Scarlet Enclave raid difficulties

Blizzard really missed the mark with this one. They’ve tuned the Scarlet Enclave for a 40-man group, yet loot drops are strictly reserved for a 20-man roster—like throwing a massive party only to let half the guests enjoy the perks.

On top of that, the difficulty feels like we’re playing on Hardmode 4. Without the gear. The mechanics punish you relentlessly while the rewards barely come close to matching that challenge. Instead of delivering loot that reflects the extreme risks, the setup leaves even the most dedicated groups frustrated.

What really amplifies the issue is the lack of distinct difficulty tiers and adaptable group sizes. One option would be to offer separate raid sizes—like 10-man, 20-man, and 40-man versions. A 10-man mode could provide a more accessible, yet still satisfying, challenge for smaller teams; a 20-man “Normal Mode” might strike the right balance between challenge and reward; and a 40-man “Hard Mode” would cater to veteran groups that thrive under extreme pressure.

Alternatively, if Blizzard wants to stick with a fixed group size, they could introduce multiple difficulty tiers within a 20-man environment—say, four distinct difficulty levels. This approach would let players choose a challenge that best fits their skill level and risk tolerance, ensuring that everyone, from casual raiders to hardcore veterans, gets a fair shot at progression and rewards.

In short, cramming all the challenge into one mode—especially one that doesn’t adequately reward the extra effort—is simply asking for frustration. Blizzard, it’s time to rethink this design: give us distinct difficulty options, whether by varying group sizes or multiple tiers, so every team has a fair shot at the progression and loot they deserve.

6 Likes

Can you stop with the chatgpt posts?

1 Like

Really? If you’re going to try dismissing my argument with “ChatGPT posts,” then how about you stop tossing around your own baseless ChatGPT claims as a shield? The focus here isn’t on some supposed AI-generated fluff—it’s on a glaring design flaw in the Scarlet Enclave raid.

Think about it: Blizzard has tuned this raid for a 40-man group, yet the loot drops are strictly reserved for a 20-man roster. It’s like throwing a massive party and only letting half the guests enjoy the perks. On top of that, the difficulty feels like a brutal Hardmode 4—even without gearing, you’re getting punished relentlessly while the rewards barely justify the effort.

What makes this even more frustrating is the lack of adaptable options. One possibility would be to offer separate raid sizes—like 10-man, 20-man, and 40-man versions. A 10-man mode could suit smaller teams looking for a more accessible challenge, a 20-man “Normal Mode” might balance risk and reward, and a 40-man “Hard Mode” would cater to the veterans ready for extreme pressure. Alternatively, Blizzard could stick with a fixed group size but introduce multiple difficulty tiers within the 20-man environment, say four distinct levels of challenge. This would let every team—from casual raiders to hardcore veterans—choose the experience that best fits their skill level and risk tolerance.

So, instead of shooting down my posts as “ChatGPT posts,” let’s zero in on the real issue: Blizzard’s broken design that forces all players into a one-size-fits-all, under-rewarding mode. It’s time to discuss solutions rather than dodge the substance with cheap claims.

2 Likes

They screwed up early on by adopting the flexible raid system without variable loot amounts. So now if a raid is overtuned, the solution is to bring more people, which means less loot going to your guild and becomes a revolving door of pugs joining and leaving.

The raid should be tuned for exactly 20 P7 geared players, with the flexibility of bringing up to 25 for an easier run. Bringing 5 extra players would be the “easy mode” but you don’t get an extra item per boss.

The way they’ve implemented variable raid sizes makes it hard for us to actually know what is and isn’t tuned right. Some people are going in with 30 players and saying it’s fine. Others with 20 and getting hard stuck without perfect comps for each boss.

I don’t think we necessarily need two difficulties, but I know the solution isn’t to just throw more people at the bosses than should be necessary and remove loot from your guild’s progression.

I think the variable raid sizes or “flex” is a great quality of life for the earlier raids just to speed through them for reals and gear newbies but I would like to see a little more structure and balance for current content.

4 Likes

Just admit you and the majority of classic wow players are terrible at the game. Because any competent team will not stuggle with these trivial mechanics, the trick is to find a team that knows how to do a rotation and acutally enchants their gear and uses consumes.

Would you like to compare retail mythic logs from last season? No?

So, basically you want retail?

LFR
Normal
Heroic
Mythic

4 different tiers of difficulty.

…no, we want the same “normal mode, hard mode” stuff that every other level 60 SoD raid had.

lmao

I was replying to the OP that said it was his opinion was to have 4 distinct difficulties, that’s why I was going with retail.

But I wouldn’t mind sticking with what worked in SoD to this point. Molten Core worked because it started off as easy content, but also had other modes that were increasingly more difficult than the last.