Officers' Quarters: The plight of 25-man raiding guilds

With today's column, I'd like to illustrate a point by getting personal. Normally I don't like to do that very often, but my guild's own experience is dovetailing too neatly with an overall trend.
In reviewing the guild experience in Cataclysm and in looking forward to improvements we might see in Mists of Pandaria, I've mentioned how hard it's been for 25-man raiding guilds to survive in the current environment. I've noticed people voicing the opinion that if you like 25-man raiding, you can go find 24 other people who do and make it happen. I can understand how someone might believe that -- and in an ideal world, it should be that easy. Finding those players isn't easy these days, but that is in fact the easy part.
The hard part is finding people who want to lead said group.
My guild's raid leader stepped down from the position this week. For years, he led raids for the guild, often three or four per week with alt runs in the mix. His knowledge of class specs, abilities, encounters, and strategy was absolutely unparalleled in the guild. He was a huge part of the guild's success. And he just couldn't do it any more.
I've heard from officers throughout this expansion that have reached that same point of burnout. Let's talk about why that is and why fewer and fewer people want to take on the extra responsibility in 25-man raids.
Roster challenges
That's step one, right? Well, realistically, you need more like 27 to 28 people, minimum. It depends on attendance and spec flexibility. You never want to cancel a raid, so you need a diverse and robust roster to make sure the runs always go off.
As a natural consequence of a larger roster, 25-man guilds experience more turnover. The slow pace of content updates means people burn out and/or quit during every tier. This was worst in the 4.1 patch, which added no new raiding content at all.
The result of all this turnover is that most 25-man guilds find themselves in a perpetual state of open recruitment. Recruiting is always stressful for officers, and the never-ending cycle of adding and losing players can wear down anybody. When the players who quit are themselves officers, that makes the problem 10 times worse.
Tougher scheduling
Once you have that roster in place, you need to find times when the majority of your raid team can attend. Mine is a guild of mostly adults with plenty of real-world obligations, so scheduling can be rough.
After you've established those times, a player's schedule can change, leaving them unable to raid. With a bigger raid team, the likelihood of that happening is much higher, adding to turnover woes.
Complex assignments
Players who only raid 10-man or only run 25-man in the Raid Finder may not realize just how annoying it can be to set up a large raid's assignments.
Cataclysm has been much worse than Wrath when it comes to raid assignments. In my guild, we have an officer for melee, for ranged, and for the healers. Their job is to assign players within those roles during raids. In addition to the raid leader, that's four people in my guild who coordinate the raid.
Nefarian's three pillars, for example, required splitting up the raid into three teams, each with its own interrupting and raid-healing requirements. If you have the same exact people every week, which is more common for smaller raids, you only have to create these teams once. For us, this was rarely the case.
It's a hassle that no one looked forward to. In tier 11, Al'Akir was almost as bad. Pre-nerf tier 12 was probably the worst ever. Six of seven bosses required a large number of player-specific assignments.
It's part of what makes the larger raids interesting, to be sure, but Firelands took this concept too far. Tier 13 has been better overall with these kinds of pre-encounter logistics. Once you get into heroic mode, though, the bosses get assignment-heavy again.
More loot to manage
Of course, more players means more loot and, for most 25-man guilds, a more complex loot system to ensure fair distribution. Whereas many 10-man guilds can get away with rolling for loot, we have two officers assigned to managing it, one primary and one backup.
We use a DKP addon. Using the addon has a learning curve, so it's not an easy role to jump into.
Longer log reviews
In addition to all of those roles, another player records the logs for each raid and uploads them. It's not a difficult or involved job, but it's one more thing that has to be done, and again there is a learning curve to it.
Between raids, all of the officers review the logs to evaluate players' performance and make suggestions where improvement is needed. Not every guild does this, but it's an incredibly helpful tool for coaching your raiders to be better players. More players obviously means more time with logs and more conversations between raids.
If you're counting, that's six total raid jobs in my guild, spread among six players. Our raid leader was actually kind of lucky. Though some officers did double duty, we divided the labor up fairly well among us. For every officer you subtract from that team in a given guild, more responsibility falls on fewer individuals, increasing their likelihood of burnout.
Greater effort, same reward
Of course, 10-man guilds all have to manage the same issues. However, every single issue is more difficult for 25-man guilds. You have a larger pool of volunteers for a larger number of leadership roles, it's true -- but due to the greater difficulty, fewer people want to fill those roles.
I've led plenty of 10-man raids in my time, and I can say with certainty that one person can handle all of the active leadership duties during a 10-man raid. It's stressful, no doubt, but absolutely possible. Asking one person to handle all of the same for a 25-man team is madness.
I haven't mentioned this before, but I actually became an officer in my new guild in September. I switched mains back to my paladin over the summer and took over as one of two healing officers when we lost players during tier 12. Thus, from vanilla through Wrath, I led raids of every possible size, and recently I've helped my current guild with raid leadership. In my opinion, it has never been more difficult to lead larger raids than it is today.
At the same time, it has never been less rewarding to take on all the extra hassle. That, in a nutshell, is why 25-man guilds are dying.
The prevailing belief that 10-man raids have been more loosely tuned during tiers 12 and 13 is, in my opinion, not the biggest factor. It's the lack of players who want to take on the extra leadership responsibilities and the rapid burnout of those who do. Of all the officers in my guild at the launch of Cataclysm (I believe seven total), only one remains an officer today.
Toward extinction
Our raid leader lasted far longer than the average. In the wake of his resignation, my guild has no choice right now but to scale down to 10-man raiding. We've lost players, and recruiting quality raiders is very difficult on our server. We don't want to transfer the guild yet. We're hoping we can get back up to 25 during the next expansion, but there's no guarantee of that.
We are not alone. Many guilds have endured similar difficulties throughout this expansion.
I'm honestly not sure if giving greater rewards in 25-mans is the answer. I just know that if current trends continue, 25-man raiding outside of the Raid Finder will be the domain of a small handful of elite, dedicated guilds worldwide. As someone who prefers the larger raids, that makes me worry for the future of the game.
What, if anything, do you think Blizzard should do to counter this decline?
/salute
Filed under: Raiding, Officers' Quarters (Guild Leadership)
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Reader Comments (Page 5 of 5)
Amaxe Jan 30th 2012 4:26PM
I don't raid any longer, and hadn't done 25 man since Naxx. I find the changes confusing. Like some others, I had believed that 10 was normal and 25 was hard, but now we seem to have 10 and 25 man with LFR, Normal and Heroic for each.
So it seems you not only need to aim for 10 or 25 man, but also heroic or normal.
Perhaps Blizz needs to just say, "OK Hardcores need to choose [X], Normals need to choose [Y] and the people who just want to see the content need to choose [Z]. This is our target. Deal with it."
People might not like that, but at least people who wanted to be hardcore would know where they needed to be aiming, people wanting a guild challenge could know where to aim and so on.
Lissanna Jan 30th 2012 5:58PM
The other problem with having 5 raids in one (10-normal, 10-hard, 25 LFR, 25-normal, 25-hard) is that they have to tune each boss 5 times now. That means we're going to get raid content a lot slower than when they only had to tune each boss once.
Spellotape Jan 30th 2012 4:29PM
@ Masarah
Except when 25s were getting an extra tier token more people didn't feel like they needed to do 25s to "gear up the best way". In general the "need" to do 25s only existed when the gear dropped in 25s was better - now since it's easier to get 10 people together for a raid and to achieve better results, an extra piece of loot is not much of an incentive.
Jenn Jan 30th 2012 4:32PM
You echo my thoughts exactly.
I have expressed numerous times that my dislike for 10 mans stems from the fact that while doing them, I honestly feel more like I'm doing a 5-man dungeon than a raid.
For me, it doesn't feel epic at all for 9 people to enter a raid instance and down the big bad, and it doesn't make much sense in a war perspective.
awhiting18 Jan 30th 2012 4:44PM
There is one huge thing that makes 25m rewards better. Legendaries. A player doing the quest for a legendary will be able to get the required items MUCH faster on 25m as opposed to 10m. For example, I did 10m Heroic Alysrazor and only received 25 seething cinders for my kill. My friend doing 25m Heroic Alysrazor got 62 cinders. It is the same way with rogue gems for their legendary daggers. In 25m you essentialy get the legendary in less than half the time it takes somebody running a 10m raid to get it. This is the only reason that I am still on the second stage of my staff. That, and we didnt start raiding until halfway through the expansion, but regardless 25m gets theirs much faster.
cheshiretrimm Jan 30th 2012 4:46PM
25's are getting harder to fill spots for a couple of reasons. The declining WoW population is affecting every server, if you are on a low population server, good luck getting new recruits that have a high enough level of skill, and the schedule to replace lost members. The number of servers has spread the population thin. Back in the days where I had a server que time just to log in, there was little problem filling a 40 man raid. And there were multiple guilds on one server that were running MC/BWL/AQ/ZG. Now, most servers, have only a few 25man raiding guilds, comparatively speaking.
Im not saying the logistical part of 25mans are not a headache, and the less loot for 25's isnt a problem either. I believe its the declining population with the too many servers that is causing a big part of this problem. Solution? Well, maybe combining some low population realms, or not having people pay for a server transfer. Which, I would never ever pay to have data moved. Itd be like having to pay 5 bucks every time I defragged my hard drive. Silly,silly.
ahemait Jan 30th 2012 4:58PM
You're forgetting something important: realm transferring.
Any guild that is serious about raiding and/or recruiting, always recruits from off-server. If the guild refuses to put effort into recruitment, and instead throws up a realm forum post or updates their website, they won't be seeing applicants.
Your would be sound back in the days where you were stuck on your realm, but most raiders transfer all over the place now when applying to guilds.
muwatallis Jan 30th 2012 5:12PM
I just completely agree with the topic.
I've been on very succesfull 40mans during Vanilla and again one of the realm leading guilds through TBC and WotLK. Even before the launch of Cata, when this was announced I could foresee all this "downfall" of the 25man raiding happening. Since Cata, the guild that I've been in remains but half of people quit and the rest, we are stuck to the 10man scale because just nobody wants to bother 25man raiding at all and since everyone is happy in their 10man shit, recruitment is almost impossible these days. There's no "greater" guild to join for 10man raiders, therefore noone bothers trying a new experience in a greater environment.
yagamimoon Jan 30th 2012 5:14PM
It is interesting how most people jus whine about "OMG NERFS FAIL" but overall, the whole situation looks kinda grim to riders :(
Valis Jan 30th 2012 8:01PM
Long ago people 'had' to raid and they 'had' to join these guilds in order to see the rest of the game.
Now that Blizzard has finally woken up, and found that this style of progression was not fun for about 95% of the player base,(if they even got to that level, most of them having nothing to to at max)...it's left the uber guilds in a bit of a fix.
I don't want to be harsh but, well, the days of sucking up and 'playing nice' to a huge guild are over. With LFR now people are free to see the content as they desire. I know that most of you guys have good guilds, full of good people, but it was the arrogant guilds, the ones with big egos and small ePeens, that ruined the original spirit of raiding. They became the 'keepers of content', and created the unfortunate stigma that big raiding guilds have to this day.
The numbers are dropping, because, and let's be frank here, no one wants to put up with the politics of a guild... especially a huge progression guild.
yaqi4276 Jan 30th 2012 8:14PM
Try Heroic Murchok on 25 then you know how hard it is in comparison to 10 man....
Pyromelter Jan 30th 2012 9:18PM
"It's a sin tens even exist, as forms of what the real raids are."
If Aragorn, Gimli, Gandalf, and Frodo were real people, I'm sure they would give you a nice glare in response to that statement.
Dis Jan 31st 2012 11:27AM
That 10-25 man quarell always fascinated me. Seems that people fail to understand that 10man and 25man are just different, and most of all they require different strategies thats why a 25man guild may wipe on 10man hcs if they havent revised the strategy, that doesnt make it harder or easier just different. And finally the only thing that 25s have "more" than 10s is 0.5 more BR, i will exclude the legenary quarrel that is rediculous.
But to get back in track to the subject of this topic that is RL/GL 25man guilds I feel the need to say that it is sad, 25man raiding is dying due to 10man offering the same things with much less effort in organisation and maybe for some much more fun, than constant wiping cause 2-4 ppl in your team are dragged from the others.
I am between the ideas of turning my guild to 10 or quitting the game for the past year, however when you have a guild in your hands that started as 40 man it is hard to take such a decision, also when you have 18-20 sign ups every raid it makes the decision even harder, cause u need to get rid of 10 ppl u play with for 6-7 years together and who is the GM that can take the burden of such a decision. On the other hand it has become impossible to keep up 25man raiding due to those 4-5 ppl missing every raid and due to a server where aliance side is dead. Also due to the new era of players, the new generation that was raised in the game believing naxxramas (the 25version) was what raiding is about. Join-One shot-Loot-Brag.
For me Naxxramas was the beginning of the end in the game, creating a new circle of spoiled raiders that never sweated for anything. leading to overpowered looting in 5mans to series of boe epics for money, to epic gear with 5man tokens, to people that were showing off their ilevel without having to actually kill anything in any raid. Purple lost its uniqueness, and in sequence gave people a new attittude about raiding not being at all that important or not deserve to wipe for since u can get similar gear elsewhere, making it harder to recruit more serious raiders, and even when u managed to making it terrible for the RLer to manage to get rid of the pug attittude of those people, so they can function within a team.
Going back in time i miss the vanilla and TBC content, the fact that people were not sitting all day in a capital city mumbling in trade but you had billions things to do and areas to visit, you knew every corner of the map and even when u had Ragnaros or DW on farm u were still bothering with the blue gear of UBRS or DM, the fact that people were farming their mats for raiding resistance pots, resistance gear and we knew not what a bot means. Most of all the fact that we faced a new boss and we had not seen 2635 videos the first day of its release on how to kill it, we should find out ourselves cause none had kill it on PTR and wasnt easy enough to wake up on a patch day and 10 guild to have already scored on it. Raiders were more patient back then they were not constantly running to reach something that i ve still havent understood what it is. Nowadays none stands back on a first kill to get a SS unless it is the last boss on hc back then even Garr was an achievent mainly because u couldnt pug it you had to be a part of a community strong enough to manage a kill. Back then guilds were needed nowadays 10mans 25mans they r just on a side role of the game.
On the other hand i think of 40man raids back then and i get a shiver, the game has changed and to a great extent has changed to the better. But it will never be the same because the people playing it now are used to different things and will be like that cause easier things bring more people in, so we either accept it and keep going or we quit. Guilds will never be the same cause raiders will never be the same again, those playing for too long, trying to keep their guild alive just for the heck of it cause they r with them for way long are the ones whinning including myself but prolly the solution is to accept that we have finished our circle in wow and accept that 10mans is the new way to go for those that wanna keep going.
Elfbane Jan 31st 2012 12:22PM
As someone who's been playing since classic, I can't help but agree with jjustaposter (and am disappointed his comment got so badly down-ranked).
The 10 man I'm used to is UBRS, which we ran pretty much non-stop. Kara was just a road bump to 25-man content. I get why people like it, but it doesn't feel like a raid to me. I think my guild feels the same way, as we get through 10 man content quite easily, but we're still trying to get back to a 25-man roster.
As to the tuning argument, the difference is night and day. We're 8/8, and still come within 15 seconds of the Ultraxion enrage timer on 25... but if we don't have enough people, and split to two 10 man's (which means two tanks and usually one healer who aren't main spec), we'll beat the timer easily. Hell, once that was with one of our guild's best dpsers (and our 10 man's only brez) being an idiot and not clicking his button on the first Hour of Twilight. It's become a weekly argument since we started splitting that we should just have two 10-mans because it's a lot easier. If it weren't for the fact that there's a core of 16-18 that mostly get along and want to all raid together, we probably would have.
TL;DR: Right now, people who want to 25-man will do 25-mans. People who want to do 10-mans do 10-mans. The issue is that right now, people who don't have a preference do 10-man (except for maybe rogues, but even then they're not going to be near the top of priority for the legendary).
Gnomino Feb 1st 2012 1:20PM
The guild I'm in went through the exact same thing. We hit a stumbling block on heroic Staghelm and that was all she wrote. Half the team split off and formed their own 10M guild and then we lost even more people in the weeks after as they (understandably) just didn't have the will to try to rebuild.
Regardless of whether you prefer the 10 or 25 person raiding size, the steady drop in non-LFR 25 participation makes it look like that format is slowly dying out.
Honestly, I have no idea what could be done to get people back into it. Bribery with better gear will only, at best, bring in the wrong kind of people. An interesting question (for me, at least) is whether or not Blizz feels they should do anything. Most of the 25 person format difficulties lie in the social aspects of organizing and running them not in the game mechanics.
a6notes Feb 2nd 2012 5:49AM
On my realm I always felt the reason behind the decline was WoW bleeding subscriptions. With the mentioned "constant recruitment" for 25mans sooner or later you just run out of applicants or - what's almost as bad - you run out of quality applicants. Then you either A, downsize to 10m, B, disband, or C, lower the bar: none of which is particularly attractive option.
I hoped the cross-realm raiding will provide some relief for such issue but seems as DShc isn't supported it won't matter.
Forecast for the moment is 25m will eventually die out just as 40m did, for the same mentioned reasons, and then that's just another chunk of subs gone (there are plenty of people who find no fun except in 25m raiding).