This is more a result of the small group focus they have for raiding. I guess they could try doing 8-man and 24-man versions of the same content, where yes the DPS and performance required (on paper) is greater in a 24-man raid but there's also more room for error and, depending how content is tuned, more opportunities to bring new people. Back when I raided in WoW we sometimes pulled people that were in other guilds we knew that didn't get to raid that week or had an alt they wanted to run a raid with. You had the "core group" for a 25-man and several people who sometimes made raids and sometimes could not, so spots tended to open up on raid nights for new people. Since this was done in-guild we took the time to explain mechanics and so on. Seemed to work pretty well and managed to get a lot of people to see the content and did this through Trial of the Grand Crusader. Icecrown Citadel happened to be tuned where the first four boss fights could be pugged, which when combined with catch up gear (stuff from the ICC heroics + some crafted gear) meant even non-raiders got to see the inside of the last major raid in the expansion.
You can't do something like this because a smaller group greatly diminishes the room for error and chance at recovery. Now take that and combine it with how Coil is tuned and you absolutely need a static in order to run it and have a chance of reaching the end.
tl;dr - The lockout is NOT the problem. The problem is the raid size.



Reply With Quote




