Jinxat said:
Most guilds dont have the luxury of having even "18 regulars" that they can count on every night. And I will humour you and say that we could manage to get 18 regulars with the perfect setup for most raid encounters, what would happen if somebody quits? What would happen if people get bored with their main class and would rather play something else so they reroll into a non-beneficial class to the perfect raid setup? There are so many possibly situations that oppose the whole idea of the 18 man dream team with excess slack that its a moot point anyways.
So, I can see your raid model working in a perfect world, but this is not a perfect world and as such people arent perfect either. Things come up, people quit, other people reroll, the possibilities are endless and as such make your argument of the dream team with an 18 man raid cap "dumb" as you so eloquently put it.
Sorry, but as you said before, you're already running 3 of each of the 'essential' classes. As such, your setup out many of the extra classes
by your doing, not due to the current ruleset. Encounters should be balanced for 4-6 healers, and if they aren't, you need to talk to Xeldan about the individual encounters... not to Wiz about overhauling the entire raid structure.
Your arguments of 'what if someone gets bored and quits' and 'we can't have casuals with 18-players' are both moot because they apply equally to an 18-man, 21-man, 24-man, or 36-man setups. Whenever you have an active player that quits, it hurts your guild. This was the case under the previous raid model as well as the current. The only difference was that back then you could easily stick someone on them to bot, or recruit someone in their place to gear up, since 36-man encounters required much less skill, attention, and activity from each class as a whole. Now, you actually have to replace them with a real player, and yes, that player WILL have to be geared up, but changing the raid cap will never solve this. Similarly with casuals, you're only dealing with this issue because you have too many people in the guild. As I see it, there are 9 core classes that are absolutely required on every raid: 5 healers, 2 tanks, 2 wiz. These core classes SHOULD be played by people that are on every day but there is nothing that is saying they have to. They could easily be played by regular or casual players, and increasing the cap only creates a few more spots for you to recruit or use regular players. Pumping casuals into the guild will still be inefficient and tough to deal with under 21-man raids, because their individual contributions are still much more important than with a 36-man squad. If the cap is increased to 21, will we still see you in the forums fighting the good fight for 24, 27, and each iteration until we return to the 36-man model?
I'm sorry that you feel that you can't cut anyone from your guild, but it's something that guilds have been dealing with in every MMO and I ensure you that we felt the same feelings in Defiance when we were figuring out our 18-man roster. Some of the players in there have raided with us since the beginning, and whether you see that as inferior to Ruin's span or not, it was tough for us to cut. Look at WoW moving to the 25-man raids for the expansion, look at game jumping from 72 to 36 man raids, look at DAOC moving from RvR raids to 8-man gank groups... These type of changes affect guilds all of the time in order to make for better and more enjoyable content and it's up to you as a guild to make the best of it.
Noktar said:
This is not true at all we really struggled with this 18 man thing. We had to change who was in the raid several times and had to sit some people out for botted dps cause we needed to up our dps alot. In other words we didnt enjoy it as we could have.
Sorry, my 'We've all thoroughly enjoyed...' was referring to my guild, Steel.