I was just talking this over with my wife b/c we're probably going to have to stop raiding 25s with our guild. One of my favorite parts about raiding is getting gear; not because I want to show off or have the best stuff necessarily, but because I like to have the tools and options to get the job done. I think that's more of an issue for tanking than other roles, but I'm sure it's the case for everyone: things like hit vs expertise and haste vs crit vs mp5 etc. are very differently itemized sometimes between 10s and 25s. See Sabin's thread about gobs of expertise in Ulduar 10. See things like no DPS plate belt even existing in Ulduar10.
Would it be too boring for people who have the time to raid both 10s and 25s if the two item sets had the same stat allocations but just with different sizes? I know GC has said that they like upgrades to be choices and not just +3 to all stats, but that's between raid tiers. I support him in that aspect of giving people choices to make and tradeoffs to weigh.
I think my problem here is that it really seems like 10-man raiding is ... not necessarily an afterthought, but it still doesn't have the legitimacy of 25-man raiding in a lot of ways. If the tier sets are the same stats but slightly larger for the 25-man version, wouldn't that work with everything? Do you think they itemize 10s as a supplement to 25s, in the sense that they assume 25-man raiders will also have access to the 10-man gear so they don't duplicate it?
I don't want this to turn into a "haves vs have-nots" or "hardcores vs casuals" discussion of 25s deserving better loot, because that's not really what I'm getting at. Take a repelling charge for example. I'd love one to shore up my defense when I'm wearing resist gear or whatever, but I've only done naxx10 a handful of times since I started doing naxx25. I've killed Thaddius25 way more than Thaddius10, but Thad25 doesn't drop a def trinket, so I'm stuck using a sonic booster or a defender's code for my 2nd trinket.
I guess having less overall variance for a given role and slot might make things more bland. Either you have less niche gear (though a lot of it is kinda lame or redundant anyway), or you make loot pools deeper. I think the amount of loot added for 3.1 is overkill, though, with a lot of stuff that nobody really wants added just to fill all the loot tables of both Ulduar10 and Ulduar25 uniquely.
I like how there's a def/dodge/hit option for belts and bracers in both ulduar 10 and 25... bracers especially because they come from the same boss. That's the sort of thing that would make sense to build off to me, to provide a similar experience to both progression paths for each class and role.
Thoughts?
Rasmfrackn
Wed Jun 03, 2009 7:42 pm
