Mar 5th 2012 10:10PM Another interesting cartel note, is that even though cartels are against the law here in the US, we're surrounded by the involuntary cartel which is the "price match". When a business introduces a price match policy into the market they are actually inflating prices because other sellers no longer have an incentive to lower prices to attract business (all other things being equal).
Feb 24th 2012 3:34PM The reward for the extra logistical work (I don't think anyone would argue that) it takes to run a 25 man raid is that you get to have a 25 man raid. If the joy you get for your preference of being in a 25 man raid over a 10 man raid isn't enough to justify the extra work, then why are you trying to run it? Any outside artificial incentive (gear, drops, legendaries, perks, what have you) to running a 25 man raid is just a bandaid trying to keep it alive for some unsustainable reason.
Why are you trying to force blizzard to keep spending development time on a feature that you yourself feel is less fun overall than the alternative? You should be attacking this from another angle, maybe have an optional boss that requires a 20 man raid (or other multiples of 10 man raid groups merging for an effort)? To ask blizzard to keep 25 man raiding alive with artificial crutches because the player base has seemingly decided that 10 man raiding is the way to go in too many numbers for "25 for lifers" to find a raid home is asking them to waste their resources.
Feb 23rd 2012 2:51PM The percentage of people who are in a guild that:
A. really cares about their progression vs other guilds on their server
B. hasn't completely heroic madness yet
C. cares about their server progression position more than the satisfaction of completing the encounter at the original difficulty
is minuscule compared to the rest of the raiding wow population and that is the only segment that's affected negatively by these nerfs, all other segments this is a boon or a non issue.
Do voice your position, but at the same time have some perspective.
Jan 3rd 2012 4:46PM #1 is very deserving of that spot. I can count on one hand the amount of times a tank has skipped pulling the first dragonkin pack in the phalanx boss area of Grim Batol which _has not_ resulted in that pack wiping the group on accidental pull.
Dec 22nd 2011 10:48AM Not to mention a chance at the best in slot weapon for tier 11. Any rogue that doesn't macro pickpockets to their opener is just missing out on a lucrative part of their class.
Dec 6th 2011 6:10PM I'm championing empty glyph slot as a protest every chance I get! I can deal with throughput nerfs/buffs, its a moving target that the devs always react to. What I am still floored about is the gall of Ghostcrawler painting the glyph change as the answer to our clamor for more choices when glyphing! I hope he doesn't put a 3 minute cooldown on lifebloom to answer our request to make tank swapping easier on druid healers...
Dec 2nd 2011 7:21PM I'll explain the logic. Bliz probably didn't like that so many guilds were stuck at 0 kills for weeks in firelands. With at least one "intro" boss you can start to creep gear into the raid to assist with progression.
Dec 2nd 2011 2:38PM I seriously doubt blizzard would shy away from banning someone because they're a "race to world first"-er. While they are the elite, there's still plenty of those players and others will fill the void, they always have. What's more important is the integrity of those achievements.
If anything because of their notoriety, I think blizzard woud be more likely to make an example in this situation.
Dec 2nd 2011 1:53PM The ban hammer truly hits race to world first guilds where it hurts the most. This teachable moment really writes itself.
Dec 2nd 2011 11:36AM I hope everyone who's looking for them to dump 10man in favor of only supporting 20 man runs is looking forward either 4 tank encounter designs or even longer DF queue times for non tanks? I also know of many guilds that have trouble enough fielding a roster for a single 10 man run that you're asking for the devs to kill those guilds.
Taking the arguments proposed in this article, the only sensible single raid size would be 10man. That design would be far most flexible to the realities of raiding rosters than any other single raid size.