Originally Posted by
ClassicPeon
Having content that is beyond the reach of some(skillwise) isnt a problem. The problem is, as you said, when you have a game thats arguably very, very slowly dying and still trying to maintain the game as if the same amount of people where playing and kept playing.
Wow's current subscribers vary insanely from patch to patch(much more so then it used to).
We usually start a tier with 35 ppl and have to tell some people to go raid elsewhere. And now we are down to 16-20 people each week.
"WoW is dying" is such a laughably silly argument that it's hard to believe that after 16 years it's still the only thing people can think to support their position that {x feature} needs to change because, well, without the change it'll surely die. This time. For sure. Okay, believe me. Look, my friends list is emptier! And I asked like 3 guildies and they all agreed with me!
Come on.
Not to mention this idea you have of keeping Mythic at 20M until the end of Hall of Fame is laughably silly for a number of reasons:
1.) It would require that all encounters be designed with flex scaling in mind. Even if 20M is the "default state," the fact that the instance suddenly becomes flexible at some indeterminate point in the future requires that the encounters be designed with this in mind.
2.) Because Flex raids are inherently more/less difficulty at certain breakpoints, players will find the "optimal" breakpoint for each encounter and only ever bring the people necessary. Can you imagine getting Hall of Fame one week then having to bench half your fucking roster the next week because certain encounters are easier on 10M? This is stupid.
3.) Class representation in a small raid will matter even more. Got a one-trick Frost Mage? 26 weeks into the raid that doesn't matter much for a casual guild on 20M. But on 10M, if that same player isn't playing the "optimal" spec, the difference in DPS will be felt and it's far more likely that this player would simply be benched. The result? You'd see just as many people who currently bitch about 10M not existing instead bitching that "Blizzard sucks at tuning" because they failed to design raid encounters around the fact that many players do not play at the 90+ percentile.
4.) This is an important fact that most people either conveniently "forget," or, more likely, is the actual reason they want 10M/smaller raids to exist in the first place. Throughout Cata/MoP there was an emergence of "casual hardcore" raiding guilds. These were 10M guilds that had no intention of clearing the raid and instead wanted to kill the "easy bosses" and call it a day. This phenomena wasn't nearly as prevalent on 25M because you couldn't realistically PuG the easy bosses and the requirement of maintaining a larger roster naturally lent itself to a progression mentality. Blizzard clearly wants endgame raiding to be progression oriented and did not like the fact that "casual hardcore" guilds existed in the first place. 20M does not suffer from this problem for the same reason 25M didn't.
5.) Smaller raids simply do not achieve the aesthetic Blizzard wants in a raid environment. Blizzard likes to design raids around a large group of players taking on massive lore characters. It does not feel the same when you have a massive room that has barely used real estate because there are so few players in the raid.
10M/flex raiding simply is not an option. End of story.