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Old 05/17/07, 8:23 PM   #1
♦ Praetorian
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Post: Raid Sizes and The Future of WoW Raiding
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I feel like a lot of the boss fights post-BC do feel somewhat gimmicky. I don't know if it's the fact that I'm in the same guild as the OP or not but it does seem like these days after a "first" boss kill there is more a sense of relief than excitement.

Certain boss fights shine out more than others, and I'm interested to see more fights like the chess event (which I think has an implementation much different than was originally planned); fights that don't necessarily require gear or buffs but are based off skill and don't require wipes /clears in order to attempt. I think more creative fights like that just add to an arsenal of diversity and make instances more fun.

I think the gimmicky boss fights are just one of the effects of 25 man raid sizes, it also makes for a much higher level of exclusivity. The mechanism that keeps high-end raiding guilds from progressing too fast is same mechanism that keeps more casual raiding guilds from progressing at all.

That being said, I think it's a bit depressing the huge amount of great content that was ditched when BC launched. I don't even know how many guilds never got the chance to set foot in naxx or even aq40 and now have no reason to do so. I think about the AQ40 gate quest line. It's so full of interesting and fun content, but there is no real reason to do it once the gate opens. Add the necessity of a raid group to finish various branches and it's basically useless, much like how naxx became useless post BC.

It's heartbreaking to think that only the best players/guilds get to see a lot of the "content" in the end game. I think a simple solution to this is to have a clear and concise system that produces a slow deterioration of difficulty to raid encounters based on their release date. The fact is, some guilds won't ever be able to spend the time to actually get much better than they currently are, and I think the effect this has is that the guild will see a much higher turnover rate, actually lowering the skill and progress of the guild as a whole.

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