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The Raid Designers

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By Author: sffv
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The raid designers are designing encounters with these changes in mind, and the class designers are making class changes to help make 10-person groups easier to build.
Running 25-player raids will be a bit more lucrative, as should be expected, but if for a week or two you need to do 10s because half the guild is away on vacation, you can do that and not suffer a dramatic loss to your ability to get the buy wow gold items you want. We recognize that very long raids can be a barrier for some players, but we also want to provide enough encounters for the experience to feel epic.
For the first few raid tiers, our plan is to provide multiple smaller raids. Instead of one raid with eleven bosses, you might have a five-boss raid as well as a six-boss raid. All of these bosses would drop the same wow gold buy item level gear, but the dungeons themselves being different environments will provide some variety in location and visual style, as well as separate raid lockouts.
Think of how you could raid Serpentshrine Cavern and Tempest ...
... Keep separately, but you might still want to hit both every week. We do like how gating bosses over time allows the community to focus on individual encounters instead of just racing to the end boss, so we're likely to keep that design moving forward.
We don't plan to impose attempt limitations again though, except maybe in cases of rare optional bosses (like Algalon). Heroic mode may not be open from day one, but will become available after defeating normal mode perhaps as little as once or twice. In terms of tuning, we want wow buy gold groups to be able to jump into the first raids pretty quickly, but we also don't want them to overshadow the Heroic 5-player dungeons and more powerful quest rewards.
We'll be designing the first few raid zones assuming that players have accumulated some blue gear from dungeons, crafted equipment, or quest rewards. In general, we want you and your ffxiv gil guild members to participate in and enjoy the level up experience. We design our raids to be accessible to a broad spectrum of players, so we want groups to be able to make the decision about whether to attempt the normal or Heroic versions of raids pretty quickly.

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