consider it lucky that they didnt LOSE exp that day. I can't remember but didnt you even lose all your gear if you didnt get back to your body within 24 hours or so, dang.

You guys have just no concept of what real difficulty is. You would have quit SZ after the first day.

There are no trains in wow ...... The raids are instances even on pvp servers ..... Mobs can't attack you on corpse runs .... ummm


You log in.
You die.
Welcome to SZ, enjoy your stay.



I can imagine someone reading this whose first game is wow thinking,

"What is he talking about they made a game wehre when you raided you had to fight off the other two enemy factions at the same time you were raiding??????. And they could gather up all the mobs in the zone and dump all the mobs on you at one time?????

How did they do that?

Mobs could kill you on Corpse Runs and you lost exp and gear if you didnt get back to your body naked?????? What????? No wonder people play wow instead of eq.

Svpernova09
04-26-2010, 01:40 PM
I can just imagine if you were newts or goods on Sullon Zek in EQ1 and evil bard speedd trained your raid every night for months with every non boss mob (and non thethered bosses) in the whole dungon attacking you at one time causing at least a one hour rez mess. And you lost exp if you didnt rez in 24 hours .... and there were Naked (or alt gear) corpse runs (in some zones pre PoP). People would log in, wipe for 12 hours stright and consider it lucky that they didnt LOSE exp that day. I can't remember but didnt you even lose all your gear if you didnt get back to your body within 24 hours or so, dang.

You guys have just no concept of what real difficulty is. You would have quit SZ after the first day.

There are no trains in wow ...... The raids are instances even on pvp servers ..... Mobs can't attack you on corpse runs .... ummm


You log in.
You die.
Welcome to SZ, enjoy your stay.

Uphill both ways in the snow...blah blah blah... Comparing WoW raids to EQ raids isn't really effective. Yes raiding in EQ was harder, yes raiding in WoW is easier. Welcome to 2004 I'd like to introduce you to a game called World of Warcraft.

Times change, you can't dwell on the past, you can only hope to remember it and learn from it. There is a reason EQ went by the wayside and WoW is so popular. There is a reason WoW continues to be so popular. They dumbed down the game to the common denominator. Any (and most do) idiot that is so inclined can beat their head against content and make it reasonable far with reasonably good success. You'll always have both sides of the camp. Elitists crying that it's too easy, and Casuals crying that it's too hard.

I welcome any change that allows more people to have access to content. I have a full time job already, I don't raid to work, I raid to have fun. Is raiding work? Sure. But it won't be a full time job for me. Does that mean I won't see content clear? Depends totally on me, and thats exactly how I like it.

If you're an elitist and you think content is too easy, go back to EQ or whatever game is "harder than wow" and enjoy your hard content. Get the hell out of my MMO, your tears are eating up my latency.

If you're a casual and you think content is too hard, go back to Hello Kitty Island Adventure. If you refuse to learn anything about the game you're playing, how can you expect to do anything? Get the hell out of my MMO, your LFG is eating up my trade trolling.

Sam DeathWalker
04-26-2010, 01:45 PM
Ya well just pointing out the old days to those who havn't experienced them.

As you say the less difficult that the game is the more likely you will have more players.....

I do think the game is to easy but that cuts to my advantage so I don't really complain about it. Clearly the faster you can level one character is better for those leveling many characters.

Fat Tire
04-26-2010, 01:47 PM
If you're an elitist and you think content is too easy, go back to EQ or whatever game is "harder than wow" and enjoy your hard content. Get the hell out of my MMO, your tears are eating up my latency.


Good post.

Gotta think how much money blizz will save on bandwidth expenses. I know our 10 man runs are sooooo much faster than 25. Normally, for our 10 mans we have our best/like minded players and it allows us to advance much quicker than 25 mans. 11/12 normal 25man, 7/12 heroic 10 man for us and we only spend 1 night a week on 10 mans opposed to 3 nights on 25 man.

Vecter
04-26-2010, 01:57 PM
Good post.

Gotta think how much money blizz will save on bandwidth expenses. I know our 10 man runs are sooooo much faster than 25. Normally, for our 10 mans we have our best/like minded players and it allows us to advance much quicker than 25 mans. 11/12 normal 25man, 7/12 heroic 10 man for us and we only spend 1 night a week on 10 mans opposed to 3 nights on 25 man.

There is a whole bunch of new content, not sure if they will end up saving anything. Path of the Titans, the new 5mans, new zones, new races...just seems like there might be more bandwidth needs. I doubt this was much of a factor in their changes.

Fat Tire
04-26-2010, 02:03 PM
There is a whole bunch of new content, not sure if they will end up saving anything. Path of the Titans, the new 5mans, new zones, new races...just seems like there might be more bandwidth needs. I doubt this was much of a factor in their changes.


I was being facetious. I gotta start putting one of those little emoticons in my posts more often.

pinotnoir
04-26-2010, 02:32 PM
I think making both normals the same is a good move. I always wondered why they didn't do that before. It really does not matter to me how big the raid is. I would argue that having less people makes the raid harder because you do not have all the extra people to pick up the slack. 10 Man raids are more rewarding to me. They are more personal. You have a better chance to get loot you need. And they are less forgiving because you don't have a ton of people to pickup your slack. Back in the 40 man raid days I really couldnt stand listening to the hand full of assholes who would never shut up on vent. Plus you never got loot and it sucked. 25 mans were better but still in my opinion too many assholes. 10 mans are just right. If we can get 2 5boxers to do the new 10 mans then I will be really happy. That would be a great challenge if they didn't make too many gimmicky fights that causes problems with us boxers.

Ughmahedhurtz
04-26-2010, 02:39 PM
Heh, the official forums thread about this is 65 pages long and it's only been 3 hours since it was posted. /lol

"Hi, general forum crowd. I'd like to interest you in Ugh's Universal Panty Untwister. It doubles as a general Discombobulator for those moments when Blizzard development posts in any raid, paladin or PVP thread. Get them now -- supplies are limited!!!"

Seraphaw
04-26-2010, 03:24 PM
The days of managing large groups of people are over I suppose.
There was something magic about 40 people coming together and struggling at bosses for weeks, just an epic feeling that I haven't felt since vanilla. I'm not even looking through nostalgiagoggles here, there was alot of hardships trying to get 40 coherent and active people in the same raid but it was an epic struggle that was half the appeal of raiding.

With these changes coming I fail to see why anyone would want to make the effort to build up a raiding roster for 25 people in cataclysm. There is nothing wrong with raiding 10 mans, it's nice to play with a smaller group and you need people to be at their best because nobody else is going to pick up your slack.
But it's not a challenge, unless you play with knucklebrained retards (who should have an easy time anyway since content and gear is easily available to anyone).

This is starting to look like the final nail in the coffin and I don't think I have ever said that before.

Vecter
04-26-2010, 03:36 PM
Original post updated with Blizzard updates.

Starbuck_Jones
04-26-2010, 04:13 PM
Pro: No more need to combine 10 man groups to fill a 25man group for progression. Gets rid of a lot of sidelining. Example; each 10 man group has 2 tanks. 25man group still only needs 2 tanks or 3 on rare encounters so people have to swap specs and miss out on primary spec loot till its passed. Same for healers. No more pain in the butt 25man groups and filling absent players with pugs and watching loot go their way and failing because you have to teach them encounters. Currently icc10 drops 2 items a boss and 3 on 25. So they would need to have 25man bosses drop at LEAST 6 items to be "faster"(1 item per 5 players) Holy loot pinata batman!

Con: Running out of content twice as fast. The guild I am in can clear icc10 in 2 3hour nights with 7/12 hard modes, the other nights we spend on icc25. So if were done in 6 hours, whats left to raid? Many already only log on to raid as it is and if you can gear up faster in a 25man than you could previously by doing both 10 and 25, then they better be shelling out new raid content every month or its gonna get boring fast.

If I were in charge: Make loot lockouts. Like the bronze drake in Culling of Stratholme, it doesnt even show up if you already have it. Simply put boss kill loot on lock out per player instead of locking out the content itself. This way when im on during an non raiding day, I can still pug or if someone is absent I can switch groups and participate. If its a boss ive already killed that week, give me an emblem, but no loot. It sucks big time when we run our 2x10 man groups and some people dont get to go. A day later and 1 or 2 people may be gone, but the people left out either have to sit and hope someone is gone who's roll they can fill, or pug and risk a lock out 3 days later when they are needed for the guild. <--- Total ass situations that need to be removed. Next would be smarter loot drops. For fucks sake bryntroll has dropped every goddamned week. I have half a set of holy gear now thats not even an OS and 3/5 t10 ret, but guess what?, no neck or tanking trinket has yet to drop.

Theres good and bad with this depending where you sit. My guess is the changes are based on numbers that we dont get to see. Golden rule is worry about what 80 percent of the people are doing 80 percent of the time. For us multi-boxers it hardly effects us and only those who participate in end game raiding.

Kicksome
04-26-2010, 04:18 PM
Sounds like 25 man raids are going to be far and few between. Especially if they really aren't giving an incentive to do them. I guess the 10 man content is much more popular, which makes sense.

Mosg2
04-26-2010, 04:38 PM
I'm really excited about this. It means me and Void can dual-box an entire raid for the same gear that the 25m guilds get. This is awesome :)

Kicksome
04-26-2010, 04:39 PM
I'm really excited about this. It means me and Void can dual-box an entire raid for the same gear that the 25m guilds get. This is awesome :)

Well put - a win for multi-boxers.

Mosg2
04-26-2010, 04:54 PM
What frustrates me about PvP in WoW is that for some classes (including all melee) your life is 10x easier if you PvE. This alleviates a lot of the problems with that, I think.

Toned
04-26-2010, 06:26 PM
Sam-

Remember Fansy in Flowers of Happiness training Sand Giants and Spectres in the Oasis LOL

Ualaa
04-26-2010, 07:03 PM
I guess two points...



To the people claiming its becoming Warcraft: Casualclysm... Both Sam and Svper are right on this. Looking at EQ, which was the big game prior to Warcraft, they've made it much easier and less punishing, in an attempt to cater to the masses.

Addons in particular like DBM, oRA2, Decursive, Smartbuff etc, place the game on extreme easy mode, telling you to move away from the boss when an emote occurs, or that you are too close to another raid member... rather then forcing you to notice yourself.
And catering to the masses has proven to be a far stronger business model, then catering to the top 0.05% of the player base.

It seems funny, that people are complaining that the game is becoming easier, considering the ease of the game is what made it successful to begin with. Moving further in this direction, just increases the number of players who can play through raid level content. If you desire more challenging raids then Cataclysm will provide, there are other games out there to try; or if you want your gaming to be a masochistic experience, nothing is preventing you from reverting to Everquest on a PvP server.




I see a lot more 10-man groups in Cataclsym... but hardly feel the 25-man's will die out.

It could be as simple as 2 pieces of loot (per boss) on a 10-man, and 6 pieces instead of 5 (10 x 2.5 = 25; 2 x 2.5 = 5) per boss on 25-man, but the same loot dropping. Therefore running 25's gets you the loot a little bit faster per person in the raid. 25's could also drop 100g per person more gold then 10's (over the course of a full clear), basically paying for a larger portion of your repairs.

Sure, it will be easier to get 10 players who can commit to 3 hours, twice a week, then it is to find 25 players who can do the same. You might only need 2 part-time raiders as fill-ins for the 10-man group, while you need 5-6 for the larger raid...

But I'd think most guilds will run 25's and most pugs will run 10's.

thefunk
04-26-2010, 07:30 PM
go back to Hello Kitty Island Adventure.

raiding that island was HARD

Fat Tire
04-26-2010, 08:04 PM
I guess two points...



To the people claiming its becoming Warcraft: Casualclysm... Both Sam and Svper are right on this. Looking at EQ, which was the big game prior to Warcraft, they've made it much easier and less punishing, in an attempt to cater to the masses.

Addons in particular like DBM, oRA2, Decursive, Smartbuff etc, place the game on extreme easy mode, telling you to move away from the boss when an emote occurs, or that you are too close to another raid member... rather then forcing you to notice yourself.
And catering to the masses has proven to be a far stronger business model, then catering to the top 0.05% of the player base.

It seems funny, that people are complaining that the game is becoming easier, considering the ease of the game is what made it successful to begin with. Moving further in this direction, just increases the number of players who can play through raid level content. If you desire more challenging raids then Cataclysm will provide, there are other games out there to try; or if you want your gaming to be a masochistic experience, nothing is preventing you from reverting to Everquest on a PvP server.



I agree, but anyone who raided in vanilla can tell you that it is a shit load easier now, just considering the time involved. Farming for raiding mats hours upon hours before the raid even took place took a hardcore person with a ton of time. Most end game raiders would spend more time farming mats than actually raiding. Flasks,chugging pots, whipper roots, night dragons, windblossms were just a few of the things that made it soooo tedious for an end game raider.

The made this game easier than EQ and I believe they will continue to make WoW even easier than it is now as they focus on their main playerbase.

Look out hello kitty~!


Edit: I am not complaining at all, I love this change. I hated the old days of having to farm mats for raids. Its so much easier now and I like that. I dont want to spend my life playing this game, just a few hours every couple of days.

Ughmahedhurtz
04-26-2010, 08:28 PM
If I were in charge: Make loot lockouts. Like the bronze drake in Culling of Stratholme, it doesnt even show up if you already have it. Simply put boss kill loot on lock out per player instead of locking out the content itself. This way when im on during an non raiding day, I can still pug or if someone is absent I can switch groups and participate.
In threads about having heroic badges be BoA instead of BoP, blues have posted statements that they do not want raiders bringing their overgeared mains in and farming badges for alts. By that same thinking, I think it's probably safe to extrapolate that they also do not want to have overgeared mains running tons of runs over and over on weekends and swapping in alts every run to gear them up stupidly fast. Same principle, just horizontal instead of vertical.

I'd like to see both, IMO (badges be BoA and lockouts on raids be loot-based instead of "can't even SEE the instance/boss" based. Seems like folks would be more willing to bring pug people along and let them experience some of the nifty content (note: content, not gearscore +1) if they didn't have to sacrifice a possible loot roll to do it. But then, I'm not a raider, so you can take my opinions with a grain of salt. ;)

Elektroz
04-26-2010, 09:02 PM
/nostalgia

There was an epic feeling at level 60. The 40 man raids definitely made content seem harder and more intense than the 25man raids now, but I remember being plagued with frustration over the performance of like 10 people. These were the people who ALWAYS died on Heigan's dance. God those were terrible times, lol.

I thought when BC came out that the 25man raids would get rid of those 10 or so bad players, but really it just chopped it down from 10 bad players to like 5.

Now in wotlk, I was very excited at the beginning about 10man raids for the same reason I was excited about 25man raids in BC. This is the best system (for me atleast) when stuck on a server that does not have very good 25man raiding because it allows for really fun and challenging raids without the hassle of 25 people. On Lothar for example, there's a random guild called The Followers Of Bob that does not even raid 25mans, but it is one of the best 10mans on the server (on the same level as the best 25man guild, but without all the loots from 25man raids).

So, I think this plan for cataclysm will be even better for people like me. When there aren't many chances to experience the 25man content on a server like lothar, the 10mans open a whole new world of possibilities.

Remember at 60, the fight mechanics were not harder than they are today. The real difficulty came from dealing with the terrible raiders who were married to the raid leader or whatever the circumstance. So now that we can cut down on the terrible players, maybe just 1 or none will be in raid (hopefully), the strategies will become more diverse and dynamic in order to make the actual content more difficult.

10mans offer me a great alternative to raid with 9 other excellent friends, or 1 other 5boxer, and have a lot of fun. Without them, I'd be stuck in 25mans compressing frustration and anger for the other terrible players.

heffner
04-27-2010, 06:41 PM
The inevitable "progress" path of all MMO's.

Removing the tedious aspects and providing easier access to the actual game. While at the same time controlling how much of the content you are allowed to access at a given time. This is akin to offering a glass of Dom Perignon but only letting you drink it one drop at a time using an eye dropper. To me it's just a cheap way of trying to extend the life of the game.

Regardless, I am sure it will still be fun to play, but nothing like it was back in the day.

Seldum
05-03-2010, 02:29 AM
Why keep the number for raid at 25 players. To me it would make more sense to have 20 man raids. This way the guilds could either choose a 10 man raid or get 2*10 man and do a "big" raid.

If you imagine a guild with 40 guys able to raid, it would make more sense to either do 4*10 og 2*20.

Anyway, I don't raid at all, so I don't really care. But to me it seems like theres no real reason to fight with the management of a 25 man raid when you get the same ilvl gear as a 10 man.
But let's see how they implement this.

Ualaa
05-03-2010, 03:24 AM
I believe the original raids were 20-man or 40-man, as the size options.

In BC, they reduced that to 10-man's and 25-man's.
And have stuck with that through WotLK, and stated they're happy with that balance size for Cataclysm too.

I agree, having the larger raid as an whole number multiple of the small raid would make sense.
Whether its 2x10 or 3x10, at least the entirety of your guild could do both 10's and the larger run.

OzPhoenix
05-05-2010, 08:15 AM
Originally, (played since beta here), MC and BWL were 40, UBRS was 15, Scholo and Strath were 10. The original Scholo was damned hard too - it was tough with 10 both on the fights and an insanely fast respawn rate that basically enforced a "no wipes" run or else.

20 player raids didn't arrive till AQ20 and ZG (by which time UBRS had been nerfed down to 10, and Scholo down to 5 (before being nerfed hard two or three times more)).