Mythic Raiding Needs To Be 10-Man

  1. Accessibility: Smaller group sizes can make raids more accessible to a wider range of players. Not everyone has the time or commitment to join larger 20-man raids, so offering a 10-man option allows more players to experience the endgame content.
    • Broader Participation: Many players have varying schedules and commitments, making it hard to gather a full 20-man group consistently. A 10-man raid allows more casual players to participate, as it requires fewer people to coordinate.
    • Reducing Barriers: For smaller guilds or groups of friends, the requirement for a 20-man raid can feel daunting. By allowing 10-man Mythic raids, Blizzard lowers the barrier to entry, enabling more players to experience high-level content.
  1. Community Feedback: Players expressed a desire for more flexibility in raid sizes. Many players felt that 10-man groups fostered a closer-knit community and made it easier to find a consistent group of friends or guildmates to raid with.
  • Tighter Bonds: Smaller groups often lead to stronger connections among players. In a 10-man raid, individuals may feel more impactful and appreciated, fostering a sense of teamwork and camaraderie.

  • Easier Coordination: Organizing strategies and executing mechanics can be less chaotic with fewer players, allowing for more effective communication and cooperation.

  1. Quality Over Quantity: By reducing the number of players required, Blizzard could focus on creating encounters that were more engaging and mechanically interesting for smaller groups. This shift allows for more intimate and unique encounters tailored to the size.
  • Tailored Encounters: Smaller raid sizes give developers the opportunity to design more focused and intricate encounters. Mechanics can be crafted to challenge a smaller group without feeling overwhelming or sparse.

  • Unique Mechanics: With a 10-man setup, encounters can introduce mechanics that specifically require coordination among a smaller number of players, making each fight feel distinct and memorable.

  1. Retention: A more accessible and enjoyable raiding experience can lead to better player retention. If players can participate in raids more easily, they are likely to stay engaged with the game longer.
    • Engagement with Content: When players can more easily find a raid group that suits their schedule, they are more likely to engage with endgame content. This can lead to longer play sessions and increased investment in the game.
    • Reducing Frustration: Larger raids can sometimes lead to frustration due to difficulty in coordination or the pressure of large group dynamics. A smaller raid can reduce stress, making the experience more enjoyable.
  1. Diversity in Gameplay: Bringing back 10-man Mythic raids allows for a broader range of raid styles and strategies, making the raiding experience more varied and enjoyable.
    • Varied Raid Options: By offering both 10-man and 20-man Mythic raids, Blizzard can cater to different player preferences, allowing them to choose the style of raiding they enjoy the most.
    • Scaling Challenges: With different raid sizes, the challenge can be scaled in unique ways. Players can face content designed for their group size, creating a more personalized experience.

Powerd by chatGPT

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I agree with most of your idea (although id prefer a flex raidsize between 10-20 instead) but if you dont have time to commit to 20 man raid, how do you have time to commit to 10 man raid?

Tried that in wotlk and removed end of mop, because tons of developer time wasted on maintain/balance 2 version (explained by blizz when SoO swapped 20 version mythic).

Also lots of guild disbanded because of it. Mainly tank shortage.

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Thank you chatGPT, great points.

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Maybe Blizzard needs to work more with ChatGPT. Valid and good points there

Most important: 2 tanks per 10 players. Current mythic ensures you have only 2 tanks per 20 players while M+ requires 4 tanks per 20 players.

So before starting this topic .

You want a 10-man format with 50% of player base playing playing tank and healer ??

What about the meta ?? Let’s have 2x voker because they are SS-rank currently …

You simply say more accessible but you fail to see that close to 80% and even higher choose to play as Dps .

Quite good points of being delusional >

Wasn’t this implanted in Cataclysm-Mop and from 77k 25 man guild we ended at the End of Mop with les than 16 k guilds ??? and population dropped from 12 mill to under 6 mill

Talking about the Comp? Pick up the best class-spec >?? Wasn’t 90 % of 10 man guild runing with Mage-Hunter-Druid-Sp ?

Yeah but the thing is that the tank population is 2 tanks per 20 players. Hence tank shortages in M+.

It still requires coordination, and especially, a strong commitment. The latter being the biggest turn-off to Mythic Raiding.

So doing a 10 man, 20 man, or 40 man raid is irrelevant. You still require strong commitment as long as its a fixed number of people.

All in all, I get your point. And I agree with it to some degree.

But what we need is more difficulty brackets between LFR and Heroic. Mythic should remain as the top-tier difficulty for those that are the most committed.

Meta only matters for the top 0,1%

Yes you take for example 2x M+ Teams and you can start Mythic Raid. No one needs to switch to an offspec

Now we have around 2k Guilds who clear Mythic i dont get the point

Nothing wrong with pick up the same comp when its works it works. But again this is for the 0,1% player base

Which is why I think that it would increase the amount of tanks. Every time I wanted to tank it basically meant I could only tank in M+ and I still had to play DPS in raid, which is very often not the same class as my tank.

Obviously anecdotal.

The thing is only 3-5 Guild can clear the Raid without nerfs and big gear boost.
All other needs weeks/month to clear it.

Obvious that they dont need to scale it for everyone but the elitism in wow is ridiculous. If you dont spend 40Hrs a week in wow you dont deserv it…

Let’s end this with . 2 Expansions Cataclysm and Mop had 10 man=25 man .

Was a successful model ?? No .

If the model was successful the number would at least stay at a high % and no drop from 12 million players to under 6 million .

So the model now is successful? What the hell are you talking?

You connections make no sense

But you still have a point though. Not sure anymore.

Weeks and months to clear it sounds about right. What is the issue with that ?

I mean. What’s the point of raiding if you clear the raid in 2 weeks and then have nothing to do until the next patch ?

What are you talking about ? There is no elitism. What wow has is a range of difficulties for all tastes. Its not elitist. Its fair.

So if you are not prepared for the 40h a week gametime then dont. I am one of those that refuses to spend 3 months, 40h a week wiping to the same boss. So I dont do it.

I got other things to do, like M+ for example. That are equally challenging than Mythic Raids but that can be divided into more manageable “chunks” of time.

It would be nightmare with the current class / spec balancing. Especially when a raid like the current one happens that requires class stacking on mythic. I too think they need to do something about mythic raid accessibility but that aint it chief

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There is no issue with that. Designe it for 2000 Guilds thats like 40000 Players. 1-2% See the endgame. Dont you think this is a big gap?

People just quit wow because of the time investet thats needed to see the endgame or clear M+10. No there are only 4% wo actually cleared +10 and above. But this is another story

They need to rethink the whole designe of the game and get rid of the e-sports mentality in Raids or make realms for people who like to fight about the first clear.
They do it already in PvP and M+.

What is endgame for you ?

Because doing LFR is also doing “endgame”. Mythic is just LFR but harder. What is your point again ?

M+10 is not endgame. +4 could be endgame. Or a +14. Or anything in between.

People quit for other reasons. If you wanna argue about them, we can.

Agree. 100%

This tier isnt really about prefering to class stack chief. Last 4 bosses requires those comps on their current state. If you dont have 2-3 mass grips don’t progress ovinax , if you dont have range heavy comp don’t even attempt kyveza etc. Unless massive nerfs to the bosses comes ( which will at some point) this is the reality of the current tier.

Instead of 10 man and 20 man why not just have mythic flex, like every other difficulty.

More people might actually try it then

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Getting the best gear is a significant aspect of the endgame. So you need to Raid Mythic and go M+10 . Above it its e-sports and has nothing to do with the game himself.

In the End only gear and performance matters