Not really, Xi. I wouldn't say my guild has a HIGH turnover rate, but its not solid like DnT or EJ. I'll just let our numbers naturally attrition down to 30-35 actives over the course of the leveling curve and raid prep stuff in the expansion, and I doubt I'll have to cut anyone. This really should play to our strengths, recruiting has always been the weakest link we've had, keeping an effective core of 15-25 people has never been a problem.
Then you'll discover yourself in the same plight you are now. Turn over is inevitable, some of your core will always move on from the game, life progresses and sometimes people need to step away, this may seem like a good idea for you in the short term, but in the long term it will circle back to the way things are now. See post #202 in this thread for an elaboration.
I think that player trends are difficult to ascertain based on the one lone server you're on. I would agree with you - On Mal'Ganis there are something like six or eight c'thun killing guild, with a spread of lesser guilds going down the pipe and several making progress in Naxx. That's tons of players, a big chunk of the server population is clearing out raiding dungeon for loot.
But I have no idea how this effects the crappier servers that are supposedly ghost towns. I've heard many horrible things about some of those servers, but frankly, I think no one has any idea. Including Blizzard.
The 25-man change is for the benefit of the current BWL/AQ raiders who have high turnover, attendance issues, and so forth. Find a random guy in IF/Org wearing t2 and maybe some AQ set pieces. Odds are he's been in quite a few raiding guilds during his time on the server.
These groups are going to be the most affected by the change, because they are the most ill-prepared to deal with the drama of somehow either recruiting or cutting their raid force down to meet the new style of play.
These groups are the ones who have been having to recruit frantically to keep 40 players as people quit or move on to other guilds, constantly. Waiting a few months and leveling to 70 will do the winnowing for them. If you take a typical guild that is working on, say, Huhu or Emps right now, maybe playing with Anub or Raz, churn and teetering on the edge of implosion due to attendance issues probably constitute the story of the past year for them. I don't think trimming down to 25, or not having to pressure players to maintain the same attendance, is going to be too difficult for them. Nor will trimming the fat, if they go that route. EJ has 7 warriors who could MT for pretty much any guild out there, and several more who are DPS machines that could be great tanks if they were needed to be. We don't have any fat to trim, so multiple raids are the only option.
Not really, Xi. I wouldn't say my guild has a HIGH turnover rate, but its not solid like DnT or EJ. I'll just let our numbers naturally attrition down to 30-35 actives over the course of the leveling curve and raid prep stuff in the expansion, and I doubt I'll have to cut anyone. This really should play to our strengths, recruiting has always been the weakest link we've had, keeping an effective core of 15-25 people has never been a problem.
Then you'll discover yourself in the same plight you are now. Turn over is inevitable, some of your core will always move on from the game, life progresses and sometimes people need to step away, this may seem like a good idea for you in the short term, but in the long term it will circle back to the way things are now. See post #202 in this thread for an elaboration.
I never said it was a GOOD idea, but its not the end of the world. I'm not looking forward to it, but I'm probably not gonna cancel over it either. But I'm coming from a smallish guild where exactly 24 of our current members were there for our first Rag kill one year ago (We've got 7 bosses down in Naxx now). If we kept a steady 24 for over a year, I think this won't be so bad. In our history we've only lost only ever had one player leave for another guild. Filling the last 5-8 raid slots every night has always been hard because we're a small guild, and we only raid 3-4 nights a week. What I think will end up happening for our guild is that we will finally be able to raid 7 days a week (10-15 of us could easily raid 6-7 days a week) in the expansion without cutting anyone, and people won't have to feel bad for not showing up one night. From that perspective, I really don't see how you could say this is THAT bad for a guild like mine.
"You only really need one or two dwarf priests per raid" sayeth the masses.
You only need two or three priests per raid sayeth the expansion. Discuss.
Our warriors actually asked our resident dwarf priestess to not use fear ward on them on gluth, but instead let them stance dance, worked well (this wasnt "lookit us" stuff, but what they genuinly felt was best on theencounter. So 3 priest of whichever race?
My name is Ozymandias, King of Kings,
Look on my Works ye Mighty, and despair!
EJ has 7 warriors who could MT for pretty much any guild out there, and several more who are DPS machines that could be great tanks if they were needed to be. We don't have any fat to trim, so multiple raids are the only option.
Well, you could also split your guild into PvE and PvP focused players, with PvP players subbing in for the others when needed. According to the Kaplan interview, Arena Seasons will have the same gear progression as 25 man raid content, so both halves of the guild can stay equally geared. I doubt it'd be hard to convince your excess rogues and mages to go kill people to progress their DPS gear. :P Who knows the shape of things to come, but it does seem that with multiple viable progression paths, the most flexible and talented guilds will still remain on top.
Anyone can name a really challenging *and* fun encounter in AQ20/ZG?
Let's say you got ubrs-mc level gear...
Hexxer, bloodlord? Ayamiss, moam?
IMO so far every 'hard and challenging' encounter they have made for 20 man instances were just boring and ugly and actually annoying.
It obviously isn't challenging because I highly doubt anyone reading or posting in these forums ever did those instances with the correct gear. Yes, challenging encounters exist in the 20 man slot, and the design themselves mirror quite a few encounters in the raid game (though obviously not as extensively, because that wasn't their focus).
I'm not an imaginative person, but is it really hard to see how they could tweak encounters in Nax to be for 25, or encounters in ZG/AQ20 to be for our level of gear?
Also, some of the 20 man fights are far better designed than some of the Naxxramas fights. Ossiran for instance is a perfect fight design, with a few tweaks it could easily rival C'Thun for pure genius in creation, and then you get fights like Patchwerk or Anub'Rekhan or Maexxena in Naxxramas that are hardly more creative than Golemagg. I could make the argument that if Hakkar hit the tanks during life drains and corrupted blood (actually of his attacks) did more damage and picked targets via RTS, that Hakkar would be infinitely more challenging and creative than Maexxena.
It obviously isn't challenging because I highly doubt anyone reading or posting in these forums ever did those instances with the correct gear. Yes, challenging encounters exist in the 20 man slot, and the design themselves mirror quite a few encounters in the raid game (though obviously not as extensively, because that wasn't their focus).
I've gone through ZG on a new server with people in blues/greens in 1 reset. The hardest thing was keeping a lowly geared warrior alive on tiger boss first phase before he was nerfed. Now I imagine it would be quite easy. We also didn't know the encounters from our previous servers beyond snake->spider at the time either. The encounters just aren't that hard.
It seems to me that people think they are going to jump straight from 40 man dungeons to 25 man dungeons as soon as the expansion hits, and nothing else is going to change. Yes, if that were true, changing from 40 man to 25 man changes little besides the opportunity to make encounters require even more precision from each individual and wreaking havoc on the administration of well established guilds. But this isn’t just going to be a patch adding a new instance for hardcore guilds to move onto.
Like someone said, it feels like I’ve been playing a 2 year beta, and about to get the real game. The only thing I can say with utmost certainty is that Blizzard wants their game to take as long as possible, and last as long as possible, but try to make it as fun and rewarding as possible to keep people interested. Almost everything as we know it is going to change, new skills, more levels, new talents, socketed items, a new profession, pvp changes, an extra class on your faction to work with and who knows what else.
That being said, I don’t think many people will be getting far in the hardest 25 man instances for a good long while once the expansion comes out. If your guild is hell bent on being world 1st, you have 25 people that power level to 70 as fast as they can, you recruit paladins/shamans (assuming they are both needed in end game raiding) and power them to 70 and gear them, you get a jewelcrafter to 300-350 (assuming they raise profession caps), you farm all the new recipes that come out (assuming they are needed for instances, onyxia cloak, resist gear, etc), you get the gear you need from the level 70 10mans that are better than tier 3 and get them enchanted with new enchants, you all get flying mounts, then more power to you, you may be able to progress in the high-end content as soon as you do all that, I wish you luck and hope you have fun.
I may be wrong, but I feel safe in saying Blizzard doesn’t want you jumping straight from 40 man to 25 man in a couple weeks when the expansion comes out. I for one sure as hell wont be, I’m going to buy the expansion, level up at a reasonable pace, explore the new zones, check out new quests, conquer the new dungeons, test out my new skills on an innocent level 60, try out the new pvp system, and try and enjoy whatever else they throw out there. If after a while, the absolute only way to progress is by the 25 man dungeons, and you still have 40+ people in a guild meeting all the requirements they set to progress, you did get the short end of the stick. Call me optimistic, but if they do good with the new pvp system and it has equal to raiding gear I don’t think people would mind sitting out to kill other teams of people, especially if there is good matchmaking of different gear levels.
How well will Blizzard balance PvP and PVE? Raiding is pretty much the only way to go currently, the gear between the two is too huge. Is it possible for them to tie it all together and deliver it all? I hope so, if anyone can only Blizzard can right now, since no one else is trying to. If they fail, can always goto a different game that concentrates on more of what you like.
The 25-man change is for the benefit of the current BWL/AQ raiders who have high turnover, attendance issues, and so forth. Find a random guy in IF/Org wearing t2 and maybe some AQ set pieces. Odds are he's been in quite a few raiding guilds during his time on the server.
These groups are going to be the most affected by the change, because they are the most ill-prepared to deal with the drama of somehow either recruiting or cutting their raid force down to meet the new style of play.
These groups are the ones who have been having to recruit frantically to keep 40 players as people quit or move on to other guilds, constantly. Waiting a few months and leveling to 70 will do the winnowing for them. If you take a typical guild that is working on, say, Huhu or Emps right now, maybe playing with Anub or Raz, churn and teetering on the edge of implosion due to attendance issues probably constitute the story of the past year for them. I don't think trimming down to 25, or not having to pressure players to maintain the same attendance, is going to be too difficult for them. Nor will trimming the fat, if they go that route. EJ has 7 warriors who could MT for pretty much any guild out there, and several more who are DPS machines that could be great tanks if they were needed to be. We don't have any fat to trim, so multiple raids are the only option.
It's true, the plan is for five-player capped grouped dungeons. Ten-player capped raid dungeons. As well as Twenty-five-player capped epic raid dungeons. We wanted to focus on smaller raid environments, primarily to allow for greater individual player contribution. Also, in these smaller environments, hybrid classes have more opportunity to shine.
It makes sense to me. Hybrids have no place in 40 man raids normally, especially if you plan on Min-Maxing. I hope my guild doesn't break up on this but it would be nice to be able to shift forms and not get called out for it.
Hybrids were designed to be the jack of all trades. If a cat was superior to a rogue, why would anyone ever roll a rogue when they could have more power in a cat who could also heal himself or tank when required? When pushing a raid to 25 man max optimizing it will be ever more important since individual performance gets more important. This will give even less incentive to bring a "lesser" class such as a cat or a bear.
What if a certain boss encounter requires a first phase where many tanks are needed, and a second phase where more healers are required? I'd say having Druids and pallies wearing hybrid type gear would be very important.
\"Seriously just delete Druids, Shamans, and Paladins and make a new class called \"Support\". Give them Auras, Blessing, Innervate, MotW, Battle Rez, and a Restoration Tree.\"
People keep saying that. How can you have a fight where you need lots of tanks but not many healers? If they don't hit hard why don't you just get tanks to hold 2 of em, or even just let em beat on whoever? If they do hit hard enough to worry about tanking individually you're gonna need the healers. DPS and tanks switching I can see, healing to dps i can see, but not healers and tanks to any large degree.
You can make them adds like sons of flames, where there is lots of adds who do mana burns. Then you tank them for that and once they're done change back.
Anyone can name a really challenging *and* fun encounter in AQ20/ZG?
Let's say you got ubrs-mc level gear...
Hexxer, bloodlord? Ayamiss, moam?
IMO so far every 'hard and challenging' encounter they have made for 20 man instances were just boring and ugly and actually annoying.
What a thread to toss a first post into.
Speaking from the perspective of a relatively new raiding group (8-9 months working as a team) which has only just started their BWL forrays, we found AQ20 to be both challenging *and* fun. Encounters such as General Raj (pre-tweak), Buru, Moam and Ossirian introduced (at least to us) entirely new encounter mechanics that were far more 'out of the box' than what we had encountered in both ZG and MC. Perhaps it was due to the fact that we walked in there wearing tier 1 and ZG gear...but even had we been sporting Tier 2/AQ 40 gear I cannot see us describing AQ20 as 'boring'. To this day it remains our most popular instance.
Blizzard did what they had to do. The 40-man raid endgame was not tenable past Naxxramas. The cap needed to be lowered. Ergo, it is. The number of people this will be tough on is lower than the number of people this benefits. End of story.
Parts of this thread infuriated me beyond belief, but I'll save my nerd rage for... nowhere, really.
People keep saying that. How can you have a fight where you need lots of tanks but not many healers? If they don't hit hard why don't you just get tanks to hold 2 of em, or even just let em beat on whoever? If they do hit hard enough to worry about tanking individually you're gonna need the healers. DPS and tanks switching I can see, healing to dps i can see, but not healers and tanks to any large degree.
You could have the boss put a debuff on each tank that lasts 30 seconds where that player is unable to generate any threat during that time. Thus making swapping tanks out vital. Or do a Fankriss style debuff with a much longer duration, or even like the debuff from Naxx from the Raz trash where the player becomes immune to healing effects, only its not removable and has a long duration. There's lots of ways that they can force fights to take advantage of hybrids.
On second glance, I don't think the 25 man limit will be a huge problem for 99% of guilds.
As your most hardcore players (the ones with 3 level 60 alts) hit 70 first because they don't work full time / don't go to uni / don't go to school / etc. They'll group up with each other and start running 5 mans. As more people hit 70 you'll start running 10 mans and progress to being able to run 25 mans. Judging by the amount of time it's supposed to take to hit level 70, this could be over the course of a few weeks. By this stage, the people who hit 70 later on start making their own groups and doing the 5 mans and such.
Going from a raid of 40 to a raid of 25, once everyone eventually hits level 70. The main thing I can see is trying to keep the same player base, and having something for everyone to do. You'll have members who prefer to run off and have their fun in the pvp arena. Others who would prefer to spend their time world pvping. The people who play the game for fun, not to be the best. I can only see a very small number of guilds where they all play to be the best, rather than to have fun. Sometimes these must be one and the same.
Ultimately, as long as you either:
a) Let everyone do what they want, and have people find what they enjoy the most, or
b) Rotate around who gets to do the most popular stuff - if everyone wants to do 25 mans, make sure it's not the same people who can't get in and have to do other stuff.
I can't see guilds having massive issues. If there are people that tire of this and quit, in the end as long as everyone's been treated equally and fairly you can't really feel bad about the situation you've put them in. The people who feel bad about what they're doing are going to be the ones who regularly don't invite certain people because they aren't good enough to cut it - hasn't this been going on for 2 years and more now anyway?
Edit:
Originally Posted by Malan
You could have the boss put a debuff on each tank that lasts 30 seconds where that player is unable to generate any threat during that time. Thus making swapping tanks out vital. Or do a Fankriss style debuff with a much longer duration, or even like the debuff from Naxx from the Raz trash where the player becomes immune to healing effects, only its not removable and has a long duration. There's lots of ways that they can force fights to take advantage of hybrids.
I think that's more likely to mean that a warlock or hunter gets left out for an extra warrior who can dps when needed and tank when needed, rather than let a druid do it. Or, drop a healer (the druid who would have been in bear) and bring an extra warrior. Unless these kinds of things are random and needed dynamically during the encounter, in which case the druid is either going to be in gear that sucks for healing, or gear that sucks for tanking.
As we have tried 2 MC runs in a week and it failed just like earlier posters here surmised, I see the only option for my guild is that of contracting. This is honestly very depressing to think about. We have been the exact guild that this is probably built for and yet it will still be a hard adjustment. We have had 25-30 consistent raiders for a year+ and then just in the past month and months before we have consistently picked up and regeared 15 people at a time per every 2 months or so. It's an inevitability that people move on from the game and we have to accomodate and pick up new blood for the ranks. We should have to do this less post TBC...
However, the initial shock to our guild could kill it. Of course I and the rest of the people here might be blowing it out of proportion, but I believe that I will be dreading having to somehow phase out about 20 people from the guild and these are people whose lives I've become to know, who many I've met IRL and talk about their personal lives on a daily basis so it is difficult to just drop them off the roster.
In the long run I think the change is viable from two standpoints for us personally. For one I enjoyed management of our guild far more when it was in its infancy doing UBRS runs. DKP could be replaced pretty well by simply random rolling since 90% of the same people were always raiding these runs anyway. From a guild management standpoint it is obviously easier for us to deal with 40 people in the guild rather than 60+ members. Looking at the game itself I like smaller parties because your contribution to a raid is made greater when you decrease the overall size of a run, however at the same time most of the difficult instances now are made difficult by coordinating 40 people and not in the actual difficulty of the encounter itself. Look at cthun. run left, run right, attack, it's very simple, but it's not as simple when you toss 40 people into the mix. But I think Blizzard can address this if they're just a bit more creative in instances.
The thing that worries me more is that this will do exactly the opposite of what they were hoping as far as hybrids. I'm a paladin and I see an issue in that smaller instances will require more specialized groups of people. Less locks will be needed, less druids if anymore than just 1 really, 2-3 paladins for the essential blessings and then you will want your strongest dps and healing classes, not the ones that do both reasonably well. I might be overanalysing that aspect of the change. Assuming the 25 man content will be very difficult, it could also mean high-end raiding guilds will need a VERY specialized group of 25 to make progress which could make problems in that right now if you have 40 raiding you can be a little more flexible. But with 25 certain people may be more necessary to a raid's success than before which is a good thing when thinking about the fights themselves, but from a guild management standpoint, it could get messy.
I think that's more likely to mean that a warlock or hunter gets left out for an extra warrior who can dps when needed and tank when needed, rather than let a druid do it. Or, drop a healer (the druid who would have been in bear) and bring an extra warrior. Unless these kinds of things are random and needed dynamically during the encounter, in which case the druid is either going to be in gear that sucks for healing, or gear that sucks for tanking.
I said this before but it bears repeating: it is a mistake to take today's raid and class balance and project it 10 levels forward. Who knows what Blizzard has in mind?
There are three basic roles in the game and then an array of skills and talents that make each class unique. One of the biggest issues facing all classes today is that Blizzard makes skills and talents practically useless in the end-game. What separates mages from warlocks are these skills and talents: frost nova, sheep, deathcoil, banish, enslave demon. What separates rogues from dps warriors are things like kick, gouge, sap, vanish. The problem to date has been that Blizzard makes raid bosses immune to most of these talents except in isolated fights. Consequently, the most important things characters end up bringing to the table are the three basic roles. And of course this is where the problem comes in because if a dpser can't be top 10 on the damage meters he may as well go home. If his damage mitigation isn't absolutely top of the line we dont' want him.
If Blizzard introduces encounters that actually make use of a wide array of these other skills and talents (and they started to do it in Naxxaramas) then suddenly different classes that fulfill the same basic role suddenly become necessary. They don't have to be gimmick fights, Blizzard just has to ensure the new talents they give to the classes from 60-70 are fairly unique and are actually used in the end-game raids. If immunity to human mind control and polymorph, feral charge and other bear talents make an encounter easier, is it really the "best solution" to stack your raid with warriors? Of course not. Some people will try to do it anyway because they are stuck in the pre-Burning Crusade mindset. If all you have is a hammer then everything looks like a nail (and up until now Warriors have been pretty effective hammers - I would argue "too effective" but this isn't the place to start a discussion on current class imbalances). But in those situations you can bet it will be the outside-the-box thinkers who progress first and fastest.
Edit: having read this over, I guess the best summary is to say that I actually agree moving from 40 man to 25 man making hybrids more viable is bs. I don't agree that hybrids can't be viable (as hybrids) in a 25-man raid. But for it to work Blizzard needs to design raid encounters that are not just about the holy trinity of tanking, dpsing and healing - they need encounters that draw upon all the unique abilities that classes have.
Unless these kinds of things are random and needed dynamically during the encounter, in which case the druid is either going to be in gear that sucks for healing, or gear that sucks for tanking.
But thats just as silly to propose having a warrior both tank and DPS in the same encounter - he's either wearing tanking gear or dps gear, or a mix of the two, and at the very least he's in beserker stance while DPSing and isn't helping the healers out at all - in which case he's no better off than a druid in the same situation.
I think that's more likely to mean that a warlock or hunter gets left out for an extra warrior who can dps when needed and tank when needed, rather than let a druid do it. Or, drop a healer (the druid who would have been in bear) and bring an extra warrior. Unless these kinds of things are random and needed dynamically during the encounter, in which case the druid is either going to be in gear that sucks for healing, or gear that sucks for tanking.
I said this before but it bears repeating: it is a mistake to take today's raid and class balance and project it 10 levels forward. Who knows what Blizzard has in mind?
This bears re-repeating. As a warlock who's become increasingly disenchanted with endgame raiding in general (especially since learning Loatheb), my kneejerk reaction was to predict one- or two-warlock max raids with the numbers change. It's perfectly natural for people who feel undervalued now to assume the same will hold later. However, in this case I feel it is not a valid - or productive - assumption.
MC gave us some neat things to do, mainly Banishing Garr adds and elementals in lava packs. That was interesting, a break from the norm of DPS, and added some diversity to what we were expected to do. Then came BWL, where we're basically mages with imps again for the whole zone. Only worse, because we can't go as all-out on fights like Broodlord without pulling aggro. So that was rather frustrating. Then came AQ and the awesome, enjoyable, stressful Twin Emperors fight. That was perfect. It required us to use our abilities (relatively high hit points, inherent shadow resistance and SR self-buffs, higher-threat spammable spell) in a way that we hadn't considered before. We got to TANK, and the raid leader wasn't even mad at us for doing it!
Any dev team that can come up with a fight with that kind of dynamic deserves the benefit of the doubt when it comes to adjusting raid sizes. Until I learn more about the expansion, in fact probably not until I've played my own character up to 70, I won't make a final judgement on warlocks' place in raids.
That doesn't mean I haven't formed any opinion on this change. In fact I don't care for it, not one bit, for the reasons already touched on by my esteemed colleagues. I like raiding with 40 people because there are significantly more than 39 people in my guild whose company I enjoy on raids. This change will make it much more difficult to enjoy raids with all of them, and that disappoints me.
MC gave us some neat things to do, mainly Banishing Garr adds and elementals in lava packs. That was interesting, a break from the norm of DPS, and added some diversity to what we were expected to do. Then came BWL, where we're basically mages with imps again for the whole zone. Only worse, because we can't go as all-out on fights like Broodlord without pulling aggro. So that was rather frustrating.
These groups are going to be the most affected by the change, because they are the most ill-prepared to deal with the drama of somehow either recruiting or cutting their raid force down to meet the new style of play.
Originally Posted by XI-
Then you'll discover yourself in the same plight you are now. Turn over is inevitable, some of your core will always move on from the game, life progresses and sometimes people need to step away, this may seem like a good idea for you in the short term, but in the long term it will circle back to the way things are now. See post #202 in this thread for an elaboration.
I couldn't disagree more.
Let me give you an idea of what my guild (and many others like it) deals with. At any point in time, we have about 20-25 dedicated and skilled guild members on our roster, with another 20 so-so members in the guild, and then maybe 30 casual players with delusions of being hardcore. A lot of times we begin clearing trash 30-35 people and hope to have 39-40 by the time we reach a boss. If someone has to go, rarely will we have the luxury of filling his spot with a class of our choice, if we can even fill it at all. Compare our raid-time numbers to what I would consider ideal numbers: about 45-50 people. If anything, moving down to 25-man raids instead of 40-man raids is a blessing for guilds like mine, not a curse.
The simple fact of the matter is that, on most servers, there is a very limited number of decent players to recruit from, and they are all spread out among various guilds. Unless you're one of the very top guilds on your server or you have a very high pop, it's tough to get 40 dedicated raiders together in one guild, and nigh on impossible to get more than that so you can fill empty spots. We simply don't have a big enough core to drag the rest of the guild through 40 man raids with real consistency. The smaller the maximum raid size, the easier it is to consistently get desired raid attendance. Why? The logic is simple: because you are required to come up with a smaller amount of hardcore players. Whereas before having 20 dependable members didn't cut it, now it's pretty damn good.
Now, you might continue to say "Your core won't be there forever" like you have been, but really, just what's that supposed to mean? I take it you are assuming that all guilds of this type have had the same exact people making up their core membership since forever, and that the second they hit level 70, these members will have to stop playing and the guild will be up the creek without a paddle. Once gain, this is wrong. The names included in a group of core players of a guild change with time. They always have in the past, and guilds expect them to continue to do so in the future. Lastly, I don't understand your point these types of guilds will be ill-prepared to handle the drama associated with these types of changes. Au contraire, I believe they will handle this drama the best because guilds that have teeter-tottered on the edge have a lot more experience dealing with fluctuating member-bases than guilds who have been going strong all along with the same people. And it's not like there will be some sudden cut of 15 people out of nowhere. The journey from 60 to 70 will eliminate quite a few casual members from these guilds, and the rest will gradually and naturally be pushed out when they are repeatedly left out of raids while the core members and decent members of guilds get the invites.
In the end, this is just a change.
Changes work differently for different people. For every guild that was doing just fine with 40 people and dread the change to 25 people, I can probably show you two or three guilds who were suffering with 40-man raids and will likely thrive with 25 people. You had this to say on the front page of your guild's website:
Originally Posted by Xi
Now you'd say, well why not use 2 raids. Who decides who goes in each raid, who leads the raids, how many people do we need on standby for each raid, what kind of class stack do we need for the encounters, how many people do we recruit to deal with the challenges ahead, what happens when group B's tanks are online, but they don't have enough priests, and A has priests, but no tanks. And by the time we're done separating people into 2 categories, we might as well be 2 completely fucking separate guilds. Why the fuck should we have to endure this bullshit because you decided you wanted to change the rules halfway through."
These are the same/similar questions and problems that many guilds have already been dealing with under the current system. You haven't had to deal with these problems so you haven't thought twice about that fact. There are two sides to every coin, dude.
I used to have a huge image here, but then it got removed and now I\'ve developed chronic depression and suicidal tendencies. /wrists http://ctprofiles.net/7275
Unless these kinds of things are random and needed dynamically during the encounter, in which case the druid is either going to be in gear that sucks for healing, or gear that sucks for tanking.
But thats just as silly to propose having a warrior both tank and DPS in the same encounter - he's either wearing tanking gear or dps gear, or a mix of the two, and at the very least he's in beserker stance while DPSing and isn't helping the healers out at all - in which case he's no better off than a druid in the same situation.
That is kind of what I was getting at. If it's an encounter where two roles are required, both classes would do it in a mediocre fashion, equally badly. If it's an instance where different encounters require different roles then a warrior can fill two of those better than a druid can by shape shifting and swapping gear sets.
Of course, as has been pointed out, this is assuming current abilities and levels of proficiency in multiple roles. In current 20 mans, having excess warriors is almost never a bad thing, beyond loot competition.