Jest Chillin
Member
Extremely low and "didn't happen" are two different things. Also keep in mind that an extremely low percentage in WoW terms is equal to most MMO games total, and certainly more than the raiders in those games. Wrath didn't come out until the end of 2008, there weekly PuG raids in 2005. I find it hard to believe that we had the only server in the game that was doing this at the time.
Having people create PUGs to try to Raid =/= Completion. Having a tiny sliver of the population be successful with partial PUGs some of the time doesn't refute that the vast majority of PUG groups were not full clearing Raid content until Wrath. Also, WoW did not launch with 10 million+ players, so a small percentage of players in 2005 was not necessarily more than the raiders in other games.
Except raiding is endgame content, meaning anyone queuing up to do it is high-level with gear they put time into obtaining. Chances are they are aware of the requirements, so even if they are a "bunch of COD players" as you put it they still put the time into the game to get to raid status
So baffled regarding all the comments that if you form a team by matchmaking you end up with inept chimpanzees
We don't know if there's an internal system that would prevent people from trying the raid if they weren't properly geared. So I don't think it's a safe assumption just yet that people attempting the Raid would be prepared for it.
I just wanted to note that Pugs were successful in WoW since Vanilla.
Full pugs were a bit rare but partial pugs (an established guild filling out the group with randoms) was a regular occurrence from the very beginning.
And I would actually use that as a counter argument to the, "they will nerf raids and make them too easy if you allow matchmaking!"
From Molten Core to Siege of Orgrimmar (Heroic), you had less than 1% of players completing the raids. The difference now is that with LFR a greater number of players can actually see the content while the top end of WoW is as (if not more) challenging and complex as it has ever been.
Perhaps that is what Destiny needs. An easier mode for matchmaking so that people can experience the content you're making. While the harder mode will be as hardcore as you want with the absolute best rewards.
(Note that Destiny already has a normal and hard mode for each mission/strike)
The fact that Blizzard had to nerf ICC over time isn't the point I was making. It was that successful attempts by PUGs without nerfs was extremely rare. This is why LFR uses content that is much easier than the normal Raid content. Because otherwise, you're looking at complaints about difficulty akin to what was seen in early Cata.
If Bungie wants to create a lower difficulty tier for their Raids, that's up to them. But what I'm talking about is the reasoning as to why matchmaking isn't a good choice for the Raid as they're describing it now. Also, Destiny Alpha had Normal and Legend but the Beta just had Level specific missions/strike (i.e. Lvl 6 Strike or Lvl 8 Strike). Only if you were attempting a higher level version of the content than your current level was it labeled as "Hard."