Originally Posted by
Ailyara
I'm not trying to create a whine thread here of 10 v 25 raiding content, but since my guild has been struggling on garrosh 10 and it seems 25m guilds are having a higher rate of success with the fight (wowprogress reports 43% of 25m guilds have downed normal garrosh, vs 19% of 10m guilds), I was trying to see how various differences are affecting the fight.
These are my observations from having pulled 10m over 50 times and having watched 5 separate 25m normal kill vidoes. I'm looking for input from 25m guild people about the accuracy of my perceptions.
I'm only going to talk about the components I think I have a decent influence on the difficulty of the fight. No one cares about phase 1/transitions since no one really struggles with those parts.
Whirling Corruption
Non-Empowered seems easier on 25 simply because there are more aoe healing effects on the ground typically, but we'll call it a wash and not worried about the non-empowered ability.
Empowered:
10 man - very difficult to coordinate killing adds without them becoming empowered, 5-6 dps vs. 8 adds with 1m health, difficult to keep separated especially off 2 healers with healing aggro and not a lot of dps with aggro abilities.
25 man - same number of adds so 17-19 dps depending on how many healers you're carrying vs 8 adds with 3m health. Seems much easier to keep separated.
25 man has it easier on this one by far in my opinion. Its much easier to deal with a lower add/people ratio than it is to deal with adds with lower health, especially if 40% of your raid is melee (2 tanks, 2 melee).
Suggestion: I would prefer to see 4 adds with 2 million health on 10m. Even though that still means we have to do more dps than 25s, it at least gives us a better chance to keep them separate.
I'm not even going to talk about the fact that its possible for 25m to carry 3 tanks and have one just kite the adds the entire phase 2 and 3. (ala Blood Legion)
Touch of Y'shaarj
10 man - 2 raid members targeted, non-tanks so chance of being selected is 1/4. 1/8 chance of having both healers MC'd if 2 healing.
25 man - 4 raid members targeted, non-tanks so chance of being targeted is 4/23 (lets just say 1/6). Chance of all healers being MC'd is usually 0 since most teams run with 5 or more healers, but even if you have only 4 healers the chance is somewhere around 4% that you'd have all 4 MC'd at once.
If empowered, even worse, as we have fewer pure interrupts on 10m than on 25.
Obviously the ratio is skewed here greatly. I think its much easier for 21 people to deal with 4 mind controls than it is for 8 people to deal with 2. Most 10 man videos I watch has the entire team collapse on the melee pile for mind control interrupts, and then they have to spread for desecrated weapon. 25 man simply has two stacks, one in melee and one at ranged, and they don't need to waste time running back and forth, as you are guaranteed to have enough interrupts at either stack point to handle the problem.
Suggestion: I can't think of a way to fix this one because blizzard never (almost never) "buffs" a fight after release, and the best way to make this fair would be to give 25m 5 MCs to deal with instead of 4. The other way would be to take away one from each and have 3 on 25 and 1 on 10m (making 10m slightly easier) but I think overall that change would trivialize the mechanic on both sides.
Desecrated Weapon
6.3M v 15.2M health - but I think the larger issue with the desecrated weapons is that they're almost trivial to kill in 25s because you are almost guaranteed to have enough multi-dot classes that you don't lose too much dps off the boss to keep them cleaned up in phase 2. Most 10m raids are going to have to focus a weapon down losing time on boss if they want them cleaned up.
Suggestion: Honestly I don't care about this mechanic but if they want to balance the difficulties lower the health of the weapon by 10%.
Garrosh's Health
419M v 1.16B. Typical raid comp 6dps vs 18dps. 6dps vs 18dps. But wait, tanks these days put up decent numbers with vengeance, so I'll even count 2 tanks as 1.5 dps (even though 25m tanks do more dps thanks to higher vengeance). 7.5dps vs 19.5dps.
419M / 7.5DPS = 55.8
1.16B / 19.5DPS = 59.4
Probably, the same proportional health. I am pretty sure this is how Blizzard decided on this number ratio for health, however, it discounts how many more offensive cooldowns (banners, totems, etc) there are in 25 vs 10, and also how much more time on boss 25 has vs 10 because of less movement and a lower add/dps ratio for empowered whirling corruption.
Conclusion
Since, again, Blizzard does not "buff" fights after release, the best way to balance this fight in my opinion is to nerf the 10 man side. Based on my perceptions the change I would suggest is to simply halve the number of Minions that spawn from empowered whirling corruption, and double their hit points to compensate. Even though I feel boss health, MCs, and weapons are easier to deal with on 25, I think giving 10m guilds more time on the boss and making it easier to regroup after empowered whirling corruption will help tremendously. Is that too much of a nerf? I'm afraid Blizzard will just do the lazy thing and say "10% less boss health on 10m" or something.
I'm looking for discussion and not flames about the formats. I'm not whining for a nerf here because lets face it, given the numbers of 10m kills vs 25m kills, even at the heroic level, a nerf is most certainly coming. I just wonder what would be the most fair nerf to give the encounter.