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Old 02/07/08, 1:20 PM   #18 (permalink)
zeidrich
Irregardless, he supposebly knows alot.
 
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Dwarf Paladin
 
Uther
Originally Posted by Copernicus
I think the main learning curve needed for 10/25-man raiding is a way to ease people into a raiding schedule. For MC, it was possible for a guild to zone in with 35ish people and start killing bosses in there. If I was designing WotLK Naxx, I'd make sure one wing would be built around a 20-person raid for healing/DPS requirements.
This reminds me of an ancient interview based on their very old ideals for raiding:

WoW -> Insider -> Insider Interview

An interesting quote:
"But it is important to have some of these monsters because depending on the length of the raid, you might not always have 40 people for the entire raid. Let's say your raiding party enters a 2-hour long raid dungeon. There will probably be a lieutenant on the way that takes 20 players to defeat, whereas the raid boss takes 40. This design makes it easier to accommodate people's schedules."
This is of course very dated, but it shows a very different mindset to the raid game, and the evolution of it.

There were many times we managed in pre-tbc instances with fewer than 40 players. We've only done "experiment" pulls with sub-25 post.

I think, for the baseline dungeon, Naxx in this case, it should be wholly possible for a starting out guild to manage with 22-23 players without perfectly tight dps rotations and reaction speeds. At the same time there should be content in the wings because quite obviously the hardcore players will zip through that at lightning speeds.
 
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