I didn’t get the chance to raid in Vanilla WoW. I wish I had. 40 man raids seemed like an insane and exciting thing to participate in. Pandemonium. That’s what I would expect. I did raid in a 25 man guild in Burning Crusade though, so I can imagine the headache of trying to get 25 people logged in, geared, and ready to go, scaled up to 40. OW.
In the 25 man guild I was in, we had about 30 raiders. (Or up to 35 at various other times.) There were 3 guild ranks, just for raiders. They were ranked, the highest being called Thunderfury. If you successfully posted above a certain amount of DPS or HPS you would earn that rank. When forming the raid, Thunderfuries were accepted first, then the middle rank (Sulfuras something) and Warglaive as the bottom rank. Anyone who had all blue/purple gear of the appropriate level could be a Warglaive. The problem was, once you were a Warglaive, the only way to advance your character was through raiding… so you had to wait for a night when not too many Thunderfuries showed up to raid to hopefully get in. If there were 6 spots, and 7 raiders waiting, then you had to roll against each other and hope you weren’t the lowest roll. The system mostly worked, except it was very hard to ensure you were always getting to raid unless you were very lucky or very dedicated.
When I left that guild and converted to Alliance, it was a bit different. I joined a guild as a tank, and eventually switched to healing. But we were a 10 man guild. This changed everything in that we had a fairly solid core of 9 raiders who were always present. Generally we could fill that final slot with any pug and do fairly well. However, over time we gained a few lost a few raiders, as always happens and started having issues with having 11-12 people showing up. When you can only take 10 raiders, this leads to the guildleader having to make very painful choices.
Do you take your friend? Do you take the high powered, but also very annoying person? Do you take the sweet, but oblivious person? Do you take the undergeared so they have a chance to get loot and improve or the overgeared so the raid has the easiest time of it? And oh goodness don’t take them, we already have four people fighting over cloth and no one to take the leather drops…
When I left that guild, I ended up in OLN, a 25 man guild that had about 35 raiders. So each night they would draw lots and split into 25/10 raid teams. That worked for Wrath, but Cataclysm was a different story. We lost some big players, had other players drift away, but couldn’t find *anyone* to recruit. I even talked about our insane solution to this event before. It was absurd. 16 raiders squished into a 10 man hole. By the time we hit Dragon Soul we were firmly down to 10 raiders. It was the end of that guild. We couldn’t recruit, we couldn’t bulk back up, we couldn’t get people who were willing to be on a waitlist just in case.
And that’s the problem with tightly tuned raids. When you can’t just carry one or two people, you have to have a finely tuned team to consistently show up to raid. When life happens, you lose a raider and it could be the beginning of the end for your team.
When I formed a guild with Misstorgo, recruiting was our first and main issue. We had to recruit people who wanted a casual experience, were willing to raid only 2 nights a week, and not cause drama. Through a series of lucky events, we ended up with several of my co-workers forming a core raid team. However, as we progressed through MoP we had several events that lead to losing a FEW raiders and not being able to replace them.
I think over the course of the expansion we changed more than half our raid team three times. More often than not, we would find interested people – but oh they couldn’t play without their two friends… Do you have any idea how awful it is being the 11th member of a 10 man raid team? You feel selfish if you say “No, I want to raid.” knowing it means someone else will have to sit out. You feel terrible not showing up because of course, that’s the one night that someone else can’t be there and then no one gets to raid.
But then, the Third Great Change came from Blizzard. Flex – the ability for the raid to scale based on the number of players – was implemented to all difficulty levels (except Mythic, which is fine because we aren’t hardcore like that) of raiding. 11 raiders? You’re good to go with all 11. 14? Yep. 19? YEP.
This literally changes the most painful and difficult part of running a guild into a non-issue. If we get down to around 12 players, easy, we just recruit a few more. No one has to sit, so there is no danger of them getting bored and finding another guild. The fights seem to actually be a bit easier with a few extra bodies. Missing a person? It’s fine, we have more. Your buddy who only plays a month or two then takes a 3 month break? We can bring him, when he decides to show up, and not worry about having to replace him.
WoW is most fun when playing with friends and now it doesn’t ask you to rank your friends and boot the ones who don’t fit into a 10 man hole.