feels pretty crap with 13-15 people to. fights are easier with more people because there is more wiggle room for people to mess up. 10m has no room for mistake and 30 has so much room you could probably carry half the raid
The issue is they NEED to scale differently for larger and smaller groups. When we had 10m/25m raids were far more balanced.
So the issue is I raid in 2 different guilds. Guild A has more players, and has had AOTC since weeks ago.
Guild B usually runs between 10-15 tops, more like 12-13 most nights, and the last boss is a struggle, even to get out of p1.
Feels bad in Guild B when stuff is just demolishing us. I’m talking people are ilvl 655-665 and we don’t have enough HP to survive soaks because the damage in a small group is too high.
PLUS soaks that require 3 people or you go BOOM…10 people that means you have to spread out SO PERFECTLY, and if people die? Forget it. Not issues in Team A with 20+ people. Having enough to soak isn’t even something we have to worry about at all.
The thing with Gally is to stack healers since the enrage timer is very lenient. 2/6/12 is not uncommon, 2/4/8, 2/3/5, just for the buffer. We downed him with 2/5/13.
Gally is a healing check, which I as a healer really like, just is kind of odd that bringing extra healers makes it that much easier.
That happens with more people as well, so this is very much so intended.
Then bring more healers, because that’s what you do with more people as well. The DPS check is really low for a final raid boss, which is why I also suspect why this has been the easiest endboss for quite some time. Since the moment that you go “Oh… we literally just need to survive and do most of the damage in later phases?” then gally mostly just falls over.
It is an execution boss as opposed to a DPS check. Which brings us onto the final thing that you said:
Gallywix is tuned to be a boss where like 90-95% of people need to be alive at the end of the first intermission. In a group with just 10 people? Yeah, you losing 1 player is going to matter a whole lot more than in a group of 20.
This is what tuning is though, since the alternative is to go back to having strict size requirements. Otherwise, bosses need to be tuned (‘in general’) according to proportional mathematical models.
I haven’t raided with just 10 people in a long time, and certainly not on Gallywix, but in a raid size of 17-18 people we need at least 3 people to soak. Which at 10 would indicate a requirement of 2 people per canister soak in the … later phase (couldn’t remember which phase it is since he goes back and forth enough times where most phases feel like an intermission phase).
When raiding with the maximum or minimum number of players, scaling will hit people at the most extreme. For bosses like Gallywix where neigh on everything is an individual responsibility with lethal consequences, fewer people means more people need to take responsibilities that have lethal consequences.
Which on the flipside, if a boss requires everyone or near everyone to do a particular mechanic, having more people in turn can be a downside instead. The old M.O.T.H.E.R encounter is an example of this where more people means more AoE damage.
Is this a 1-to-1 with all mechanics? Of course not. But the point is that if you are raiding with the most or least number of people possible, that in turn will impact scaling. Either positively or negatively, and this is just a logical conclusion because of how math works.
Has nothing to do with punishing people or the like.
Congratulations on AOTC by the way!
This is very normal, simply because of however easy or difficult the most standardized strategy is to execute based on the number of players and/or roles you have access to.
Again, this is just because of mathematics. But in regards to stuff like role changes, that’s in large part because of what strategies become popular and that’s typically a combination of what’s easy and what’s the most efficient.
i want to say that took us under 10 pulls. we totally have way more healers than we need for our raid size to make up for how bad scaling is though. heroic mug took us a a couple of nights and heroic gally took us quite a bit because the damage going out is just insane. like there is no way there is scaling for his fight. its all on the healers for p1 and then any other time canisters come out
2/5/13 was our comp as well when I killed him a few weeks ago. The extra healer makes a world of difference and as you mentioned, you shouldn’t really have to worry about the enrage timer on this fight unless people are seriously slacking.
If you have enough raid healing/have enough raid-wide CDs available at the time, you can cheese the shield mechanic a bit by not interrupting the cast (total destruction) right away once the shield breaks, but rather just continue to DPS and interrupt at the very last second instead. This way you can squeeze out extra DPS during a relatively “safe” phase as there’s less crap to dodge during the shield phase (aside from the giant lightning beams which are easy enough to avoid if you’re melee and a nonfactor if you’re ranged) vs. P3 which is much more movement heavy and punishing in terms of mechanics i.e. missing a bomb or soak.
Sometimes that extra 15-20 seconds where everyone just gets to go balls to the wall DPSing on the boss can mean the difference between a kill and a wipe, as anyone who’s played this game long enough to see 1% wipes would know.
Pugs often run 2/6/12, because of the lack of coordination, etc. An organized guild probably does better adding just an extra healer.
I had just joined this guild 3 weeks ago (now 4) and they were just starting heroic. Considering we were a little late to start, I’m pretty happy with how quick we went through it. Not to mention that they’re a fun group of people to raid with.
Sorry, off topic there, but can’t help but feel lucky I found them.
Most H Gallywix groups are 2/6/14, but I managed to down him last week in a 2/3/9 comp. The healers were really good. The 10% nerf to the canisters wasn’t enough, though. You shouldn’t need extra or God mode healers.
It’s been this way since scaling heroic became a thing. Any groups good enough to do it on 10man are either doing Mythic or they are carrying half their guild in a 30+ man, just very little reason to do 10man and Blizz just doesn’t care to test or scale it properly each raid.