First of all we have to get some things cleared up a bit:
1.) What is splitraiding?
You split your raid into half (or even third) mainchars and fill up with twinks from your raidgroup. This way you farm the heroic content several times during the first weeks of progress, giving all the loot only to the mainchars. All twinks only serve as additional chances for itemupgrades.
2.) Who performs splitraiding?
I don't have specific numbers. Mythic World 1st guilds are definitly doing this and several other guilds that want to perform in a competitve atmosphere. Its certainly a small amount of players compared to the overall playerbase. If I have to make a subjective guess: <1% of the playerbase is acutally doing mythic content at all and maybe 1% of those players have performed in splitraids.
3.) Why splitraiding?
Obviously gear still has a great impact on progression and especially the current content is pretty merciless if your'e looking at DPS/HPS numbers you have to deliver (Fallen Avatar/Mistress being one of the hardest DMG-Checks in a long time). But to answer the question: The advantage you get from split-raiding in comparison to other progressguilds who are not doing this is definitly noticable during the first weeks of progression. Having everyone in your raid with all needed setbonuses and trinkets BEFORE the actual mythic race starts is a huge deal.
4.) Why bother?
- The performing players don't like to equip and master several charackters to stay competitive. It's a huge amount of time you have to invest and the current AP/Legendary-System is definitly not helping on this matter.
- It
can influence balancing and raidadjustments. Guilds are defeating Bosses with gear they shouldn't acutally have to this point. Theres no point in denying that there are/were Bosses that simply require your raid to have certain kind of gear or artifactlevel (everything after: Guarm/Helya, Krosus/Star Augur, Avatar). Some may call those Bosses "contentblocker" or "guildbreaker" but they definitly exist.
Splitraiding guilds are falsing numbers about how fast certain bosses have to die and set unrealistic expectations to non-competitve-Mythic-guilds.
Blizzard is having a hard time to calculate how hard the current content acutally is!. Which playerbase should they choose to perform the right and fair adjustments to their raidcontent if their numbers are influenced this way?
- fixing this problem might shift the competitve raiding scene away from "a huge amount of time you have to invest in" and highlights more the impressive amount of classknowledge and high-quality groupmanagment behind those guilds. Maybe it even makes mythic far more accessible for the broader playerbase and who the hell is against additional content? ;-)
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Blizzard statet that they understand those issues but havent come up with a satisfying solution yet.
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So here we stand with the next AddOn already in "discussion-range", still not having a practical solution. I see 2 very sensitive variables in this context:
1.) Punishing the players account by performing the same content several times in the same loot-lockout.
I have thought about this over and over but this absolutly makes no sense. Players will find a way around it even if they have to make an additional wow-account for each one of their twinks. Mythic Raiders earn enough gold with sellruns to finance several accounts easily.
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2.) The big amount of "sudden"-upgrades you get as soon as the new content starts has to change.
I want to illustrate this with following picture:
[Upgradeprogression over Time](
http://i.imgur.com/FYssd6r.png)
The green line illustrates simplified the upgradeprogression for the broad audience as soon as the new Patch hits. The blue line illustrates simplified the upgradeprogression for a splitraiding guild.
Ofcourse better guilds should also have a higher ratio yada yada but the goal seems to be clear: The blue line should more match the green line.
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My personal solution:
**Upgradeable items.** What?!
MoP already had this implemented as some kind of "catch-up Mechanic" and "longterm motivation to do the weekly chores". But in MoP this made the already good items even better. Now we just want to get our good items "slowly".
I mean following:
1.) You end your current content with a ~ilvl of 900
2.) New Raidtier begins but instead of getting an instantly high 30 ilvl boost on every itemslot, the new gear only has an ilvl of 910 with 4 additional +5 ilvl steps to upgrade (all concrete numbers ofcourse have to be empirical adjusted over time).
3.) With killing Bosses in just 1 difficulty (like curent artifactpower) you will earn a specific currency to upgrade 1 or maybe 2 items per week to their full potential (again numbers have to be adjusted)
Over time your charackter will be as strong as in the current system, but the huge upgrade "jump" at the beginning gets flattend out. Splitraiding is still practically doable, but its not very lucrative to do.
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I would love to her your personal opinions!
#MakeRaidingGreatAgain!