I think there are solutions to this, they just require a lot more effort from Blizzard.
First, OpenRaid should have been part of the game UI. PuGing a raid is not in any way elegant and while someone can on the fly spend 30-40 minutes in an activity, many people need to schedule for 3-4 hours. Wasting far more than that to build the raid is horrible. Having a tool to schedule a raid ahead of time to a time that suits you so that when the time comes you can have the group ready within 10-15 minutes would get so many more people involved.
Second, raid design should help make raids easier to experience in smaller and distinct chunks. LFR does this already for the raids; you can pick a specific part with specific bosses, there is usually a capstone in rewards at the end (LFR wing endbosses corresponding to tier bosses). This should be something easier to schedule and communicate for PuG leaders and it seems the reward system in DF is built for that; e.g. less running Castle Nathria, more running Leeching Vaults.
Third and alternatively, design more and smaller raids. Instead of one raid with 10-12 bosses, two raids with 4-6 bosses (and a third with 1-2). Give us similar number of encounters but more environments. Less bosses who are filler in the story. Yes, probably would mean more art reuse but as long as each tier has some new art, the World art already is strong enough to carry themes and raids.

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