That seems like a fair argument. I don’t think it’s a 1 to 1 situation, with Mythic raiding being that much more selective. Heroic raiding teams can carry 15 players at a time, literally, as evidenced by heroic raid carry groups.
On the other hand, Mythic raiding needs very specific individuals and that’s the argument that I’m making.
Every time they increase the cost entry, or raise the requirements for mythic raiding they reduce the pool of potential recruits, which bit-by-bit tears away at the fabric of the game.
While technically true, it’s not a benchmark for anything relevant to the health of the game.
This isn’t the Bar Exam, or a doctorate degree. If the difficulty is set so high that it starts to kill guilds it’s not achieving anything positive in my opinion.
I want to be clear, and I’ve said this several times; I don’t think the difficulty is the crux of the problem. It’s the manner in which the challenge is presented. There is a clear and obvious distinction between “team” fights, where players can be assigned responsibilities and individual responsibility is limited to a few moments per player per pull versus fights that test each and every single individual for the entire duration of the encounter.
I see their goal, to test the full depth of the team at all times, but as I said before, that doesn’t test your teamwork, or your strategy, it’s tests your ability to recruit beyond your existing team. It rips at the fabric of teams, it alienates long time team members, it forces even the more casual guilds to focus on pure, unadulterated skill over personality to the point that the whole reason for community is undermined.
This game started and, and did extremely well when players could literally remain out of combat during a boss encounter in order to rez players. I’m convinced they added the combat pulse so that Paladins didn’t get shafted with rez duty.
It was part of encounters for my hunter to feign death and drink for mana.
Maybe I can sum this up with a terrible analogy that won’t work:
A few tiers ago you could clear a mythic raid with about 5 players who could repeatedly speed run flawless mario maps. You could have 10-15 players who could post good times every run with a few deaths and you could bring a few players who could finish the map, but needed more attempts than the rest of the team.
Now you need 20 players capable of consistently speed-running flawlessly or else everyone fails.
I don’t think that’s necessary, nor healthy for the game and the raiding community. It’s not an accident, so I can only attribute it to self-indulgent development, or a poorly identified goal that needs to be reconsidered.
Given Blizzard’s inability to actually tune ANYTHING with any accuracy I’m choosing to attribute it to negligent incompetence.