The Plight of the 10-Man Guild
Enter Wrath of the Lich King; it would seem that our wishes have been granted. Every raid instance comes in both a 10 and 25-man flavor. We don’t have to step foot in a raid meant for more than 10 players to see every piece of content the game has to offer. This change to a dual-option raid format was the best thing to happen to WoW since the advent of Greater Blessings.
Now despite the improvement, the current system still has some glaring flaws. First, and foremost is the separation of loot by item level. The bigger the raid, the better the gear. The argument goes as such:
25-mans are harder than 10-mans, therefore the loot should be better. Right?
It is true that the health pools of mobs are scaled up to account for the additional number of players that are going to be beating on them, and the amount of damage the raid takes is naturally increased to match the number of healers you can provide. But to argue that the actual encounters themselves are intrinsically that much harder and warrant the gear gap makes no sense to me. I’m not buying it. In fact, I’d challenge that given roughly equal skill distribution among your players, the 10-man encounter is often more difficult than the same 25-man encounter because your margin of error is greatly reduced. Losing only one or two players in a 10-man fight is akin to losing 2.5-5 in a 25-man.
But really, 25-mans are harder.
I don’t disagree with this statement. By nature of being bigger, they are harder to schedule, harder to get people to show up for and harder to lead. They’re even harder on your player’s computers, my macbook pro’s fps dips into the sub-10 range anytime I’m in a 25-man pug (#IBlameDeathWing).