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  1. #21
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    I don't think 20-man will survive for very long. Very few computer games today (if any) force gamers to get 20 players together 3 days a week, every week just so they can start playing. It's a huge ask to tell raid leaders to recruit players of a certain skill, of a certain class and spec, and who can attend the guild's raid times for months on end. I don't think any game designer in 2016 would create a game like that. WoW is pretty remarkable in that sense, but it's unlikely to continue for very long.

  2. #22
    Honestly, 20 man mythic in my eyes is pretty much spot on. In terms of size and tuning.

    Dropping it to 10 would be boring and encourage even less socialisation in a game they've already killed with the queueing system, for those of us who liked to talk to people we were playing with anyway.

  3. #23
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    Why is it you draw parallels to Quake (FPS) and LoL/Dota (MOBA)?
    It's different games, different genres with different audience. Is the problem not that you don't enjoy playing an MMORPG?
    I will admit, I would also hate playing Age of Empires with 30+ people.


    I will agree that Karazhan was an amazing raid, but that was not because of its size, but more the theme and the vibe of the raid (along with the TBC hype). I was never a great fan of Zul Aman, which at the time was a 10-man raid.
    On the other hand I enjoyed all the other raids in TBC, which in my opinion was the pinacle of wow raids. only raids that go slightly close were Ulduar and ICC.



    They made their choice on 20-man mythic. I hope they stick to it.

  4. #24
    Blizzard are testing the waters for flex mythic - that's clear as day. If the legendaries end up well received despite their imbalances & gear progression issues (when a majority of the playerbase will be doing raids with up to 6 legendaries by end of expansion).

    Probably going to piss off all the people who like to believe that 20m mythic is a given, simply because it's not being changed for 1 expansion, but the writings on the wall. If the changes go well that remove any competitive aspect to raids, then theres no reason they can't be flex even if it ends up slightly easier after a few weeks.

    I imagine next expansion they'll start flexing mythic raids AFTER progression. If we're still around (due to other reasons mostly) then the next will be full mythic flex.
    Quote Originally Posted by Endus View Post
    which is kind of like saying "of COURSE you can't see the unicorns, unicorns are invisible, silly."

  5. #25
    Quote Originally Posted by Raiju View Post
    Blizzard are testing the waters for flex mythic - that's clear as day. If the legendaries end up well received despite their imbalances & gear progression issues (when a majority of the playerbase will be doing raids with up to 6 legendaries by end of expansion).

    Probably going to piss off all the people who like to believe that 20m mythic is a given, simply because it's not being changed for 1 expansion, but the writings on the wall. If the changes go well that remove any competitive aspect to raids, then theres no reason they can't be flex even if it ends up slightly easier after a few weeks.

    I imagine next expansion they'll start flexing mythic raids AFTER progression. If we're still around (due to other reasons mostly) then the next will be full mythic flex.
    The leaps of logic from legendaries to flexible mythic raids in your post is pretty amusing, in particular the "clear as day" comment.

    Regardless, historically no raid format survived more than 2 expansions since Ion may step down as the lead raid designer in 2-3 years time.

  6. #26
    Pandaren Monk Chrno's Avatar
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    Nice post, but i disagree for the simple fact i enjoy 40m groups over 10m groups

    I don't mind having a raid designed arround 10 players at all. But don't make it be the main progression instance.
    Leading a 40man group is not that much different then a 20man group btw.

    In a 40 man group you have so all the classes and most of the specs.
    it's actually easier to lead then a 10man group...
    Warrior, getting my face smashed in because I love it

    "The Perfect Raid Design Drawn by me .

  7. #27
    Quote Originally Posted by spikeh View Post
    The leaps of logic from legendaries to flexible mythic raids in your post is pretty amusing, in particular the "clear as day" comment.

    Regardless, historically no raid format survived more than 2 expansions since Ion may step down as the lead raid designer in 2-3 years time.
    There are other indicators, I've gone over them in other similar threads. I don't feel like typing an essay everytime.
    Quote Originally Posted by Endus View Post
    which is kind of like saying "of COURSE you can't see the unicorns, unicorns are invisible, silly."

  8. #28
    Quote Originally Posted by Raiju View Post
    There are other indicators, I've gone over them in other similar threads. I don't feel like typing an essay everytime.
    Sadly though, you have to, unless you want to sound like an insane conspiracy theorist. You can't just say "I've posted about it in other threads" and expect us to know or go looking :P.

  9. #29
    Elemental Lord Sierra85's Avatar
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    Quote Originally Posted by StaeleAilar View Post
    Dropping it to 10 would be boring and encourage even less socialisation in a game they've already killed with the queueing system, for those of us who liked to talk to people we were playing with anyway.
    i find bigger guilds are alot more clique-y. Little circle of friends form and do stuff with each other. Whereas with 10man raiding, there is one clique or group. Everyone talks to everyone else. it feels more like a solid team due to the relationships that form between the 10.

    you cannot do this with 20 or 25man type teams as theres just too many people to form a relationship with.
    Hi

  10. #30
    When the game was new, that kind of thing hadn't really been seen before; we'd had huge deathmatch or CTF first person shooter games, but we'd never seen it with so many players coordinating in a PvE environment against a huge variety of AI enemies. So that was very cool!
    I just want correct that inaccurate statement. Large raids were raids were happening in PVE content before WoW came out. EQ was doing 54 and 72 man raids no problem. WoW doing 40 was actually a step down.

    I feel that 20 is still small enough that players aren't #'s, but big enough to still feel semi "epic" when fighting bosses. I do wish that it wasn't a strict 20, but more of a 18-22 or 19-21 kind of thing.

  11. #31
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    Quote Originally Posted by Ahovv View Post
    It's easier to get 10 very good players compared to 20 very good players. Thus, a 10-man raid dropping the same loot as a 20-man must be noticeably higher-tuned.
    No, that only applies when we're talking about a huge gap. Like, 10 to 50? 100? Unless you are on a underpopulated server its not hard filling a 20man roster with good people.

  12. #32
    Quote Originally Posted by Dracodraco View Post
    Sadly though, you have to, unless you want to sound like an insane conspiracy theorist. You can't just say "I've posted about it in other threads" and expect us to know or go looking :P.
    Ok, first let's use a previous example (this is while I am monitoring uploads so post will be as long as that allows). Leveling. Once upon a time, leveling/catchup was considered a significant effort in making a new character. Over time this not only got shorter per expansion to compensate for newer audiences / extra levels, but became noticeably shorter than each previous expansion overall.

    Now I'm not going to pretend leveling was more than a construct to endgame players - but this was at a time when less than 10% of players hit max level by the first patch (and this was true as far as we're aware until MoP). Over 90% of players experienced this as the entirety of their content at the time. It's even a fair bet that in Vanilla/TBC less than 5% hit max level within the first 6 months.

    Over time this became shorter & shorter, there are ingame ways to speed up your levelling and they even added a way to triple your levelling speed by paying extra cash / inviting friends. Noone seemed to have issues and while I don't believe this was the original intention it showed that if you slowly add things in people don't care. Akin to slowly turning hte heat up in a pot of water with a frog in it.

    "Get to the point already". Alright, next they added leveling boosts. But by this point significantly more than 10% of the playerbase experiences max level. Noone cares that you can buy a boost to 90 (soon 100) and noone cares that it comes with some leveling gear ready, because that is trivial to nearly anyone now.

    Note: Originally legendaries added were not limited and some ahve been changed since

    Now we see that flex raiding has been extremely successful at helping non-mythic (note: I don't use casual as plenty of non-mythic guilds raid multiple times a week even if they are bad at it) with the declining player base. Blizz has accepted that WoW is old and even if they drastically improve the game to the point of 'glory days' it just isn't going to retain 10m players ever. 8m would be optimistic and i'd say 6-7 would be realistic (for a GREAT expansion). Flex is an answer to those that would be difficult to remove.

    Legendaries are getting more and more ridiculous, even more ridiculous than thunderfury. This wasn't necessary a problem for mythic raiders if they were pushed back a little, but instead of being pushed back we have the possibility to obtain them from the beginning fo the expansion and that they will be strong enough to LAST the entire expansion. The original concept was that they are outright that powerful, but given negative response they may be tighter tuned and simply 'get stronger' each patch. Regardless, we have a lot of VERY powerful legendary effects.

    Dracodraco, I'm going to use you as an example (I don't keep up but last I recall you lead a serious mythic raiding guild, but you didn't clear content within 'weeks' - something I'd say is normal for serious mythic guilds). The current timeline for legendaries means that you will be using them in your raids long before you clear mythic, and while this doesn't completely trivialize the content (I hope/expect) it will make a marked effect on you as a guild and as individual players having less slots to fill in terms of progression. As the expansion goes on we will get more legendary slots available. You may have up to 6 based solely on legendaries we have seen so far, and very realistically 3 in the final tier equippable from week 3-5~ while you are still progressing. Given the variance of legendaries between classes its impossible to realistically balance around this factor for later bosses, too. Some of them give near 0 damage to classes while others do, some of them make targets near unkillable while others do nothing for survivability.

    So now third factor - 'farm time'. When content is on farm by the majority (such as now) most don't care anymore about who gets the kill. With the progressive nerfs that happen the legendaries that will lower competitiveness from the start outside of top 20~, and farm time is just going ot be more trivial. anything to make farm better is nicer so this is the prime target to 'improve' mythic participation, and as 'good' as it was to unify mythic is not going to remain in game with a playerbase dropping so low as it most likely will.

    Now my speculation, but I feel (I know I'm missing something but typed what I could between workloads) it isn't 'leaping' anywhere so much as a necessary answer given the inclusion of legendaries we may have considered gamebreaking in previous expansions. They will at some point test mythic flex to see playerbase response. Maybe even at the end of legion on the long tail. Given how long tails go I wouldn't be surprised if it's seen as POSITIVE by the community from the get-go, with some minor resistance.

    If it gets that far, it's based on the response. Obviously I'm arguing a 'slippery slope' but I'd like to think we have enough of the 'slope' behind us to see the effects. This isn't a GUARANTEE to happen, but this is what I suspect they want to happen - and will only be avoided if people push hard enough against the changes once they are live in legion. Standing firm *constructively* against the idea that mythic can remain the competitive area it is, given there's little else in the game that caters to you.


    etcetc
    Quote Originally Posted by Endus View Post
    which is kind of like saying "of COURSE you can't see the unicorns, unicorns are invisible, silly."

  13. #33
    Quote Originally Posted by Krom2040 View Post
    I'd like to try to take a few paragraphs to make the case for smaller raids. What does this mean exactly? Well, I'd say it would mean dropping Mythic raiding down to ten people, and reducing raid flexing from 10-30 down to, say, 8-15. This is probably an unpopular perspective on a forum dedicated to raiding, but bear with me!

    For some context, with the exception of a chunk of Cata and most of MoP, I've played a *lot* of WoW since Classic, logging I'm sure well over ten thousand hours in total (I'm somewhat remorseful to say, and I have no desire to check my /played time on dozens of characters).

    With that said, I need to issue this disclaimer: I've never *really* liked raiding, or least the big raiding experience. I understand what the initial appeal was - you have a "massively multiplayer" game, and so it makes sense that you want to show off the universe you've created with epic encounters involving dozens of people. When the game was new, that kind of thing hadn't really been seen before; we'd had huge deathmatch or CTF first person shooter games, but we'd never seen it with so many players coordinating in a PvE environment against a huge variety of AI enemies. So that was very cool!

    But even going back past WoW to the relatively early days of online gaming, it was clear that there was a point where more was not necessarily better. Quake was probably the seminal Internet first person shooter, and it originally had a maximum player limit of 16. This initial limit was largely related to technical limitations at the time. But in later iterations of the same game, they upped that to 32 players, and of course that was an exciting thing! More players, more action, of course it was better! Right??

    Well, not really. It was kind of an interesting novelty, but for the most part the gameplay itself wasn't appreciably different. If you used existing maps designed for up to 16 players, then it was just too crowded and manic. If you used new maps designed for 32 players, well then, the gameplay ended up being about the same as it was with 16, except... you stopped really recognizing who you were playing with. You were less likely to actually interact with any single other player, so it kind of started to feel like an impersonal zerg, a big mess of nameless targets. It became a little less of a memorable social experience and really more of a mindless grind. It was a very different type of game, but I think that same lesson translated over to the world of MMO's fairly quickly.

    As early as Classic, it was obvious that having a huge number of players was not in itself an interesting thing. 40 players was clearly way too many for anybody who had actually had the misfortune of trying to organize such a group, and it was too much to really design interesting encounters. Blizzard (smartly) took the step of reducing it down to 25 players, and even then people bitched and moaned that it would be "less epic" and how they'd have to cut "15 of their closest friends" and all that kind of nonsense that nobody remembers anymore. In fact, I clearly remember how many posts their were on the Blizzard forums by people predicting that the first WoW expansion would actually just ratchet things up into overdrive with 100 player raids (which is... clearly ridiculous to anybody who's actually thought about the logistics of designing interesting encounters for it). I strongly feel that players want larger raids just because they feel it's somehow natural for hard content to have more players, not because there's any particular design philosophy promoting it. From a gameplay perspective, there's certainly nothing implicitly harder about having more players; some of the hardest games in existence are single player games, and the most sophisticated competitive multiplayer games out right now only involve small teams (League, DOTA, Heroes, etc.). Obviously if I have 20 players play through the exact same level of Mario Brothers, it's more likely that at least one of them will fail on any given attempt than if I have 10 or 5 of them of them do so, but it doesn't make the level any harder, it just means there's a higher chance of failure. I can achieve the same overall result by tuning the difficulty up a little bit for the smaller player group. And to take that metaphor a bit further, you can hopefully agree that it would be very frustrating to be one player in a group of 20 who completes the Mario level every time and still always fails due to somebody else's screw-up.

    I've done my time in raiding, and I've been moderately successful at times based on which guild I happened to be in, but it's always been something I felt I was being encouraged to suffer through rather than something I really enjoyed. I've never been in a large guild where I felt everybody was somehow connected with every other player; I've been in a bunch where there were multiple little cliques, and plenty where there was an officer core that basically knew each other and regarded everybody else as warm bodies they needed to appease to continue being successful. The best times I've had raiding have been in small guilds, and my favorite raid of all time was Karazhan (a sentiment that I've seen expressed on numerous occasions).

    Particularly as DPS, I've never particularly enjoyed the dynamic. When you're one in a large crowd of DPS attacking something for 5 to 10 minutes, it's hard to feel like you have any real contribution to the outcome. And realistically, it's pretty true to say that you don't; when you have that many people, your only *real* obligation for most encounters is to not sit in fire so much that you die. Most mechanics are such that other people can pick up the slack if you just sit there and tunnel like a doofus, and there are usually only a small number of mechanics that require a dedicated DPS to do something very specific so that the entire raid can succeed (i.e. a hunter pulling infernals out of the infernal pack on Archimonde, or a DK doing a mass grip at exactly the right time, etc.).

    People who participate competitively in large raids are *extremely* vocal that they deserve the development effort that's invested into them, and to some extent, one really has no choice but to agree. After all, it's a logistical nightmare to get a couple dozen people together on a consistent basis, usually involving the people management chore of perpetually having at least a couple of people in a state of burnout. But are the best players really doing large raid content because they enjoy it, or are they doing it because they're obligated to if they want to be on the cutting edge of player power? Is there really a premium on player skill involved in having more active participants in a raid, or is it really just harder to manage from the perspective of the guild leader? I think at this point it's almost impossible to separate these considerations. But that said, I think we can probably all agree that it's not an ideal situation that people management and scheduling occupies such an important role in the success of most top tier guilds.

    It's my opinion that 10-man raids should be the rough maximum size of group content (minus some accomodation for flex raids). It's at that point where you can really have a few people from each of the trinity roles (tank healer DPS) and have all of them feel like they're contributing as individuals, rather than as a big zerg where a few skilled and knowledgeable people pick up the important mechanics for everybody else. In fact, I can easily envision a scenario where I would be very happy with tightly-tuned 5-man content, much like challenge modes except, you know, something that actually got on-going developer effort rather than being plopped in practically as an afterthought. I'm very hopeful about the prospective Legion implementation but I'm still not sold on the reward structure or that it'll feel fresh a year down the road.

    WoW at this point is an institution, and expectations are such that they probably won't try anything *drastically* new like that. The people who have suffered through raiding for a very long time already have a strongly-ingrained Stockholm Syndrome about the whole ordeal, and nostalgia is powerful and impossible to take away from somebody. But I do think that large group raiding is a thing whose time has started to pass. New gamers are accustomed to highly polished, highly tuned multiplayer gameplay, and I think those gamers are recognizing that, in a lot of ways, designing content for large groups really kind of has to suffer in some important ways in order to stay consistently achievable. I think it's time to scale back.
    If you don't raid mythic, then you can already do your raid as a 10m group. I don't see the issue here, other than you want to change content you don't play.

  14. #34
    My solution is to make Mythic flex LATER on (ie, when they open crossrealm). 10-30, or even 10-20, don't care.

    It gives enough time for the hardcore raiders to push progress and experience the raid in a controlled and more balanced/well-tuned enviroment, but still allows smaller/more casual guilds to have some fun with it even if only later on

    Something I'd also change is the lock system to be boss-individual, also when they open cross-realm, to allow people who might want to pug it do that, without risking being locked for the week with 1 or even 0 kills.

  15. #35
    Deleted
    It's taken awhile, but I think 20 man is winning me over despite being on a low pop server. However, I would like to see 1-2 10 man raids like Karazhan as an addition to 20 man in an expansion.

  16. #36
    Quote Originally Posted by Kolvarg View Post
    My solution is to make Mythic flex LATER on (ie, when they open crossrealm). 10-30, or even 10-20, don't care.
    I'd personally like if you'd be allowed to bring MORE people, not less, so you don't have to bench people on farm.

  17. #37
    Quote Originally Posted by Spotnick View Post
    I'd personally like if you'd be allowed to bring MORE people, not less, so you don't have to bench people on farm.
    I agree, not only because of benching but also for pugs or more laidback guilds that might want to take more people to have a bit less individual responsibility, but some people will be picky about that (ie "don't ruin my gameplay by forcing me to bring 30 people so it gets easier).

    I'd be happy with just 10-20 as if anything it usually makes the fights harder with the scaling as there's more individual responsibility, and that way at least smaller groups can still experience Mythic mechanics, but I agree 10-30 would probably be the healthiest for the game.

  18. #38
    Deleted
    Quote Originally Posted by Kolvarg View Post
    but I agree 10-30 would probably be the healthiest for the game.
    That's your opinion. I believe the healthiest for the game would be to stick to one raid size, in this case 20.

  19. #39
    Quote Originally Posted by Dillis View Post
    That's your opinion. I believe the healthiest for the game would be to stick to one raid size, in this case 20.
    Mmm but why, exactly?

    In my view 10-30 after a couple months (when they open it for crossrealm) is a nice compromise.

    In the end they'd still be designing raids for 20 people (which was the whole point of 20-man mythic), and top and hardcore progress guilds would still have the fair and better tuned environment they desire, while more casual / time-restricted people would be able to give a fair shot at a few Mythic bosses and have fun with the mechanics before the xpac is out.

  20. #40
    Scarab Lord Manabomb's Avatar
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    Quote Originally Posted by Socialhealer View Post
    TLDR : QQ plz 10man mythic.

    overall OP sounds like he's not contributing? then you've never done any difficult raids or any important roles, have you even set foot in mythic? or are you 13/13 heroic with ilvl 735 which is about as hard as clearing LFR.
    So wait, which is it mythic elite players. Is LFR so easy you can do it while not breathing at all, or is heroic as easy as LFR?

    When your arguments are consistent you should come back and talk +D.
    There are no worse scum in this world than fascists, rebels and political hypocrites.
    Donald Trump is only like Hitler because of the fact he's losing this war on all fronts.
    Apparently condemning a fascist ideology is the same as being fascist. And who the fuck are you to say I can't be fascist against fascist ideologies?
    If merit was the only dividing factor in the human race, then everyone on Earth would be pretty damn equal.

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