Raids have been the
backbone of WoW since classic - its USP, its most exclusive and most
intricately designed content, the challenge that separated the wheat from the
chaff, the center of all balancing efforts. There is little I can say, except
one thing:
With WoD, one very
fundamental mistake was made, which was basically a return to BC-days: the most
demanding content was restricted to larger groups. The change of mythic raids
to 20 men groups singlehandedly broke the back of plenty of ambitious raiding
guilds and sucked the fun out of the game for countless smaller mythic raid
groups. Groups which up until that point were able to progress in the endgame
content with a roster of a dozen people were now forced to at least double it
in size, which meant a lot of searching for qualified raiders who were willing
to submit their spare time to a raiding schedule, had the proper class, gear
and got along with the other members. Plenty groups didn't make the cut because
people left the game or were poached by other raids, scheduled runs weren't
possible because 2-3 people were missing but couldn't be replaced at the last
minute, mediocre players had to be accepted because a full group was still better
than none at all etc.
While it's understandable
that a complete adaption of the flex raid system isn't really feasible for
mythic raiding, there are at least some options to make that mode more lenient:
- instead of 20 people only, small group mythic raiding gets reintroduced, i.e. 10/20 or 10/25 are possible raid sizes. This opens up this content for smaller raid groups again - and it's hardly too much to ask considering that high-end raiding holds considerable appeal for a certain segment of the playerbase.
- semi-flexible raiding: mythic raid sizes are a bit loosened up - they can vary from -10% to +10% (i.e. 18-22), with identical boss mechanics, but daMage and hp being adjusted. That way it isn't the end of the world if a few people are missing.
- or both.
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