At Blizzcon 2013, Blizzard announced the new format of 20 man only mythic raiding. The news was received by the playerbase with both enthusiasm and trepidation. Now that the dust has settled and we're the better part of 3 months into Blackrock Foundry. I thought I'd try to see if this decision has been a stroke of genius or a flop of legendary proportions.
Why 20 man mythic? Lets remind ourselves.
Per Lore, on the US forums: (edited for length)
Seeing a lot of debate about the number 20. Let me take a stab at clearing up a few things:We chose to put Mythic at 20 largely for the function of raid design. One of the biggest issues we're currently facing with 10-player Heroic raiding is that of raid composition. It's impossible for every group to have every class, and often that means they're lacking in certain tools, which in turn means that we can't design encounters around those tools...
We want to be able to use those sorts of mechanics again. We can't do that when we're designing
with a 10-player raid size in mind. We don't think we'd be able to get away with it at 15 either.
At 20, it becomes a lot more acceptable for us to say "you should probably bring a Mage to Spellsteal this." And honestly, that's just one example of the sort of encounter mechanics we can start to utilize in a larger group size.
...We just also feel quite strongly that, when the dust settles, we'll be able to provide a better raiding experience for everyone.
The story so far:
There has been a lot of conjecture on what the transition has done to raiding guilds. While ordinary players don't have the data to perform a rigorous analysis we can glean some useful information from wowprogress.
Lets have a look:
On Kazzak EU, 441 guilds scored a "Mythic" kill in Siege of Orgrimar. This number has fallen to 55 in Blackrock Foundry.
On Twisting Nether EU, 451 guilds scored a "Mythic" kill in Siege of Orgrimar. This number has fallen to 38 in Blackrock Foundry.
On my connected realm, Blades'Edge / Vek'nilash / Eonar, 70 guilds scored a "Mythic" kill in Siege. This number has fallen to 1 in Blackrock Foundry.
On Sageras US, 365 guilds scored a "Mythic" kill in Siege of Orgrimar. This number has fallen to 43 in Blackrock Foundry.
Those realms represent the giants and the minnows. What about Blackhand EU? It's ranked 40 out of 123 EU realms and the name is somewhat appropriate, lets have a look! 410 guilds scored a "Mythic" kill in Siege of Orgrimar. This number has fallen to 16 in Blackrock Foundry.
This comes with a caveat. The Siege of Orgrimar kills represent both 10 and 25 man guilds. And of course Blackrock Foundry is in its infancy compared to Siege, which holds the dubious distinction of being the longest tier in the history of the game.Regardless, the trend is clear - The number of guilds participating in the hardest pve content the game has to offer has tanked by more than 90%. If we just look at warm bodies killing a boss, the drop is roughly 85%.Lets face it, raiding is a niche, albeit high profile activity in World of Warcraft. In a game that recently peaked at over 10 million subscribers, a measly 18,792 guilds have killed a heroic boss in Blacrock Foundry. If we assume 15 people participating in a kill per guild, thats less than 300k people - 3% of the playerbase. If we move this on to mythic, that drops almost by a factor of 10 again, 0.4% of the playerbase has killed a Blackrock Foundry Mythic boss.
Ok, so mythic participation has been decimated, why?
Numbers can tell you what happened. They can't tell you why. The "why" is open to interpretation because there are a lot of moving parts at work.
I'm not speaking for everybody but I think my experience will resonate with a lot of people who raided (and cleared) heroic content in previous expansions.
People raid for different reasons. A big driver is the fact that a staple of an MMO is character progression. The best rewards come from raiding, so people raid. Lets not forget its fun too (at least for me!)
When we get to Mythic raiding we can probably break it down something like this:
- The best of the best compete for World / region firsts
- Many have their own races - "Realm first / Best 6 hour a week guild" etc
- Many want a challenge that heroic doesn't offer - the other 19 participants could be npc's for all they care. They just want to kill stuff and collect epics
- Many want a challenge that heroic doesn't offer - they also enjoy the social ties and bonds that raiding brings
This last category is where I slot myself. current heroic content won't keep me busy forever but I value the raid atmosphere highly. I don't want to play with random strangers but with my friends that I've spent the last couple of years slaying dragons with.
It's people like me that the change to the 20 person only format has hurt the most. I'm part of that lost 90% that used to raid "mythic". You see, the difficulty isn't the barrier to entry for many of us. It's the recruitment and maintenance of a roster of like minded people. I refuse point blank to recruit generic "leet pwn dps" who rages at wipes and cries when he doesn't get an epic, guild hops his way up the ladder - you know the type! I want a stable team of people at or about my skill level whose company I enjoy. 10 man gave me that. Out of raid admin to maintain a team shouldn't take more effort and planning than the raid itself.
Build it and they will come! (Or not!)
If we take what Lore said earlier, 20 man only would allow them to design more complete encounters because of class mechanics.
The examples given were pretty generic and we've seen a grand total of *one* brought to life in Blackrock Foundry (Mind controlling mobs on mythic blast furnace - something only priests can do) Thats hardly ground breaking in the innovation department. Also, the solution to situations like this has been in the game forever, the humble extra action button.
What further craps all over this "balanced raid compositon" stuff touted by the developers is once again the obscene amount of class stacking seen in world first kills. Half of the World first kill of Blackhand consisted of a roster of Balance druids / hunters and rogues. The more things change, the more they really stay the same...
Gaming has evolved over the last decade but Blizzard are still atop their ivory tower trying to create content with massive artificial barriers to entry that very few can see. It seems to be working as well for Blizz currently as it did for Wildstar.
So my take on it, the transition to 20 man mythic had been an abject failure. It's excluded a large portion of the niche that participated in raids anyway and the encounters haven't evolved nearly enough to justify the change.