Suggestion: variation in raid group size
Is there any reason why raid groups all have to be exactly x players ?
Is there anything wrong with raids designed to scale between x and 2x-1 players ?
For balance purposes. We’ve all seen how balanced events and bosses are when they are scaled either up or down. One particular raid size would be the easiest (Let’s say 23 players) and therefore all PUG raid groups would fill to that size and nothing else.
Is there any reason why raid groups all have to be exactly x players ?
Is there anything wrong with raids designed to scale between x and 2x-1 players ?For balance purposes. We’ve all seen how balanced events and bosses are when they are scaled either up or down. One particular raid size would be the easiest (Let’s say 23 players) and therefore all PUG raid groups would fill to that size and nothing else.
I’ve seen how badly they scale when there are huge differences in the number of players.
But how well do they scale when it’s only a difference between 10 and 19 players ?
More importantly, do you prefer excluding guild members or that scaling problem ?
But how well do they scale when it’s only a difference between 10 and 19 players ?
More importantly, do you prefer excluding guild members or that scaling problem ?
From your example, that means that there are many more players that can potentially revive one another. That alone would significantly impact balance. This is because the maximum amount of players to revive is a fixed amount. This is just one of many logistical issues that would come up with a scaling raid.
I don’t think it is fair to say that pug groups can’t beat this honestly. I beat VG with a Pug group (only two people knew each other, the rest were all LFG). Admittedly we didn’t have time to start into Gor because people had to leave, but I think the whole thing can be pugged eventually. The problem is that this content isn’t even a week old, so there are a lot of people that don’t know the fights. That’s true of an new “hard” content that is added. Eventually people learn the mechanics, and finding a good pug group gets easier and easier. Those that aren’t really finding raids to be their cup of tea will stop playing them, and only those that want to get better will be left (for better or for worse). Personally I like people’s idea of having difficulty levels (easy, medium, hard) which have the same rewards, but with vastly different rates of awarding them (i.e you get 8 shards on win for easy, get 30 for a win on hard). That way casuals can still enjoy the content they are just going to have to invest a lot more time in order to get the same rewards as those that are actually very skilled players.
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