25-man gear should not be better than 10-man gear
| 10-man | ilvl | 25-man |
| Naxx | 200 | |
| KT, EoE | 213 | Naxx |
| Ulduar | 219 | |
| Ulduar hard | 226 | Ulduar, KT/EoE |
| 232 | Ulduar weapons | |
| 239 | Ulduar hard |
So successful, in fact, that when Burning Crusade came along, there were no more 40-man raids - only 10 and 25. At the beginning, the only 10-man was BC's entry-level raid, Karazhan. Everything else, from the small T4 raids (Gruul, Magtheridon) on up through T6, was exclusively 25-man. Notably, Gruul and Mags returned the same quality of rewards as KZ. Eventually a second 10-man raid (Zul'Aman) was introduced, with roughly a T5 level of difficulty, and of rewards.
Blizzard noticed that people really liked these 10-man raids. And so it came to pass that in the current expansion, Wrath of the Lich King, every raid instance is available in both 10- and 25-man versions. However, in a departure from all previous tradition, the 10- and 25-man instances at the same tier (which is to say, T7, at the moment) reward different levels of gear: Naxx-10 gives you ilvl 200 epics, whereas Naxx-25 rewards you with ilvl 213.
Actually, saying that raids at the same tier reward different gear was slightly misleading of me. In actuality, the 10- and 25-man versions of raids in Wrath are tuned a tier (13 ilvls) apart. In the terminology of prior versions of WoW, if Naxx-10 is a T7 raid, we ought to call Naxx-25 T8. Ulduar-10 would then also be T8, and Uld-25 would be T9. We don't use names like this probably because the "tier" designation is related to tier sets that drop in raids, and the Naxx-25 T7.5 set is obviously more similar to the Naxx-10 T7.0 set than to the Uld-10 T8.0 set.
However, this is mostly a technicality. The take-away point is that in Wrath, the developers seem to have decided that 25-man raiding is better than 10-man raiding. It rewards better gear. And in Ulduar (which is of course the centerpiece of the upcoming 3.1 patch), this difference sharpens, since as far as I can tell there is no way to get the new legendary healer mace, Val'anyr, by doing 10-man raids.
The information thus far is that the Fragments of Val'anyr (of which you combine 30 to form the mace itself, reminiscent of Atiesh) drop mainly from hard-mode 25-man bosses, with a smaller chance to drop from non-hard-mode 25-man bosses. (Please correct me in the comments if you know this to be incorrect.) Which means if you're a healer in a 25-man raiding guild who's willing to put in some effort, you can probably get Val'anyr sooner or later. But if you're in a 10-man raiding guild, simply put, you're flat our of luck (unless you want to do a lot of pugs, I guess).
In my opinion, there is no justification for this. A common argument is that 25-mans are harder, and thus 25-man raiders "deserve" better gear. In my experience, this is absolutely false; the bits of 25-man Naxx that I've done I could practically have slept through, and 10-man Sarth with 3 drakes is generally accepted as the toughest fight in the game right now. This may be different in Ulduar (I haven't tried it on the PTR), but I doubt it - the more raiders you have, the more room for slack.
Another argument is that the 25-mans require more time investment. This is true to the extent that it's simply harder to wrangle 25 AFK-happy, incompatible-schedule-having raiders than 10 of them. But if that alone is enough to command better rewards, every guild leader who's ever held a guild meeting should get free epics. We should be rewarding skill, not suffering. This is related to the argument that 10-man raids are for "casuals", while 25-man raids are for "hardcore" players.
The third major argument in favor of the gear disparity between 10- and 25-mans, and a very telling one, is that if 10s had rewards equal to 25s, nobody would do the 25s. The only reason I can think of for this is that 25s are less fun to organize and/or to play that 10s. But should Blizzard really be using gear to incentivize players to do less fun content?
Note that I'm not advocating for free epics here. Reward should be proportional to effort. But reward should not necessarily be proportional to pain, which seems to be the idea behind the third argument.
I'll cut to the chase here: 25s are no harder than 10s, and not inherently better in any way that I can see. It's time to stop discriminating between the two. Let 10s and 25s reward the exact same quality of gear, and let the players' choice on which raid size to run be motivated by how many of their friends they want to play with, or the size of their guild, or what kind of a raiding environment they like, not the lure of better gear. And as an added bonus, you no longer have to itemize 10s and 25s separately if you don't want to.
If this leads to 25s being virtually abandoned, honestly, I see no problem with that. Let the most fun content win out. You don't see many people doing Heroic Oculus - should we make all drops in it 6 ilvls higher? To me, the answer is an obvious no. Instead, fix the content to make it more fun.
I don't, as it happens, think that changing 10s and 25s to drop the same gear would lead to an abandonment of 25s. There are lots of players out there who like the environment and the action of a 25-man raid, and there are lots of guilds built around that size of group. I seriously doubt everyone will suddenly start doing 10s just because their stats are no longer better than everyone else's.
Incidentally, this provides a solution to a concern about achievements that is currently under debate in the PTR forums. The realm-first achievements for Ulduar-10 were removed under concerns that 25-man guilds would pop into Uld-25 to get a few epics and then go back and clobber Uld-10, reaping the achievements. This is not behavior that Blizz wants to promote, so they pulled the Uld-10 realm firsts. If Uld-10 and Uld-25 rewarded the same gear, this would no longer be a possible strategy.
They are apparently planning to implement an achievement for defeating Algalon without having any gear of greater ilvl than Uld-10 hard modes (226), but we still don't get any realm-firsts in 10-man raiding, while the 25-man raiders do. Yeah, I'm whining a bit, but it is a disparity, and it does give the chance of a greater reward (a realm first) for easier content.
When I was hashing out this argument with the WoW Insider team, Alex and Rossi were very passionate that awarding the same gear from 10s that you do from 25s would kill 25-man raiding, despite the fact that many players prefer 25s. The reason for this would be that 25s take more time (which I'm not disagreeing with), and that players will optimize their play for greatest character advancement per time. In other words, if you can raid Uld-10 in 3 hours for gear of ilvl X, nobody is going to take the 4 hours to raid Uld-25 for gear of the same ilvl, no matter how much more they may prefer the 25-man-raiding environment.
This argument is reasonable, and Ghostcrawler appears to agree with it (or at least agree that the death of 25-man raiding would result from gear parity). However, I just don't buy it. I think that as long as the reward rate disparity isn't huge (as it is with current arenas, leading to their unpopularity), people will play what they want - if they like 25-man raiding, they'll do it. I don't think raiders aren't motivated by gear - they clearly are - but I also don't think they're solely motivated by gear. Other factors are at play.
For my 25-man-raiding constituency, I have make a pair of polls to test my hypothesis. These are obviously very unconclusive and unscientific, but I would appreciate your responses nonetheless. 10-man raiders or non-raiders, please refrain from voting; I'd like to keep these polls as representative as I can.
| Yes | |
|---|---|
| No |
| Yes | |
|---|---|
| No |
Filed under: Items, Analysis / Opinion, Raiding
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Reader Comments (Page 20 of 21)
Twilight Dawn Apr 1st 2009 3:05PM
I hate 25 mans. So much distraction on vent and it takes so long to get everything together. The shift of our guild to focus more on 25 mans (well, combined with changing the schedule to something that doesn't work well for me) has led to me taking a break from WoW because I was so frustrated.
I enjoy 10s much more because everyone's performance is important. I hate dragging along dead weight and having to explain the fights to the inevitable few people who haven't been there before. The first couple times sure, but EVERY TIME it gets annoying.
Draelan Apr 1st 2009 3:07PM
Though I don't really think dropping the iLevel of the gear to match would be a good idea, I can see the OP's point. My guild, for example, currently runs whichever Naxx we have the people for. If we've got enough people online to run 25-man Naxx, we do. If we just don't have enough people on for that, but have enough people for 10-man, we'll run 10-man. It has less to do with the level of gear than with getting people in there who want to go. If we started running 10-mans exclusively, I can tell you there'd be a lot of unhappy guildies.
Hyacin Apr 1st 2009 3:45PM
Simple solution ... the gear can be of the same iLevel, but you get proportionately more from 25 man ... As in, a 10 man boss drops 2 epics (0.2 per person), and a 25 man boss drops 6, or 8 (0.24 and 0.32 per person). This rewards people for the extra "pain" of 25 man raiding while not excluding people who can/want to only do 10s.
Kraven Apr 3rd 2009 4:37PM
poll speaks for itself.
Zildo Apr 1st 2009 5:14PM
10 Reasons this is a bad idea:
1) Blizzard has admitted screwing up and not tuning 25 man raids correctly. 'Some' content is harder on 10 than on 25 man but they have acknowledged this and will hopefully correct it.
2) If you are casual then you belong in a casual raid i.e. 10man.
3) If you are hardcore you belong in a hardcore raid i.e. 25 man.
4) If you raid 10s then you only need 10man gear. The content, right now, is laughagbly easy in blue gear. Why do you want to trivialize it more?
5) If you want to raid 25's but cant get a group, find a raiding guild or start recruiting.
6)If you can't dedicate the time/effort to getting a 25man together, you are not hardcore and should not be raiding heroic(hardcore) mode.
7) If your only upgrades are out of 25 man this is Blizzards fault for lack of content. If you ran 25's regularily you would simply have no available upgrades.
8) If 10's and 25's dropped the same gear and you could run both each week, you would have best-in-slot in w/in a couple months leaving no reason to raid (as far as gear progression).
9) It could be worse, casuals in BC could pug Kara and that's about it (and only after, at least, heroic gear was obtained).
10) People who dedicate more/time effort towards the game deserve to have better gear. There are still hardcore raiding guilds (well they try to be with content as easy as this) that use this gear to push progression not to simply flash their epeen (though that is still part of it). If you accomplish something you should have something to show for it.
Lets face it. All content should be more difficult and tuned appropriatly, lets hope 3.1 brings us that. That is truely where the problem is not in seperate loot tables.
Cor Apr 1st 2009 6:21PM
Another issue with giving the same gear in both places is it speeds up the rate at which said gear gets out into the world. Frankly people like me will run the 25 man then turn around and run the 10 man in the same week. The end result is I will have all the gear I want in half the time.
With no goal to shoot for people will move on to other past times. While many will say "Tough Stuff you just need to get a life" that is not the answer Blizzard wants to give because it could cost them some (not many) subscriptions.
How many subscriptions do they lose by having unequal gear in 10 vs 25 mans?
Unfortuantely when discussing this we can't just look at what is fair, but what makes the most sense from a business perspective for Blizzard.
Diabla Apr 1st 2009 5:48PM
You know, I don't really think it's the *gear* at the root of the problem when it come to certain views on this.
I think it's a problem of validation.
10 mans don't exist outside of the fact of their existence to anyone...
- Fellow players discount them. "Real progression is 25 mans." " If you run 10s then you guild sucks." " Why bother with 10? All the loot is in 25 mans..."
- Tracking websites misrepresent them. Wowjutsu only tracks as a whole. I f you only do 25 mans. you're at the bottom of the list regardless of whether you cleared all 25 man content or not. Same for 10 mans. -- OR! 10 mans aren't counted as progression at all, wowprogress.com for example.
At the heart of it... Blizz discounts 10 mans in the only way they can. Less reward for having gather less people together. Where to some, this is almost say "you can see the content, but you'll only get scarps for doing it. To some, this is possibly Blizz silently OKing people and companies to treat the participants the way they do.
On a side note the last sounds like consiparcy I know, I know.. but -- I didn't really swallow it til I remembered the Badges. Even being "harder" and "not ezmode raiding" anymore, UL10 not only has lesser loot (except on hard modes) than UL25, But it also is *not* carrying the Emblems Conquests. You can only get those in 25 man. It bothers me a little because by running 10s, you'll bnot even be able buy the frozen orbs equivalent to do you crafting. And I do realize some of you may still go " well, they don't run 25 so they don't need 25 lvl loot." ok... but you do. and they'll still want to make money even if they don't wear it themselves. Imo, Blizz is kinda they're cutting out a portion of the crafting economy. I think that's bad business tbh.
Look, some guilds preferred to stay small. Large guilds simply do not suit everyone. There seems to be a line of thought that 'everyone "X" is in "X" situation. We're always fitting each other into such neat little compartments... then balk at the difference in opinion.
To some folks playing this game's 10 mans *is* the progression. **10 mans were not purely seen by every player as a closet of gear for their alts. Or something to do out of boredom because 25 mans are used up for the week.** And this most likely is where alot of this feeling comes from. To them there is no difference to raids besides size of the group when it comes to 10 vs. 25. And differences in encounter mechanics are there simply because of group size. For example, Patches 10 would be impossible to tackle with Patches 25 mechanics... there simply isn't the room for the tanks and the healers. Those little differences is to make up for the *group numbers*, not to make up the difference for *difficulty*.
25 mans guilds run 25 mans. ( If you have the people, then why run 2 10 mans and leave 5 people out? Big guilds should *naturally* gravitate toward the larger venue - which they do. And I don't understand why ths would change. No one who really wants to raid is going to chose to be the odd man out so someone else can have a turn. Hell, if the guild is big enough, stuffing yourselves into a bunch of 10 mans would be a nightmare and absolutely silly... just imagine the imagine dkp trackng for all of that, ect, ect. lol, "Loot" would not kill plain good ol' logistics. Period.)
I think that if the overall attitude toward "10 mans" changed there would be feeling or need to have that recognition through gear. It's not about the gear. It's about putting in work *period* - something I think most people over look. I mean really, what do y'all think when you see a pair of shoulders you recognize and get up close and notice the coloring and graphic. That thought? " O, it's from 10" if you do think it... That's what having the same gear would hide. Having a piece of gear from a boss from a place is a lot of what people would like. Having the same gear from both would mean that folks are just. *players* again on some levels.
(Of course... that could change with Dual specs. Your Moonkin who also knows how o tank could go flip the switch and your group would be goo to go... doesn't eist yet so it's moot, but a valid consideration imo b/c it *is* the future. 10 man tuning toward 25 could actually be a flexible possibility.)
TL;DR
I think that there's an inherent assumption that guilds who run 25 mans are "hardcore" or "more serious" and that guilds who run 10 mans are "casual" or "lazy". That line of thought is flawed and possibly leaving out folks in the cold. Those folks are looking for some way the can make up for it.
OIK2 Apr 1st 2009 11:32PM
Go same iLvl, but different gear, so for full sets u need to run both. I hate when I can get into 25 man runs, but have trouble gearing through the 10 mans because everyone else has already geared through there.
TomWolf Apr 1st 2009 6:24PM
You are missing one major argument.
People are lazy.
I could leave it with that but I'll elaborate just in case. It doesn't matter if 25 man content is more fun then 10 man content...lazy wins over fun. That's why people buy stationary bikes instead of going out to actually bike....convinience. That's why we buy fast food...not because it taste better then cooked food...because we are lazy.
25 man content WOULD die...not because 10 man content is more fun, but because it's more convinient to put together and lead a 1o man raid or build a guild that are able to do 1o man raids. People would miss out of a lot of fun because honestly, who would bother? And shortly blizz would stop developing content that a very few people choose to enter.
Deltree (SkullCrusher) Apr 1st 2009 6:38PM
I wanted to point out that just giving the same level of gear for 10/25 man isn't enough, you should also adjust the quantity.
I'm sure that you're saying, DUH! However, I think 25-man should reward slightly more gear, but the same level.
An Example:
10-man: 1 Epic per boss
25-man: 3 Epics per boss
Fortone Apr 1st 2009 6:55PM
Some of you guys throwing a fit over this article and is are starting to sound like common forum trolls. Don't reply to the article if you want to flame about the author ideas. I do like that idea of one poster in this discussion about the chances of 25 man gear to drop in 10 mans to entice both sides. I don't think people's ability to fight in raids will decrease if 10 man gear=25 man gear, just their pride. On the other hand, this type of change should happen with a brand new expansion.
kdeselms Apr 1st 2009 7:03PM
The bigger the raid, the harder it is to fit it into a schedule that accommodates everyone. Every guild and server has people that span all the timezones and various lifestyles, and trying to find 25 good players that can all raid on the same schedule is really, really difficult on most servers.
Make all the raids 10-mans and put the hard mode stuff in to award more/better loot to those who achieve the difficult challenges in the raids. Eliminate 25-mans entirely. The progression game in WoW is heading towards achievements anyway - embrace it and stop forcing us to wrangle 25 people to get better gear.
Rimefang Apr 1st 2009 7:11PM
I think 25man should give better loot but only by 4-6 ilvls, not 13.
A) 25man gear has to be better to give incentive to run the 25mans. However, Blizzard dropped the ball on tuning. Naxx25 isn't hard enough to warrant dropping better loot. 25man logistics is harder, yes. But, Naxx25 is tuned absurdly easy with the sole exception of Thaddius25 and possibly Kelthuzad25. Maly and Sarth+X is significantly harder on 10man than 25man. The 10man is logistically easier, but tuned much harsher (with the sole exception of Thaddius). I would argue the overall difficulty of the two is comparable (logistics and tuning both taken into account). Hence, it's unfair that they drop different loot. The answer is not to make ilvl the same, the answer is for Blizzard to tune the 25man to be a LOT harder than the raids currently are.
B) Sarth+3(10man) is basically impossible in gear available from 10mans alone and this is because of the vast difference caused by 13 ilvls across the 17 gear slots. The vast majority of the big guilds are running 25mans and filling out their gear levels, so Blizzard had to tune Sarth10 that hard in order to give the achievement some meaning. This made Sarth+3 totally inaccessible to the crowd that logistically can only field a 10man raid.
C) Our newbie raiders have zero incentive to run the 10mans (for learning) because of they can see the gear differential and purple fever dictated that they spend their scant Wow time in the 25mans instead of the 10mans. Let's face it, except for Thaddius25, all of lower Naxx is a loot pinata. Sadly, our guild leader ->encouraged
James Stevenson Apr 1st 2009 7:37PM
This article is pure epic fail
Drops Apr 1st 2009 8:20PM
There is already a different system that runs against the 10/25 gear disparity: arenas.
In arena the gear is the same, the difference is the speed of acquisition. They made 5 man arena worthwhile because you get points at a significantly accelerated rate compared to 3 man, which in turn is significantly faster than 2 man.
In essence, they reward competency and the ability to gather a number of players at the same time, yet not completely alienate the other venues with some sort of 10/25 classicist discrimination.
One thing that miffs me about the current 25 mans is that when my 10-man group joins a 25-man semi-pug, we consistently pull more than our share of weight in tank, dps, and healing roles with lesser gear. Yet that skill we've honed is not rewarded in 10-mans; 25-mans puggers manage to eventually gear up better without having to be as good, just because they can coordinate more people. 10-man groups sort of hit a wall, no matter how good they can be.
The old ZA timed runs were insulting, considering you needed 25-man gear to pull the bear mount off with any sort of reasonable success. It was extremely disheartening to see us almost but never quite get it in tier 4/justice badges, and then have BT geared alt runs smoke the place without having to play with anywhere near the level of competency because of the fat cushion afforded by superior gear.
Vidaar Apr 1st 2009 9:11PM
"One thing that miffs me about the current 25 mans is that when my 10-man group joins a 25-man semi-pug, we consistently pull more than our share of weight in tank, dps, and healing roles with lesser gear."
I see the same thing. IMO it's because in a 10 man raiding guild, as opposed to a casual guild that occasionaly pulls 10ppl together to raid, EVERYONE need to be good in their role where as in a 25 Raiding guild lots of medicore players can be pulled through.
When members of my 10man raidign guild join PUGs or other guild 25runs we are constanty at the top of the DPS and healing charts...why because you have to be consistanly better to 10man than to 25.
Excelion Apr 2nd 2009 9:38AM
I agree with your comments about 10 man groups pugging in 25 man Naxx. We did one this week. All of our DPS were in top 5 and me and other healer were 1 and 2 overall. Third place was 1 million HP behind in heals. 10 Man raids forces us to push ourselves a lot harder than 25 man, and work as a unit. I would really like to see a 10 man heroic mode for those of us who don't want a big guild, but still see some benefit for our hard work.
Vidaar Apr 1st 2009 9:11PM
as other have said 10 mans require everyone to be able to play their role, 25s a good third of players get carried. Check the healer on 6% of heals or that DPS player constiently bellow a Tank.
IMO the loot seperation should not be over 10 or 25 but rather Normal and Heroic modes. In wrath 25man is not a Heroic difficulty it's just tweaked for 25 ppl and the 10man is tweaked for 10 ppl.
What the should have given us was 10man Nax Normal and Heroic and 25man Nax Normal and Heroic. Normal 10/24 drops T7, Heroic 10/25 drops 7.5. The loot drops would match the difficulty and we might actually get content that was challenging to the more hard core players whilst keeping the accessibility for the more casual players.
Vidaar Apr 1st 2009 9:11PM
OMG reading all the replies about 25 man being hard core...get over yourselves.
I raided some 40man in Vanila, 25man in BC and do a mix of bothin Wrath. You cannot seriously believe that 25man runs are still in some way hardcore?? Realy come on the whole game has been casualised. There is nothing hardcore required anymore. Stupid unsupportable elitism. I lol at you.
Kyle Apr 1st 2009 9:15PM
The crux of the problem is this: Naxx 25 is NOT harder than Naxx 10. Yes, there are a few fights that do represent a greater degree of difficulty in 25, but overall, they are easier. You can carry a good portion of the raid with 10-15 well geared, smart players (depending on the fight of course).
However, easy is relative. They are easier for DPS. For tanks and healers, Naxx 25 is more challenging. If the boss hits harder, then the tank needs to be geared better and the healers have to heal more.
And, yes, organizing a 25 man is a pain. I applaud those that do it. I think that is the most challenging task in the game.
Should Naxx10 and 25 drop the same loot? No. Absolutely not. Should Naxx 25 be harder than 10? Yes.
Naxx 25 should be for people in Naxx 10 gear. As it is, anyone can enter a 25 raid with heroic gear and get by, and score some nice epics for doing nothing except taking up space. This is a real problem.
If I work hard at clearing Naxx 10 with my guild, I don't want to be outgeared by someone who coasted through Naxx 25 without ever having set foot in Naxx 10. Naxx 10 isn't a joke like some people claim it to be. You have to play well to beat it. If you go do Naxx 10 with a bunch of players in naxx 25 gear who have seen the fights 100 times, then yes, it will feel easy. But for most players, it isn't that way at all.
Blizzard simply didn't make Naxx 25 hard enough overall. If a player with low level gear goes into a 25 man instance, he should not be able to perform at all. Every person in the raid should make a significant contribution to the effort in one way or another, and not just take up space.
The solution is easy: tune 25 man raids to be much harder and make the gear even better than what it is now. You should be rewarded for harder content. You should be rewarded for getting 25 different people together for 2 nights.
I would even go so far as to require a full clear of 10 man before entering a 25. Casual players will still be able to see the end game, and more hardcore players will be able raid the way they want to.