
Originally Posted by
Mert
Well, quite. When designing a 25-man encounter it's entirely reasonable to assume that every buff (or at least the vast majority of them) is available to you however that is clearly not reasonable for a 10-man encounter.
Let's say that two equally-geared 10-man groups take on a boss who has 10m health and a four minute enrage timer.
Group 1 has a Prot Paladin, a Prot Warrior, a Holy Paladin, a Resto Shaman, a Holy Priest, a Blood Death Knight, a Boomkin, a Fire Mage and two Warlocks.
Group 2 has a Frost DK, a Bear, two Holy Priests, one Resto Druid, a Ret Paladin, a Blood Death Knight, two Hunters and a Shadow Priest.
Both groups are entirely reasonable groups to bring to a 10-man raid, yet Group 1 has a number of buffs or debuffs that Group 2 simply cannot replicate. Group 1 can use Heroism at the 20% health mark, Group 2 can't.
You see the issue? There's nothing inherently wrong with either raid composition, but if you make it so the group has to do 10m total damage in four minutes, it's likely that Group 2 simply won't be able to do it. You either say that some classes, raid setups or even guilds can't do that fight or you tune the 10-man to be slightly easier on the DPS to allow for the range of buffs that could or could not be present. Blizzard has clearly chosen this path rather than run the risk of excluding raid setups that a guild might have.
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