Originally posted by: Anubis
Originally posted by: Xavier434
Originally posted by: AntiFreze
they should make 2 different roads.
A road for 10-man run guilds to get to end-game
and a road for 25-man run guilds to get to end-game.
maybe give the 25man instances slightly better gear. but some people just like raiding with a core 10 and others with a core 25.
As long as they could balance the difficulty and loot.
I feel that ZA was done perfectly. By no means was it necessary to even touch if you want to complete raid content all the way up to Illidan. However, it provided some nice variety along with some unique items. It gave almost everyone a reason to go there and have some fun. It was difficult, but short. It was a very nice side stepping stone for 25 man raiding guilds and it was very good for 10 man raiding guilds.
Blizz tried to blend a 10 man with the 25 man raid progression when it came to Kara which was the mistake. So, basically you are correct with what you feel they should do. It works out best for everyone in the end and the bottom line is that it is just a lot more fun that way.
the big mistake with kara IMO is that its too damn long, when people first started it in blues it took forever, too many bosses way to much trash and on way to long of a reset
having a 10 man be the start to raiding is fine but it should have only had 4-6 bosses and 1/2 the trash and been on a 3 day reset, much like ZA
I disagree because it very much limits casual raiding guilds like mine that still want to progress at a good pace. We cannot have two groups run Kara. Without going into detail as to why just trust me that it doesn't work for my guild and many other like mine. This means we have to spend nearly double the time learning and gearing people up.
Then there is recruiting which is a fucking bitch if you are a 25 man guild being forced into this 10 man bottleneck. People being left out of the raids a lot means you will have a % which will either quit or stop showing up because they assume they will not get picked. So, this means you will need to recruit replacements or else you will not have what you need to start the 25 mans when that time comes. Of course, when you recruit someone into a raiding guild, what is the #1 thing that recruit wants? To RAID! However, they will also be left out a lot since 10 mans limit you quite a bit. This does not allow the guild to evaluate the recruit nearly as fast and it increases the chance of that recruit leaving because they are not raiding as much as they hoped.
In regards to your 3 day reset idea, that is fine if you are raiding 25 mans on your primary raid nights, but that sucks if the 10 mans is your primary instance. If you are a guild like mine, you cannot change your 2 nights a week and the fact that those nights fall on Mon and Thurs or else you will fuck everything up because your members depend on those nights remaining the same or else they may have to quit raiding due to their RL schedules. This means that you have 1 night a week to learn the instance before it resets which will limit your progression speed too.
On top of that, tons of guilds on your server will be having the same problem all at once so the recruiting process will be horrifying. It is a huge mess to make a 10 man part of the 25 man progression. There are so many more problems than what I listed here already.
No matter how you slice it, the bottom line is that you can have the raid progression not include the 10 mans as a major stepping stone and still have just as fun of a game. Why cause the problems?