WoW.com reacts to Cataclysm raid changes, page 2

C. Christian Moore
I love the change. I'm not a raider by any means, so this will probably be one of those 'other' perspectives. My WoW experiences boil down to pwning noobs. I was in a US-top 50 guild, but only briefly before I decided I didn't want to spend that much of my evening slaying dragons. I used to love raiding Karazhan in The Burning Crusade because it was a fun 10-man. When I was raiding Black Temple with the server's #1 guild occasionally, I would still do weekly Karazhans because they were quick and enjoyable. If Kara had the option of being a 25-man raid, I'm sure a lot of people would have never stepped in it after defeating Prince Maldemoninfernaldudeazar or whatever his name was. I might get to experience that again in Cataclysm.
Chase Christian
This change is a definite 'win' for all of the 10-man strict guilds (like my guild). Now, raiders decked out in 25-man gear won't be able to come into a 10-man raid and cheese all of the achievements. We'll be competing with the big guilds for the first 10-man kills, instead of coming in weeks behind due to massive gear differences. I have spent the entirety of Wrath building a solid group of 10 players with a shared goal of working our hardest on tackling new raids, and this change will give us the chance to actually have our kills mean something. Also, it should fix the trinket problem, where 10-man trinkets were trash compared to their 25-man equivalents.
Tyler Caraway
The face of raiding is going to change. I for one like it, others may not. Coming from a small guild that has had issues every single tier where we float between having enough people to run 25's and being just short if everyone doesn't show up, I can see why many people might think this is 'bad' for my type of guild. We'll have to choose which path we're going to take and either way it goes, there is going to be a mess. We either down-size completely which means removing some people, or we continue to struggle to fill 25 man raids while losing the option to do 10 man raids when we don't have enough online. For a guild like mine, I can certainly see why people might be worried about this change and why going to the 10-man route would be easier.
Overall, I think the change is great. It really helps out the 10-man exclusive guilds and it prevents the high end 25-man guilds from having to run the same content twice every week. I think we'll see a swing in the raiding scene, and I definitely think there will be more 10-man raiding guilds than there will be 25-man, but I don't see it being the death of either option. 25-man raids will still matter, the best of the best will still focus on them, and the hardcore raiders of today will still clamor to get into that raiding scene. For the more casual raiders, it opens up great new doors where they can still be competitive without having to devote the time to trying to make two different raid clears of the same instance every week. It's a win-win in my book.
Scott Andrews
My guild has run 40-player raids, 20-player, 25-player, and 10-player through the years. I prefer the smaller raid size, so I'm excited about this change. Fewer players means fewer delays during the run and thus less standing around waiting on one or two people. Fewer players also means each raid member plays a more vital role and individual mistakes can be far costlier. To me, it's more fun that way. I will enjoy no longer feeling as though 10-player raids are second class.
There are other advantages. By allowing both sizes to share a loot table, Blizzard's itemization team can focus more on creating interesting items and making sure each spec's needs are met in each tier. Also, by sharing lockouts, players who don't want to raid four or five nights per week won't feel compelled to do so to remain viable. During the first tier, before hard modes are unlocked, that's going to mean a lot less raiding than we're accustomed to right now. Keep in mind, however, that Blizzard wants heroic dungeons to be more relevant to a fresh 85 than they were for a fresh 80. Also, think about what will be available once the next tier is released: T11 normal raids, T11 hard modes, T12 normal raids, and eventually T12 hard modes. Given that Blizzard intends to create multiple raid instances per tier, I doubt any of us will be upset that we can't visit each zone twice per week in different sizes.
Best of all, the players who run 25-player raids will, I hope, want to raid with 25 players. They won't be there for the better loot alone. If so, I believe that will improve the 25-player experience immensely for those who prefer it.
This change will affect all raiding guilds, and I know many players are concerned about the impact it will have on their own community. I would urge everyone to wait until more details are known, such as the true difficulty of each raid size and the disparity in rewards between them, before rushing to judgment.
Basil Bernsten
I suspect I'm in the minority of players, but I actually like this raiding design change. I'm a 25-man non-hard mode raider who refuses to spend more than 2 nights raiding a week, so limiting people to a single useful instance per character means that people who choose not to raid 4+ nights a week will be at no disadvantage. If dedicating one character to PvE involves no more than however long it takes to clear the relevant dungeons, a lot of players will get to experience a lot of other parts of the game. Right now, a PvE dedication means you have to clear as far as possible in the most recent 10 and 25-man instance, which often precludes much time for anything else.
Secondly, Blizzard left themselves a large dial they can adjust to make sure that people still run 25-man content. Just as long as they adjust the reward rate from 25-mans to compensate for the loss of higher quality gear, there'll be about the same number of 25-man groups as there are now.
Mathew McCurley
For completely selfish reasons, I love this change, and hate it at the same time. I understand all of the arguments for more epic encounters, but for me, even with 10 people, the encounters still felt epic. The Lich King especially felt epic to me, each and every stage. Through event mechanics and spell effects, it was frantic enough to really keep me on my toes. From the Lore standpoint, I just believe it took an army to take him down. Anyway, that's besides the point. The point of these changes is to give Blizzard more design room and less to worry about gear wise. Having to cobble together odd combinations of 10 and 25 player loot to be absolutely effective was just crappy design, and normalizing loot makes for a cleaner experience. Plus, Blizzard can control gear inflation and we might not have to see another SunIceWellCitadel RadianceChill.
How do you give 10 mans the legendaries that 25 mans get? Simple. Pieces of the legendary drop 5%-10% of the time on 10-man, and 35%-40% on 25-man. Maybe not those numbers exactly, but making it take longer in the 10-mans at least makes it available to those raiders and 10-mans aren't seen as the bastard child of raiding. Right now, I love 10-mans, and have since Karazhan. Kara was the best raid design decision Blizzard has ever made, because it took the horrid planning out of the 40 player game and made fun content accessible across the board. I wholeheartedly believe that Cataclysm will be the last expansion to feature 25-man raids prominently, a move I believe that has been in the works for a good long time.
Daniel Whitcomb
I tend to think this change is a solid one. Yes, it's probably going to break up some 25-mans, but Burning Crusade broke up some 40-mans. Much like how Wrath's Arena changes seperated out who liked to run Arenas from who was only doing it for the gear, It seems like this change will separate those who actually like 25-mans from those who are only doing it for the gear. If more people are playing at the level they want to play, this can only be a good thing. It also allows Blizzard to throttle content a bit more, and leaves people not feeling obligated to run both the 10-man and the 25-man every single week for gear or extra practice or whatever else. This change, if handled correctly, will allow for a more varied, accessible end-game that removes a lot of the current annoyances with the repetitiveness of raid content and the 2nd class status of pure dedicated 10-man raid groups or guilds.
On the lore side, I don't think you need to have a group of 25 or 40 people to make a boss kill seem epic. For me, when I remember epic boss kills, I remember the scale of the dungeon, the size of the boss, and the mechanics and feel of the fight itself. I don't think the reason I was so pumped on killing Ragnaros was because I did it with 39 other people. Rather, I'd say it was because Ragnaros was an awe-inspiringly huge boss with amazing mechanics that made me feel like a speck next to his might. Certainly, I felt a lot of camraderie with the group I killed him with, but I think I can feel that with 9 or 24 other people as easily as 39 other people. The "40-man effect," in my mind, was as much because Ragnaros and Onyxia were huge and new, rather than the fact that I was facing them with 39 other people.
Zach Yonzon
Personally, the shift excites me because I've gone through the horrid experience of 40- and 25-man raids breaking down due to poor numbers. As epic as it was to take down Ragnaros for the first time, I'd trade it in for the ease of forming a raid, on-time pull times, and enjoying the experience with a few close friends. Karazhan was an eye-opener for me, and I suspect Blizzard as well. It was so well designed that it felt epic all the way through despite the smaller raid composition. If Blizzard manages to design the raids in Cataclysm to evoke that same feeling, I think everything will be just fine.
On a tangent, I'm wondering if 10-man raids will dictate the design of future Battlegrounds. With rated Battlegrounds as the future of World of Warcraft PvP, smaller raid compositions might be the ideal way to go. It's hard to imagine gathering the numbers for rated Alterac Valley and Isle of Conquest -- it's hard enough to gather those numbers now, whether through PUGs or guilds. It seems to me that Blizzard has settled on 10 as the magic number for moderately organized raids, and I'm inclined to agree. I think it's a good, solid number for group content. I'm excited to see how the philosophy will apply to the PvP aspect of the game.
Michael Gray
My first thought is that this is an awesome change that reduces the spectrum between "the best" gear and "okay" gear. Right now, if you're PvEing or PvPing in 10-Normal gear ... it's okay. It's not great, but it's okay. But the difference between 10-Normal and 25-Heroic gear is huge, and I'm constantly seeing the problems that disparity causes. This change will compress the scale, and I think that will help balance immensely.
I'm going to play the change through no matter how it turns out. That being said, I think forming an opinion about this change demands a great deal more self-awareness and brutal honesty than any other new dynamic. After all, it seems like they're adding more content (raids), more options, and doing generally good things -- nothing is being taken away, really, just added. (Assuming there's enough content for the raid-every-night crowd to enjoy.) So, why would this be so contentious?
I think the fear, uncertainty, and doubt is sourced from two things. The first is change. This is a huge change to our community and culture, moving away from the idea that "The only serious raid is a 25 man raid" to something more accessible to everyone. I don't know whether that's good or bad, but I feel like that feedback is definitely out there. Second, prestige rules are changing. The elevated status of 25-man raids is being radically altered, and that's obviously frightening to some people.
Ultimately, I'm eager to see how it turns out.
I love the change. I'm not a raider by any means, so this will probably be one of those 'other' perspectives. My WoW experiences boil down to pwning noobs. I was in a US-top 50 guild, but only briefly before I decided I didn't want to spend that much of my evening slaying dragons. I used to love raiding Karazhan in The Burning Crusade because it was a fun 10-man. When I was raiding Black Temple with the server's #1 guild occasionally, I would still do weekly Karazhans because they were quick and enjoyable. If Kara had the option of being a 25-man raid, I'm sure a lot of people would have never stepped in it after defeating Prince Maldemoninfernaldudeazar or whatever his name was. I might get to experience that again in Cataclysm.
Chase Christian
This change is a definite 'win' for all of the 10-man strict guilds (like my guild). Now, raiders decked out in 25-man gear won't be able to come into a 10-man raid and cheese all of the achievements. We'll be competing with the big guilds for the first 10-man kills, instead of coming in weeks behind due to massive gear differences. I have spent the entirety of Wrath building a solid group of 10 players with a shared goal of working our hardest on tackling new raids, and this change will give us the chance to actually have our kills mean something. Also, it should fix the trinket problem, where 10-man trinkets were trash compared to their 25-man equivalents.
Tyler Caraway
The face of raiding is going to change. I for one like it, others may not. Coming from a small guild that has had issues every single tier where we float between having enough people to run 25's and being just short if everyone doesn't show up, I can see why many people might think this is 'bad' for my type of guild. We'll have to choose which path we're going to take and either way it goes, there is going to be a mess. We either down-size completely which means removing some people, or we continue to struggle to fill 25 man raids while losing the option to do 10 man raids when we don't have enough online. For a guild like mine, I can certainly see why people might be worried about this change and why going to the 10-man route would be easier.
Overall, I think the change is great. It really helps out the 10-man exclusive guilds and it prevents the high end 25-man guilds from having to run the same content twice every week. I think we'll see a swing in the raiding scene, and I definitely think there will be more 10-man raiding guilds than there will be 25-man, but I don't see it being the death of either option. 25-man raids will still matter, the best of the best will still focus on them, and the hardcore raiders of today will still clamor to get into that raiding scene. For the more casual raiders, it opens up great new doors where they can still be competitive without having to devote the time to trying to make two different raid clears of the same instance every week. It's a win-win in my book.
Scott Andrews
My guild has run 40-player raids, 20-player, 25-player, and 10-player through the years. I prefer the smaller raid size, so I'm excited about this change. Fewer players means fewer delays during the run and thus less standing around waiting on one or two people. Fewer players also means each raid member plays a more vital role and individual mistakes can be far costlier. To me, it's more fun that way. I will enjoy no longer feeling as though 10-player raids are second class.
There are other advantages. By allowing both sizes to share a loot table, Blizzard's itemization team can focus more on creating interesting items and making sure each spec's needs are met in each tier. Also, by sharing lockouts, players who don't want to raid four or five nights per week won't feel compelled to do so to remain viable. During the first tier, before hard modes are unlocked, that's going to mean a lot less raiding than we're accustomed to right now. Keep in mind, however, that Blizzard wants heroic dungeons to be more relevant to a fresh 85 than they were for a fresh 80. Also, think about what will be available once the next tier is released: T11 normal raids, T11 hard modes, T12 normal raids, and eventually T12 hard modes. Given that Blizzard intends to create multiple raid instances per tier, I doubt any of us will be upset that we can't visit each zone twice per week in different sizes.
Best of all, the players who run 25-player raids will, I hope, want to raid with 25 players. They won't be there for the better loot alone. If so, I believe that will improve the 25-player experience immensely for those who prefer it.
This change will affect all raiding guilds, and I know many players are concerned about the impact it will have on their own community. I would urge everyone to wait until more details are known, such as the true difficulty of each raid size and the disparity in rewards between them, before rushing to judgment.
Basil Bernsten
I suspect I'm in the minority of players, but I actually like this raiding design change. I'm a 25-man non-hard mode raider who refuses to spend more than 2 nights raiding a week, so limiting people to a single useful instance per character means that people who choose not to raid 4+ nights a week will be at no disadvantage. If dedicating one character to PvE involves no more than however long it takes to clear the relevant dungeons, a lot of players will get to experience a lot of other parts of the game. Right now, a PvE dedication means you have to clear as far as possible in the most recent 10 and 25-man instance, which often precludes much time for anything else.
Secondly, Blizzard left themselves a large dial they can adjust to make sure that people still run 25-man content. Just as long as they adjust the reward rate from 25-mans to compensate for the loss of higher quality gear, there'll be about the same number of 25-man groups as there are now.
Mathew McCurley
For completely selfish reasons, I love this change, and hate it at the same time. I understand all of the arguments for more epic encounters, but for me, even with 10 people, the encounters still felt epic. The Lich King especially felt epic to me, each and every stage. Through event mechanics and spell effects, it was frantic enough to really keep me on my toes. From the Lore standpoint, I just believe it took an army to take him down. Anyway, that's besides the point. The point of these changes is to give Blizzard more design room and less to worry about gear wise. Having to cobble together odd combinations of 10 and 25 player loot to be absolutely effective was just crappy design, and normalizing loot makes for a cleaner experience. Plus, Blizzard can control gear inflation and we might not have to see another SunIceWellCitadel RadianceChill.
How do you give 10 mans the legendaries that 25 mans get? Simple. Pieces of the legendary drop 5%-10% of the time on 10-man, and 35%-40% on 25-man. Maybe not those numbers exactly, but making it take longer in the 10-mans at least makes it available to those raiders and 10-mans aren't seen as the bastard child of raiding. Right now, I love 10-mans, and have since Karazhan. Kara was the best raid design decision Blizzard has ever made, because it took the horrid planning out of the 40 player game and made fun content accessible across the board. I wholeheartedly believe that Cataclysm will be the last expansion to feature 25-man raids prominently, a move I believe that has been in the works for a good long time.
Daniel Whitcomb
I tend to think this change is a solid one. Yes, it's probably going to break up some 25-mans, but Burning Crusade broke up some 40-mans. Much like how Wrath's Arena changes seperated out who liked to run Arenas from who was only doing it for the gear, It seems like this change will separate those who actually like 25-mans from those who are only doing it for the gear. If more people are playing at the level they want to play, this can only be a good thing. It also allows Blizzard to throttle content a bit more, and leaves people not feeling obligated to run both the 10-man and the 25-man every single week for gear or extra practice or whatever else. This change, if handled correctly, will allow for a more varied, accessible end-game that removes a lot of the current annoyances with the repetitiveness of raid content and the 2nd class status of pure dedicated 10-man raid groups or guilds.
On the lore side, I don't think you need to have a group of 25 or 40 people to make a boss kill seem epic. For me, when I remember epic boss kills, I remember the scale of the dungeon, the size of the boss, and the mechanics and feel of the fight itself. I don't think the reason I was so pumped on killing Ragnaros was because I did it with 39 other people. Rather, I'd say it was because Ragnaros was an awe-inspiringly huge boss with amazing mechanics that made me feel like a speck next to his might. Certainly, I felt a lot of camraderie with the group I killed him with, but I think I can feel that with 9 or 24 other people as easily as 39 other people. The "40-man effect," in my mind, was as much because Ragnaros and Onyxia were huge and new, rather than the fact that I was facing them with 39 other people.
Zach Yonzon
Personally, the shift excites me because I've gone through the horrid experience of 40- and 25-man raids breaking down due to poor numbers. As epic as it was to take down Ragnaros for the first time, I'd trade it in for the ease of forming a raid, on-time pull times, and enjoying the experience with a few close friends. Karazhan was an eye-opener for me, and I suspect Blizzard as well. It was so well designed that it felt epic all the way through despite the smaller raid composition. If Blizzard manages to design the raids in Cataclysm to evoke that same feeling, I think everything will be just fine.
On a tangent, I'm wondering if 10-man raids will dictate the design of future Battlegrounds. With rated Battlegrounds as the future of World of Warcraft PvP, smaller raid compositions might be the ideal way to go. It's hard to imagine gathering the numbers for rated Alterac Valley and Isle of Conquest -- it's hard enough to gather those numbers now, whether through PUGs or guilds. It seems to me that Blizzard has settled on 10 as the magic number for moderately organized raids, and I'm inclined to agree. I think it's a good, solid number for group content. I'm excited to see how the philosophy will apply to the PvP aspect of the game.
Michael Gray
My first thought is that this is an awesome change that reduces the spectrum between "the best" gear and "okay" gear. Right now, if you're PvEing or PvPing in 10-Normal gear ... it's okay. It's not great, but it's okay. But the difference between 10-Normal and 25-Heroic gear is huge, and I'm constantly seeing the problems that disparity causes. This change will compress the scale, and I think that will help balance immensely.
I'm going to play the change through no matter how it turns out. That being said, I think forming an opinion about this change demands a great deal more self-awareness and brutal honesty than any other new dynamic. After all, it seems like they're adding more content (raids), more options, and doing generally good things -- nothing is being taken away, really, just added. (Assuming there's enough content for the raid-every-night crowd to enjoy.) So, why would this be so contentious?
I think the fear, uncertainty, and doubt is sourced from two things. The first is change. This is a huge change to our community and culture, moving away from the idea that "The only serious raid is a 25 man raid" to something more accessible to everyone. I don't know whether that's good or bad, but I feel like that feedback is definitely out there. Second, prestige rules are changing. The elevated status of 25-man raids is being radically altered, and that's obviously frightening to some people.
Ultimately, I'm eager to see how it turns out.
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Reader Comments (Page 19 of 19)
Almoderate Apr 29th 2010 4:44PM
I'm actually seeing a lot of generalizations being thrown around by both the 10-man raiders and the 25-man raiders. But let me see if I can sum this up for the 10s from the perspective of a 25s player.
I like options. I like flexibility. That is now gone.
I do not raid to compete. I do not raid to get loot. Yes, gearing for the next tier is part of the experience, and it's fun to play dress-up with my pixels. And yes, there is some level of wanting to clear content in a reasonable time and not waste all night wiping. And as far as those things are concerned, I can get that in 10s just fine. I can get both my content and my loot in 10s just fine.
For me, raiding about two things-- seeing amazing content and the social aspect. I can have the first with the changes, but the second will be greatly impacted. I like playing with those extra 15 people, but if not all 15 of them want to do 25s, then I have to start selecting who I play with and who I don't. Someone will get left out.
I keep seeing the point brought up that 25s will drop more loot and so therefore it's going to still provide incentives for 25s. That's an extremely shallow perspective on why someone would want to raid and assumes that the only reason for doing so is for loot.
I personally have no real issue with the level of difficulty being balanced or the loot tables being the same. In fact, I applaud those changes. I hate being forced to run 10s so that I can get some BiS pieces should I wish to have the best gear possible. (I personally don't, but if I did, I would be faced with that situation.) I like having a choice and knowing that whatever I choose to do that week I still have a shot at the same loot.
The biggest gripe that those of us who run 25s have is the lockout sharing. We can't run a 25s group with my raid and then save that 10s lockout for a more casual run later in the week on an off night. If I miss a raid night, but I continue the guild run, that missed content is gone for the week.
And if you don't think this will hurt smaller less-progressed players and guilds, you're dead wrong. Some of us in more progressed guilds like to use those 10s lockouts to help fill out raids for smaller guilds having trouble even filling their 10s groups. Some of us like to use those opportunities to help out struggling players to find their raiding feet. Some of us like to use those opportunities to help other guilds learn fights.
More progressed more dedicated 25s players are now being given a choice: You can either raid with your guild, or you can help out other players and guilds, but you can't do both at least not to the extent that you used to. We are now confined to guild-only runs where we used to like that mingling with other guilds/players. It makes us even more clique-ish than we already are. It makes us less social. It makes us more secluded. As some of the casual players here who like to generalize us might put it, it will make us more "elitist." That bothers us. It really bothers us. And it bothers us specifically because we really aren't the elitists that you think we are. We like interaction.
The 10s can have their loot and their difficulty all they want. I don't care. But don't take away my ability to run something with players outside of my guild. Don't take away my choices.
Last Chance Apr 29th 2010 5:55PM
I think a good compremise would be to have the 10 man and 20 man raid instead of the 25 we have now. Then as for loot, maybe 1 item in 10 man and 2 items in 20 man. It would be feasible for 2 10 mans to then work on a 20 man together since we have dual spec now. Sharing the lockout will almost ruin the raiding experience for me and I see many guilds breaking apart if they go ahead with that plan..... sigh
I am the GM of a pretty good sized guild that has just recently started raiding since wotlk came out and most of us agree that sharing the lockout would ruin the larger raiding groups completely. We have issues getting all 25 together now but 20 should be easy enough especially if we was to team up with another 10 man group.
QuasarJ Apr 29th 2010 6:07PM
So I'm rather confused by how everyone (even several of the wow.com editors!) missed the important part of the announcement. Blizzard said bosses in 25 man will drop more loot *per player*. That's not per boss, that's per *player*.
Let's take a look at what that means.
Currenly, a 10 man boss drops 2 pieces of loot, if I remember correctly.
2/10 = 0.2 pieces of loot per player.
If we assume this same amount holds in Cata, and 25 mans will drop *more* per player..
25 people * 0.2 pieces of gear = 5 pieces.
What does this mean? It means 25 man bosses will drop *at least* 6 pieces of gear. Maybe even more. I fully expect Blizzard won't sit idly by and let 25 man runs fade away. If they see the number of people doing 25 man runs go down sharply, they will increase this % by some to try and help.
The original post about the changes *clearly* stated that the idea was for 25 man raids to offer a *faster* route to gearing than 10 mans.
You have every right to disagree with these changes - just *please* get your facts straight first!
kdeselms Apr 29th 2010 6:56PM
For puggers, this change is HUGE. Currently, as it stands, if you get into a 25-man ICC pug the chances are real good you're stopping after Rotface/Festergut, if that. With the new change, if you start losing people early, you can switch it to 10 man and take your top players the rest of the way through.
People are looking at this from the guild perspective but everyone knows that the game has made a massive shift towards pugging, this expansion.
kordan Apr 29th 2010 8:27PM
All my wow-career ive been in '25 man' guilds that had a core of 10-15 good, dedicated players and the rest were undergeared and generally less dedicated/skilled players.
so, selfishly, this will be a good thing because it will enable my guild to just do 10 mans and not have to take the people who slow our progression in 25 man
but for the game overall it is a mistake.
not only is the 'epicness' reducing as many people say - but i'm of the view there should absolutely be toon individuality - and one of the main ways people achieve this is by better gearing.
personally id prefer base stat differences and much more individualisable character building - but failing that ive always liked the fact people run about dal with shiny gear and emblems i cant possibly hope to get for another 6 months.
it does means the elite category is mainly owned by students and unemployed people who have lots of free time - or massive nerds who dont have social lives. but thats ok - as with everything in life - progression mainly is a result of dedication.
there should be heights reachable only be a very few that makes everyone strive harder to try to reach them.
blizzard looks intent on cutting down half the mountain.
commercially its obviously cash cow milking time for them. but for a player - this particular idea is a downgrade
i also prefer larger guilds for the variety and depth of interraction. this change will kill guild size.
Aldheim Apr 30th 2010 12:08AM
They're called hard-modes. Your "top of the mountain" thing still applies. The fact that you could herd 25 cats instead of 10 doesn't mean you deserve better loot when the content is of equal difficulty.
Lars Petersson Apr 29th 2010 11:18PM
Maybe it's just becasue I like 25s, but it seems to me that the writers who are for this change, are so due to either schadenfreude over the tears spilt by 25 man raiders or because they don't want to do 25 man raids themselves.
Nowhere do they, IMO, give any decent reason why this is good for the game...
OTOH, the writers who are against this change point out that it is unfortunate for teh game as a whole.
As things are now, if you don't want to do 25 man raids, then don't. You can still kill Li'l LK in 10 mans.
Those of us who like to raid both with our guilds (25 mans) but also would like to help friends in other guilds (10 man) can now no longer do that.
I have some IRL friends on my server who is running a guild that is just starting out with raiding and I've said that I'd be happy to come and help, but wait, in Cataclysm I won't be able to...
This is making me think that maybe it's time to dust off my Warhammer: Age of Reckoning subscription and see how that game is these days and SW:ToR is coming out soon too...
Aldheim Apr 30th 2010 12:05AM
I can empathize with that. It hasn't been a real problem to me, but then, I've spent a total of one month in any 25 man raiding guild*, so my perception has pretty much always been skewed toward 10s. The scale issue has never seemed like a big problem to me, I guess.
Architecture in WoW has always been screwed up, though. :-) I mean, lookit the size of... Well, pretty much any building!
*Technically a lie - the guild I was in during BC was supposed to be a 25 man guild, but spent way, way more time in Karazhan and Zul'Aman than it ever did in SSC, much less TK.
Aldheim Apr 30th 2010 12:06AM
That was supposed to be in response to Anne's reply to my comment. I finally got shafted by the comments system! I'M PART OF THE TEAM!
Xanatos Apr 30th 2010 9:56AM
"prevents the high end 25-man guilds from having to run the same content twice every week."
I have yet to see anywhere where it says that anyone HAS to run the same content twice every week. I did this at the beginning of ICC to get some extra badges and to help learn the fights for 25's. Now I don't bother unless it's on an alt or to Hard Modes/LK. I have that choice, just like every other player.
"After all, it seems like they're adding more content (raids), more options, and doing generally good things -- nothing is being taken away, really, just added."
I haven't yet understood why the "pro" group keeps saying that nothing is being taken away, only added. Hello? Right now I have the OPTION if I CHOOSE to exercise it of running the 10 and 25 man version of a dungeon on the same character. With the change I lose that option.
This path bothers me because my guild, which just celebrated 4 years last November, is now looking at trying to choose what's going to be the best for us and hope we don't see splintering. We're a casual guild that happens to raid, we raid 25's 3 nights a week and 10's 2 nights, with lots of people doing both and some only doing one or the other. This is going to make those who like to do both to choose one or the other, no more options. That's what bothers me. We're losing the option of doing the 10 and 25-man version of a raid in a single week.
FUCKINGFAG May 2nd 2010 10:36PM
I honestly would wish they'd go back to 40 man. It was just a different environment for that. Maybe I just had a good server back in Vanilla (Ner'Zhul), but if someone wanted to do a 40 man raid it wasn't really hard, I was a tank and I didn't even have full blues but I got into two separate raiding guilds. We weren't the top (actually we were the second to bottom), but that wasn't why we were raiding, we were raiding because we thought it was fun. I loved 40 mans. 25 mans are still fun, but it feels less like raiding to me and more like a regular dungeon. 10 mans just feel like bigger dungeons.
Wowcoholic May 3rd 2010 3:06AM
I imagine they'll keep the 2 pieces of loot in 10 man and bump the 25 man up to 5. The ratio is the same per person, but the drop rate is increased by running the 25 man.
example: A boss has a possible 15 different drops. A 10 man would have a 2/15 drop rate on a single piece, where as a 25 man would have a 5/15 chance. So that single piece you've been dying to get, you'd see it more often week to week in a 25 man.
Dave May 4th 2010 1:42PM
I think it's funny how they put the majority of the opinions that agree with the change on the second page where most readers won't read it.
salihe Jun 10th 2010 3:58PM
I hate this change. Every time a discussion comes up about it, it just annoys the hell out of me, to be honest. I'm not planning on doing anything as dramatic as quitting the game or building a protest website, but I'm really, really hoping Blizz doesn't go through with this idea.
The way the raids are right now, 25s have a more hard-core focus, while 10s are the more laid-back, relaxing and fun nights. I'll agree very much: 10 mans are a lot easier to put together and lead. Thus, why they're the "fun" raid. With the lock-outs combining, I and everyone else with this attitude can kiss those relaxing, fun raids goodbye. I personally could care less about the quality of gear I get, as long as that gear allows me to down progression content. As of right now, 10 man gear will let 10 man groups down 10 man content, and the same applies to 25 mans. Sadly, Blizz had to cater to the most vocal people who have Kingslayer but aren't at the top of the GS charts when they stand at the foot of the stairs at the bank in Dal.
There's always the fact, too, that it's a damn strange day when an MMO raiding-focused game encourages people to raid *less*.