
20-man Raiding or 25-man Raiding, Which One do You Prefer? by Zhao Kylin
20-man raiding gave us some of the most interesting mechanics of classic WoW. We’re all familiar with the Corrupted Blood mechanic of the Hakkar fight (it’s even spawned sociological studies and inspired pre-expansion events) but fights like Buru and Ossirian were also, for their time, engaging and unique attempts at a new kind of raid fight.
The issue came when 40 man raids were scrapped as we entered Burning Crusade. This was a decision that I supported at the time. Even though it hurt a few guilds, I believed it was overall good for the game. Where I was confused was in how the raid game in BC was set up. On launch, guilds formed 10-man raid teams to work Karazhan for gear in order to start on Gruul’s Lair and Magtheridon’s Lair, two 25-man raids with fewer encounters. (Gruul’s has two, Magtheridon has one.) As a result, you ended up with either five fewer people than you needed to run three encounters, or five too many. Even keeping in mind that guilds often had two or three alternates per 10-man raid force, the difficulties of stepping up to 25s (the A vs. B team issues, different tanking requirements, a lot more people to keep track of) were compounded by the numbers game.
I really don’t know why it was decided to go 10/25 instead of 10/20 when the 20 man raid was an established and successful type of raiding in original WoW.
Wrath made the issue explicit (there were only two 10-man raids in BC: Karazhan and Zul’Aman) with every raid having a 10 and 25-man size. If your guild was regularly running 10-mans, maybe even had two teams clearing the content weekly, you still needed to recruit several players to run 25s. If you did, you had to deal with the issues of running short or benching six or seven people because you ended up having to run three 10s to get enough players geared for 25s. That extra five players wasn’t an insurmountable hurdle (it’s basically a dungeon group) but the fact that tanking and healing often doesn’t scale between raid sizes made everything even more complex. As of now, most 25-man raid groups have the same number of tanks as 10s do, two dedicated and an off-tank. This means that 25s bring more proportionate DPS than 10s do, and so 10-man DPS requirements can’t be the same because there’s a lower ratio of DPS to tanks/healers in 10s than 25s.
20-man raiding gave us some within the most fascinating mechanics of traditional WoW. We’re all common with the Corrupted Blood mechanic within the Hakkar battle (it’s even spawned sociological research projects and inspired pre-expansion events) but fights like Buru and Ossirian have been also, for their time, engaging and one of a kind attempts at a new type of raid fight.
The issue arrived when 40 guy raids have been scrapped as we entered Burning Crusade. This was a choice that I supported at the time. Even though it hurt a couple of guilds, I believed it experienced been general good for the game. Where I was baffled was in how the raid fixture in BC was set up. On launch, guilds formed 10-man raid teams to perform Karazhan for gear so that you can begin on Gruul’s Lair and Magtheridon’s Lair, two 25-man raids with fewer encounters. (Gruul’s has two, Magtheridon has one.) Being a result, you ended up with either five fewer individuals than you needed to operate three encounters, or five too many. Even keeping in mind that guilds often experienced two or three alternates every 10-man raid force, the difficulties of stepping as much as 25s (the A vs B group issues, different tanking requirements, much more individuals to maintain monitor of) have been compounded by the numbers game.
I really don’t know why it experienced been made a decision to go 10/25 rather than 10/20 once the 20 guy raid was an established and successful kind of raiding in authentic WoW.
Wrath produced the issue explicit (there have been only two 10-man raids in BC: Karazhan and Zul’Aman) with each raid obtaining a ten and 25-man size. If your guild was frequently operating 10-mans, perhaps even experienced two teams clearing the articles weekly, you nonetheless needed to recruit many avid gamers to operate 25s. If you ever did, you experienced to cope with the issues of operating brief or benching 6 or 7 individuals for the reason that you ended up obtaining to operate three 10s to obtain enough avid gamers geared for 25s. Those extra five avid gamers wasn’t an insurmountable hurdle (it’s basically a dungeon group) however the simple fact that tanking and healing often doesn’t scale between raid sizes produced almost everything even more complex. As of now, most 25-man raid groups have precisely the same amount of tanks as 10s do, two dedicated and an off-tank. This means that 25s bring more proportionate DPS than 10s do, and so 10-man DPS specifications can’t be precisely the same for the reason that there’s a lower ratio of DPS to tanks/healers in 10s than 25s.
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