This idea mostly came about because of 8 man raids but this could easily be applied to dungeons (and maybe 24 man raids) too.
There's a few things that I hear about fairly frequently, both on these forums and in game chat regarding the overall structure of raids. Some of these are:
-not enough content
-not enough hard content
-I'd like to raid but no groups will take a new person
-The raid community is shrinking because (good) new people are hard to get.
Personally I think all of these issues are related to how raids are set up.
In the current structure there is a normal mode which features basic damage and a few mechanics (A, B, C) and a hard mode which has higher damage, mechanics A and B, a modified version of C plus mechanics D, E and F. This creates a division between the levels of content; someone can be perfect at normal mode and be woefully unprepared for hard mode because of the new mechanics. Its this division that causes developers to spend more time creating similar content instead of additional unrelated content and puts a cap on how much content can be created in a given time.
My proposal is to change how this content is given to us.
The normal mode of the raid should feature all mechanics that the devs want the raid to have. The additional mechanics would involve some tweaking of boss damage output and HP but as devs already tweak that stuff throughout development this isn't much additional work. This has the benefit of giving all players the chance to practice mechanics before things get hard. It lets players prove themselves to veteran raiders before jumping into the deep end of the pool.
The challenge comes in the additional modes that can be placed after the normal mode. Instead of having two modes like we currently have, I propose four modes.
Mode 2: Hard Mode
Same mechanics as normal mode.
Boss hits 10% harder, boss skills activate 10% faster, aoe fields are 10% larger.
This is for those people that have proven themselves in normal mode and want a bit of a challenge.
Mode 3: Savage Mode
Same mechanics as normal mode
Boss hits an additional 15% harder than normal mode, skills activate 15% faster, aoe fields are 15% larger.
This is for those people who aren't just good, they're experts at their class and the mechanics.
Mode 4: Extreme Mode
Same as Mode 3 except the boss no longer shows a cast bar and AOE field markers dont appear. To beat this you have to master all mechanics and know how to beat them based on telegraphs alone.
This kind of structure creates a scalable structure that players can use to increase their skills without huge barriers to entry caused by new mechanics. It also creates practice levels for people to get good on before trying something harder. Also, once the system is in place it would take fewer development resources for more challenging content; instead of creating two separate versions of the fight, they only create one and let system scale the content for the other modes.
Thoughts?