... and I'm not sure how I feel about it. All I know is that I'm appalled by all the (what I can only assume are) ten-man-only raiders that downrated every single negative comment on the WoW.com article on the subject into oblivion and who are now ridiculing twenty-five-man raiders for caring so much about loot - and that after many ten-man raiders spent all of this expansion whining about how having gear with a lower item level supposedly meant that they couldn't be taken seriously. Hypocritical much? (Disclaimer: I know not all ten-man-only raiders are like that of course.)
For the record, I'm in a twenty-five-man raiding guild myself, but I like doing ten-mans too. In fact, when I joined the guild back in BC, people were only just working their way through Karazhan and we were thus restricted to ten-mans only. We grew into a twenty-five-man guild simply because that was the only way to progress and our raid leader at the time was ambitious. Throughout WOTLK we still remained focused on twenty-five-mans, but people also ran tens on our "off-nights". Currently we field four ten-man teams on top of our three twenty-five-man raids a week. (The maths works out because a few of our guild members do tens only and some raiders run them on multiple characters.)
Nonetheless I'm not entirely happy with the way Blizzard has handled ten-man raiding in WOTLK, which is something I talked about before. I loved doing both raid sizes back in BC because they offered a different bonding experience as well as different content. I still enjoyed the small group experience in WOTLK, but having to run the same content that I was already doing on regular raid nights anyway was a bit off-putting to say the least, and it caused me as well as others in the raid force to occasionally "overdose" on the same raid much faster than we normally would have. I know why Blizzard went down that road, I understand why and don't expect them to go back to the old way, as I know that many people love it. I'm just saying that for me personally, unifying ten- and twenty-five-man raids diminished my raid experience somewhat.
That said, shared raid lockouts for ten- and twenty-five-man raids don't faze me all that much to be honest. Assuming my guild keeps running twenty-five-mans, I can still do tens on an alt if I really, really feel like having some fun in a smaller group and don't mind the repetitiveness, but at least there'll be no pressure to do both modes on my main for extra emblems or anything like that, so hopefully I won't grow tired of the content as quickly.
However, giving out exactly the same loot in both settings is something that I don't like. Simply put, the alternative rewards that are currently being proposed to compensate for "the logistical realities of organizing larger groups of people" sound like a bunch of rubbish to me. As Larísa notes, bringing up gold drops as a reward is a bit of a joke. I couldn't even tell you how much gold any of the bosses I kill each week drop right now, because I don't care one bit and have never paid any attention to it. Emblems really aren't all that hot anymore either, assuming Blizzard continues the trend of handing them out for completing even the most trivial of tasks.
And more item drops per person? Hrm. I'll admit that I can't make a definite call on that one without actually knowing how many more items per person you'll get in twenty-five-man. If the ratio is going to be something like 2:2.5 it's just going to be another joke, but larger numbers might actually entice some people. However, as Spinks commented in response to Larísa's post, getting items faster also means that you'll end up gearing up faster and then getting bored faster. I'm sure many a raider knows what it feels like to gear up too fast and how it can be just as demotivating as gearing up too slowly. So this could turn out to be a double-edged sword either way.
Fact of the matter is, twenty-five-man raids require more effort than tens. Not necessarily in terms of personal skill during the boss fights, but in everything else. You need to find almost three times as many people who are willing to commit to a raid schedule and then get them to always show up on time. Making twenty-five people dance in sync is harder then doing it with ten. And progression is slower as well, simply because it takes longer for twenty-five people to all wrap their heads around a new concept than it does for ten. (And I vehemently have to disagree with Big Bear Butt here who claims that back in early WOTLK, when we were all on the same gear level, ten-mans were generally more challenging than twenty-five-mans. Looking at my achievements from back then it took us more than twice as long to clear Naxx on twenty-five-man than it did on ten.)
In short, twenty-five-man raid forces are already struggling as it is, having to recruit more, having to teach and gear more people, having to have more patience with their raiders as they have to wait for several dozen people to each learn at their own pace. And here Blizzard comes and says that they plan to take one of the last big incentives for running twenty-five-mans over tens, the exclusive ability to get the best loot in the game, away as well. I'm not surprised to see officers of large raiding guilds already ask why they should bother anymore.
It's not really about the loot for me personally; I genuinely like the epic experience of downing bosses with a larger group of people. However, I'm sure many people will be turned off by this change and turn towards tens simply because they require less "paperwork" while giving the same rewards. Others who don't care for having max level alts and are currently doing both modes on one character will be forced to choose just one group size, and many of them will likely pick ten-man also, reducing the pool of potential twenty-five-man raiders even more.
I have no idea what will happen to my own guild. I think we currently have enough people interested in twenty-five-mans that we could keep going down that road in Cataclysm, but I'm afraid that as soon as we'd hit our first snag in recruitment and had to fall back to just doing tens instead, many players might find themselves wondering why they don't do it like this all the time and just give up on the unrewarding task of struggling to get twenty-five-mans together, seeing how the net result for their character is the same anyway.
It wouldn't be the end of the (raiding) world for me, because as I said I do like tens. But there are definitely more than nine people in my guild whom I like, and I wouldn't be able to raid with all of them anymore, which would make me sad. Not to mention that I'd miss the thrill of so many voices crying out with joy on TeamSpeak whenever we finally beat a difficult encounter. I can only hope that Blizzard will still change their minds on this and come up with something to make sure that twenty-five-mans remain sufficiently rewarding to be worth the effort, so large raiding guilds actually stand more than a snowball's chance in hell to survive the Cataclysm.
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2 hours ago
"Fact of the matter is, twenty-five-man raids require more effort than tens. Not necessarily in terms of personal skill during the boss fights, but in everything else."
ReplyDeleteTrue..but that efford lies purely with the raidleader and his team. Why should 35-40 people get better loot because 3 of them work their asses off?
"I'm not surprised to see officers of large raiding guilds already ask why they should bother anymore."
Isn't it the definition of 'fun' that you still do it after the incentives are gone? It seems like organising 25-mans is not fun for most people. In that case didn't Blizzard do the right thing getting them rid of it?
"And progression is slower as well, simply because it takes longer for twenty-five people to all wrap their heads around a new concept than it does for ten."
I have often heard that justification, but I don't get it. Form one 10-man-Raid.. according to you it will learn things fast. Form another 10-man-Raid..again it should learn things fast. Now put the two together.. why should learning be slower all of a sudden? Bigger numbers don't mean slower progress. But bigger numbers mean that it is easier for bad players to hide in the crowd. And there you have your slower progression. The 25-man-Raid progresses slower because it consists of less skilled people. (Most people should actually be equal to 10-man-Raiders of course, but chances are there are some few people who wouldn't survive a 10-man without overgearing it.)
Personally I'm very exited about the news. I was always fuming silently if some 25-man-Raider went into 10-mans, bashed through it with insanely overpowered gear and then tried to tell me that 10-mans were easy. In addition to that superior 25-loot was one of the things that broke our 10-man-Raids neck back when WotLK was young. It started with one DPS saying "Man I should do some 25s, that trinket at boxx XY is insane and 10s simply don't drop anything fitting". And so he did some 25s. And then some more. And some week later he suddely did a whopping 1000 DPS more (at a time when 2k was not bad at all). After that our other DPS (all rather competative) silently started to do 25s or lost motivation. And suddenly we had a bunch of raiders with all different schedules due to different 25s and it was simply impossible to find more than one day per week where everyone had time. And whenever real life kicked in and one of them had to play a little less it was suddely 10s they cut back, they didn't want to hurt their precious itemflow in 25s.
"True..but that efford lies purely with the raidleader and his team. Why should 35-40 people get better loot because 3 of them work their asses off?"
ReplyDeleteI wouldn't mind if the system only rewarded those who worked the hardest for it, but there's no way of measuring things like "handling the signups" or "leading the raid", so I can live with the rewards being shared among the whole raid. You'll always get coasters or people who seem less deserving of the rewards than others in any size of raid.
"Isn't it the definition of 'fun' that you still do it after the incentives are gone?"
The problem is that from the way it sounds right now, this will seriously skew the effort/reward ratio in favour of tens, and no matter how much fun something is, there's a point where you simply want to progress your character and you'll go after what works best. I don't like Blizzard making any single form of play so rewarding that it's worth abandoning everything else for it, and to me it sounds like that's exactly what they are doing with ten-mans here.
"Now put the two together.. why should learning be slower all of a sudden?"
Because if the fight is challenging at all, everyone will make a mistake and possibly wipe the raid at some point, and people rarely do that all at the same time. Twenty-five people making their one learning mistake cause more wipes than ten doing the same.
"[..]there's no way of measuring things like "handling the signups" or "leading the raid", so I can live with the rewards being shared among the whole raid"
ReplyDeleteIf you can't determine who did what you have two possibilites: You can reward everyone or you can reward nobody. IMHO both solutions are viable, but you could argue that the first one is smarter if you want your players to like you. Still, viable.
"[..] The problem is that from the way it sounds right now, this will seriously skew the effort/reward ratio in favour of tens [..]"
That depends on the amount of badges and items dropped in 25s compared to 10s and how good and expensive that badge-gear is. If the amount of items dropping in 25s is that much higher that everyone knows that you will be equipped in half the time that way, it favors 25s again. And if the amount of badges is much higher and badgeitems are really expensive and some badge items are BIS that would help too. Still.. it means again rewarding 35 people for the work of three people.
"Twenty-five people making their one learning mistake cause more wipes than ten doing the same."
25 people making mistakes is worse that 10 people making mistakes.. but only if that mistake really causes a wipe. First of all a mistake might cause that particular person to die. A 25-man-Raid isn't really hurt if one person dies.. for a 10-man-Raid its really bad. 25 people ensure the happening of more mistakes, but a 25-man-Raid can also take many more mistakes and still succeed. The number of bosses where a single mistake from someone will wipe everyone is still very small.
This is a surprising move from Blizz. On one hand 10man are easier to organize, but encounters tend to be more risky (you can't afford losing a healer or the OT, and in some encounters even a single dps). On the other hand 25man need more coordination in all but losing a member is more forgiving. To compensate the extra difficulty (not only bosses with bigger hp pools or hitting harder, but different starts like extra adds) the gear is a bit better, but I don't see it really exceptional except in some trinket here and some weapon there.
ReplyDeleteAs it has been commented, this will pretty much kill 25man. 2 or 3 teams of 10man will gear up faster than a single 25man team. But the reason I see behind this is not that bullshit about "people geard in 10man being excluded". Blizzard has the Cataclysm deadline coming fast. Different raids mean: different loot tabels for all bosses, different startegies (not that different, but extra adds, spells, etc added) and the most important: investing time in finetuning an encounter... twice! And that time is a luxury Blizzard can't afford right now. So they decided to flat out raids and make a single one where the only difference will be an increase in hp pools/resistances for bosses, much easier to test than an encounter tailored for better gear, with extra adds, etc.
Pretty lame imho.