An Idea: I think an easy way to increase entry level raiding at the normal level is not to scale Normal Raid until the group size hits 15 players. This would allow groups of 10 to take a couple of newbies and help them learn the raid.
EDIT: some confusion on the post. IOW, Normal is the same as now, with 10 players to star, but nothing in the raid scales until you reach 15 players.
You are correct, but the problem with 10 that the OP doesn’t address is that many boss mechanics don’t scale in quantity which puts more emphasis on individual players doing mechanics correctly and repeatedly…while still trying to DPS.
I’ve definitly been in Normal raids where the raid leader asked someone to leave who wasn’t doing enough DPS. So, it does happen. Thinking it might not happen if boss heath didn’t scale right way, or at least would happen less.
It does for OP request. He wants scaling to start going up only when you go past 15, and anything below be the same health and damage as it would with 10.
I guess you could look at it that way. But there is a huge difference between getting 5 spears in a 15-man raid (33% of raid) vs. 5 spears in a 10 man raid (50% of players).
I can’t say that this is the case in the current raid, but it is a constant problem with running smaller groups and Blizz has consistently failed to address the problem in the past.
I’m just spitballing for ideas to increase participation. We have some people who are afraid to raid because they are below average. Would be nice to have them tag along without causing frustration. If anyone has better ideas, l’m all ears.
From my experience, that’s not the case. For example, the first boss from last tier would give you the same amount of puddles/beams regardless of how big your group was…starting at 3 of increasing every phase.
So if you had 10 players it was 33%(ish) of your group. If had 15 it was only 20% of your group at the start. And then increasing from there.
I don’t think we have specific data on how much bosses scale per player…or even if each boss’s scaling is unique.
I just know that fight specifically was far more difficult with fewer players because the players that were selected for puddles/beams were unable to DPS for the duration of the mechanic. Especially as you reached the 3rd “phase” or higher when 5 (50%) of the raid or more were constantly doing a mechanic and were unable to DPS.
Also, at 10 players if 2 people died the tanks started getting the mechanics as well…which is pretty much a wipe unless your tanks were pros and the boss was almost dead.
There are other examples, but I am just very familiar because we struggled with that boss a few weeks last tier do to poor attendance.
When i mentioned earlier about sweet spots (mind you this is referring to expansions past), i recall boss health pools increasing at only certain benchmarks. Like at 15 the bosses health jumped up to the next “tier”. So the sweet spot was bring 14 (for example) to push as much DPS as possible inside that lower health bracket.
Im all for increasing participation…so long as people are willing to treat the content accordingly. Meaning: yeah you may not be the greatest player, but still try. Mechanics are a thing. I dont want to introduce players who are going to treat raids as a test dummy for their DPS rotation. The player with below average DPS who does mechanics > the above average dps player causing stress from not doing mechanics