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Posts with tag 25man

Guildwatch: Farming instances for the holidays

Lots of guilds were off for the holidays, but we still had a surprising amount of news: lots of drama, plenty of downs to report, and a few more guilds recruiting for a serious run at the new endgame.

Hope your holidays were happy -- here at Guildwatch, we got exactly what we wanted: angry forum threads, tips from all over the realms, and even a few very offensive vent recordings. If you've got news of guild drama, downings, or recruitment, send it to And hit the link below to see this week's GW.

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Filed under: Analysis / Opinion, Fan stuff, Guilds, Instances, Humor, Guildwatch, Bosses

"The Karazhan mistake"

AFK Gamer's got a great post up about what he calls "The Karazhan Mistake." At BlizzCon, and now in Leipzeig, Blizzard has been patting themselves on the back for the 10man raid of Karazhan-- it's clearly the most popular raid in the expansion (does that have anything to do with the fact that it's the first raid most guilds do?), and so they say the 10man raid idea of theirs is the bomb. Along with the new Zul'Aman, we can expect to see more 10mans in Wrath of the Lich King.

But AFK says they've learned the wrong lesson. While Karazhan is definitely popular, creating a 10man raid in the guild progression path (remember, UBRS didn't start as a 10man, and it wasn't really a progression instance) was a mistake. It's more or less where all the guild drama and frustration in the expansion has come from-- guilds with only 10 people are rare and far between, and so most guilds have to schedule and run multiple raid IDs just to get everyone through there. And now (eight months after the expansion has dropped), while most guilds have finally got Karazhan (and all that raid coordination) down pat, they're dealing with another problem: beefing back up to 25 for the rest of the raids. Blizzard's making guilds jump through all these hoops, and deal with all of this group A/B drama, and they're citing Karazhan as a success?

AFK's solution is a simple one: lower the cooldown on raid IDs. (His other solution is to have raid IDs be guildwide, but letting only 10 people in a guild run Karazhan weekly is a terrible idea.) That would more or less take the raid out of progression (in essence, turn it into UBRS), and let you go there whenever you had 10 people ready and willing, leaving the real raiding to the 25 mans.

Personally, I love Karazhan. It's a great dungeon with some cool bosses and lore, and Blizzard's right: it's how raids should be done. It's just too bad that, by creating a great 10 man in a world full of 25 man raids, they caused guilds (especially guilds just starting to raid) so much trouble.w

[ via Mystic Worlds ]

Filed under: Analysis / Opinion, Guilds, Blizzard, Raiding

40 men on a raid

Kavis wonders if he's the only person who wants 40 man raids back. I'm sure he's not the only person, but I'd bet he's in the minority. Forty man raids may sound super fun in theory, but in practice they are pretty miserable-- it's hell to coordinate the schedules of 40 people on a regular basis, and then it's even worse to actually get them to line up on time and do what needs to be done. I don't know if Kavis ever actually ran Molten Core or BWL or Naxx, but while 40 man raids were fun while they lasted, 10 and 25 man raids are much, much easier on raidleaders and guildies alike.

As Bornakk says, the devs love 25 man raids too-- since 40 man raids could be carried by about 25 good players anyway, it makes things much easier for everyone, in terms of individual contributions.

Now, if Kavis is asking to return to the 40 man content, I'm completely down with that. BWL, AQ, and Naxx were fun to go through when you had a good group rolling (as rare as that was), and the content there shouldn't be abandoned (Naxx, we already know, is likely being repurposed in WotLK). But as for a return to the days of trying to get 40 people together for five hours on a Sunday evening? No thanks.

Filed under: Analysis / Opinion, Guilds, Blizzard, Instances, Raiding

What is the ideal raid size?

Over at Elitist Jerks Quigon of Maraudor started a thread about raiding. In it he philosophizes about raiding as we knew it, and how things have changed since the expansion. Raids in the original WoW varied in size, but the main push was toward the 40-man grouping. We did it in MC, in Naxxramas, even with the world dragons. But with the large number of members the encounters were for the most part simplistic, since it takes a great deal of skill to coordinate a large number of people to do just about anything.

As Quigon puts it, the feeling of an epic fight has diminished somehow, despite the new encounters being more challenging. There isn't the same amount of excitement as a boss drops, that tangible electricity over the Vent channel. Is this because the encounters still need some tune ups, or is it because of the smaller group? Do you get the same swelling of pride as you form up as a group of 25 heroes to wage war as you would if there were 40 of your brethren around you? On the other hand, what about the 72-man raids in Everquest? Since we have so many variations in spec, build and class these days, wouldn't more people in a raid be better than fewer?

He raises a lot of stimulating questions, questions I'd love to hear your perspective on. What is the perfect raid size? Is it 10, 40, or 100?

[via Elitist Jerks]

Filed under: Analysis / Opinion, Raiding

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