Raltar wrote:
Well, the beauty of the new system(as much as I dislike it in general) is that you can start off the week with a 25 man. If you can't field the full 25 in the next raid, you can break it down to a 10 man and still progress from the same spot your 25 man was on.
Yar, we've been doing this as something of a compromise, especially as our #1 most progression-minded person is leaving for the summer and he wanted to see all the bosses killed before he left. It's not an ideal situation, since it's very hard to think about how things would be better in a good 10 man when you're wiping on Atramedes all night cause people don't understand that the closer you are to a dragon, the easier it is to run around it. It's definitely a big help though.
Aizle wrote:
Except that is wrong at some level.
25s are basically still easier than 10s from a content standpoint. i.e. it's easier to cover for someone's mistake, you have much more overlap in buffs and in general more room for error than in 10s because you have 2.5 times the number of people to handle the encounter with. They take more cat herding to coordinate, but otherwise they are easier.
It's actually turned out to be somewhat balanced between 25s and 10s... or at least, balance in a certain sense: some fights are harder on 25s, while others are harder in 10s.
This is probably oversimplifying a bit, but it seems to come down overall to two factors: AE abilities and overall fight complexity.
More room to spread out in 10s argument holds true for some of these fights, and in others it means the AEs tend to be more brutal in 25s (Theralion's Engulfing Magic comes to mind.) But as we saw first long ago with Sartharion + 3 drakes, a lot of times the fight mechanics stay the same from 25s -> 10s yet you only have 2/5 of the people to handle it. Compare what you give up to get a 3rd tank in 25s (assuming 7 healers, you lose 1/16th of your dps*) vs 10s (assuming 3 healers, you lose 1/5 of your dps).
10s are also subject to higher likelihood of simply lacking an ability... practically the entire Cho'gall fight is built around controlling some things, all of which require some pretty specialized abilities. You could have an otherwise find raidcomp in 10 man walk into Cho'gall and simply not have some key abilities required for the fight that pretty much any reasonable 25s would include. Blood DK, Bear tank, Resto Druid, Holy Pally x 2, Warlock x2, Fury Warrior, Assassination Rogue, Unholy DK would be a perfectly competent comp for most fights, but they'd be at a significant disadvantage for Cho'gall due to missing some key abilities... something that a 25s just wouldn't have to worry about. Doable, certainly, but replace a Warlock and DK with a Hunter and Ele Shaman and suddenly the adds are trivial and hey, Bloodlust is pretty sweet for the last phase.
So you wind up with some pretty wild variance in difficulty between 25s and 10s. Ascendant Council 10 is such a shadow of its 25 man self, most notably P2 being kinda scary in a 25 man raid cause of what essentially is an insta-wipe in Chain Lightning if it's not handled correctly by all 3 people, every time. Chimaeron has historically proven way way harder for us on 25s than in 10s, due primarily to his Caustic Slime being able to hit more than 2 of one healer's assignments at once... not possible on 10s.
Yet trying Nefarian on 10s is like an exercise in jury-rigging a fight unless you have a Frost DK as part of your raid. My group essentially had a Hunter handle the adds in P1 with Misdirecting to a tank pet, which worked great up until MD's temporary threat started to wear off. Maybe it was just some fail on our Hunter's part, but as a Resto Druid I ended up having to halfway tank an add or two for about 10 seconds making good use of Nature's Grasp and sometimes even having to go bear to Taunt and Root one that was getting out of position.
25 man's answer? Just bring a 3rd tank and trivialize it with a very minor hit to raid dps.
So... it really depends. :p Individual fight mechanics trump any inherent qualities of 25s vs 10s. It has turned out in this tier of raiding, for heroics at least, that 10s have been overall harder at the high end (especially the end bosses... all of them but Al'Akir.) I think the case for most guilds, however, tends to be that 10s won't suffer from skill dilution to the same degree than their 25s will, and that probably deserves to be factored in to however much you the reader wishes to count it.