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12-20-2010 @ 3:18PM
I do that think as soon as some of those very large guilds reach level 25 they won't have a great need for many of their members and they'll start trimming. Our guild, Parallelguild.com has held of on recruitment because we don't want members that are only looking for these perks. We want people that are friendly, understand that real life comes first, if you have to drop group in the middle of a heroic, that's fine, that's real life.In saying all that, the perks are nice, having rank 5 with cash flow allows us to increase the guild repair money.
12-20-2010 @ 3:23PM
if you throw out your members their experience goes with them... they dont carry it to the new guild but you do loose it from yours. Its what makes Guilds less likely to kick someone and a individual player less likely to leave.
12-20-2010 @ 3:49PM
@Persephanie - Are you sure about that? My guild recently lost most of our very active members because we decided not to be a dedicated raiding guild this expac. These were the people who rushed to 85, and had earned the most xp for the guild since release. It doesn't appear we've lost any guild xp by them leaving, though.
12-20-2010 @ 5:01PM
You don't need many active members. My casual raiding guild (Ancient Prodigies of Frostmourne US) has with the xpac had 20-30 people on most of the day and we hit the cap by mid-afternoon. From this it is my impression that the guild XP cap is set to about that of your ordinary 25 man raiding guild.Being a mega-guild only carries the advantage of the 10% extra money from mob drops.Maybe it would be more fair if it was a weekly cap like guild rep, but the cap is fairly easy to hit.
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