I’ve been following a GD post relating to the 20-man mythic cap post we have here on the CC, and one person, Zootzoot, has shared a VERY interesting idea I would like to flush out a bit more.
Lets say LFR equates to a M+0. Normal equates to a +5, heroic to +10, and mythic to +15.
I think 15 should be the cap, but maybe there is room for harder mythic that is unlocked once the group has full cleared the +15 content?
When you enter the raid, the raid leader can choose the level they want to scale the raid to. At +5, +10, and +15 new mechanics are unlocked. (The Normal / Heroic / Mythic mechanics) and a +13, for example would have heroic mechanics, but higher numbers than the +10, and rewarding better loot (Which can utilize a similar scaling system to current M+)
One caveat to this though, it should not be a linear scaling. There should be a jump between +9 & +10 that is bigger than the jump from +10 to +11. The new mechanics should equate to more difficulty and therefore better loot than one additional level.
As well, there should not be 15 lockouts. The same 4 should exist. One for +0 to +4, +5 to +9, +10 to +14, and +15. You get locked to a boss when you kill it within that range. (Would still allow for pug groups to run at different levels as you are not locked to a certain level)
I think this system does a couple of things. First, it gives groups that stop after a certain (non-mythic) difficulty room to get more upgrades from raid (albeit small ones), and it builds on an existing system with M+, which in my experience the way the health/damage scales in M+ is not the issue people have with M+.
And secondly, its another layer of challenge that would increase the viability of reclearing.
Would love to hear everyones thoughts on this idea, and another shoutout to Zootzoot on GD for bringing it up!
EDIT: To be clear, this post is about difficulty scaling, not group size scaling.