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3-28-2012 @ 8:05AM
Really the only thing I am not looking forward to it the wait... and 25 man raiding. It just feels dead and pointless. It's also frustrating that legendaries get completed faster by 25s but that's a fault of the current legendary system. But all in all I am excited about it.
3-28-2012 @ 10:16AM
Dead and Pointless?As a member of a very heathy 25 man raid team I am offended. 10 Man feels like an inflated 5 man. I don't feel like I am raiding without the Epicness of 25 people.
3-28-2012 @ 3:18PM
I have never raiding with a 25-man guild. However, if the efforts of 25 people produced the same legendary as the efforts of 10 people, I don't think that would be at all fair to the 25. 2.5 times faster sounds appropriate to me and, unless I'm mistaken, that's the way it works right now.I suppose they could come up with another system that rewards legendaries differently, in that 25-mans get more legendaries, taking approximately the same time as 10-man raids, but the end result is still basically the same.
3-28-2012 @ 3:26PM
You'll note I said it feels dead and pointless. I am sure there are still thriving 25 man guilds. I just prefer the precision and organization of 10 man raids. Am I opposed to 25 versions? Not at all. I just don't feel the rewards should be greater if the difficulty is tuned to the same level. Should a 25 man guild complete a legendary faster than a 10 man guild when they are putting in the same amount of time? Doing the same difficulty of encounters? Pushing the same heroic content?Personally what needs to happen is scale-able encounters. In other words a raid should require 10 to 25 players. Boss health and damage should then scale with the number of players in the raid. Thresholds set for debuff such as when there are 10 people 2 people get the debuff, when there are 15 3 get it ect... Extra loot but the same level should drop as more people are in the raid.This would give guild the flexibility to bring that 11th person alone, or still run when only 22 guildies show up. In this way there would be no more 10 man or 25 man but rather we would just have a raid period.
3-28-2012 @ 3:59PM
Let's say every boss you down in a raid encounter drops 2 pieces of loot for a 10-man raid, which is pretty much the case across the board. Wouldn't it be appropriate to drop 5 pieces for a 25-man raid? And this is what happens, if I'm not mistaken. Proportionately, it's the same amount of gear. 1 piece for every 5 players. So...Suppose a legendary takes 100 tokens of whatever to create and, as a raid, you get 2 per boss. If a 25-man raid only gets the same 2 tokens per boss, they have a disincentive to keep raiding as a 25-man raid. After all, they would actually get 2 legendaries in the same time if they broke up their group into two 10-mans. How is that fair? The efforts of 25 people should be rewarded equivalently to the efforts of 10, which is why it's done proportionately. In my example, they would get 5 tokens of whatever per boss kill. Would that enable them to get the legendary earlier? Yes, but we're talking about the reward being split among 25 players. In the time it takes the 10-man raid to produce one legendary, the 25-man raid could produce 2.5, and in terms of proportional player-hours of time required to achieve the reward, it's equitable.I like the idea of scale-able encounters, if the mechanics could be made to work, but even there you mention that "Extra loot but the same level should drop as more people are in the raid." Why shouldn't the same happen for the components used to create a legendary? It's the same principle.
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