To attempt to navigate this minefield, we’re going to try having Thunderforged items drop more frequently in 25-player raids. They’ll be somewhat rare in both cases compared to the standard versions that’ll drop, but they’ll be even rarer in 10s. Overall, a 25-player group will be more likely to end up with a slightly higher item level after several weeks of raiding.There are some excellent responses in the thread, and I would especially highlight the response of Moshne of Something Wicked.
One of the suggestion I have seen several tims is giving 25s gear with one upgrade. This was actually something I thought about before Thunderforged gear was announced.
In addition to the points being brought up, I think one issue that isn't getting enough play is actually one of the core issues in this discussion.
Where do new 25 man guilds come from?
The question the Developers need to ask themselves is why is this guild going to take on the extra logistical demands of becoming a 25 man guild? Even if they can recruit to get the numbers, they will have to reset their progression and start over at Stone Guard. Somehow, I don't think improving their odds at an improved piece of gear is going to help.
Would you like some RNG in your RNG?
Applying this to my own situation, what would it take for me (and my crew) to want to go 25?
First off, I have zero interest in leaving my awesome raid team, which sometimes struggles to field 10. So I really don't have horse in this race. Most of us truly prefer the 10 man format. 25 mans are simply too chaotic. We raided as a 10 man back when 25 mans got better gear (to the tune of 13 iLevels). Back then, the attitude of 25 man raiders, who looked down on 10 mans as not being 'real' raids was much more a nuisance than any loot.
But let's say, just to demonstrate the issues that face the developers, what would it take for us to go to 25s.
My guild actually operates two independent, ten man teams. We should be the perfect candidate to become a new 25 man raid guild, but it's not going to happen.
Let's suppose each team was willing to try a 25 man raid night. Let's also suppose we could work out a schedule that works for everyone. Even if we get around the scheduling issue, the combined lockouts make any trial night a risky proposition. Once we attempt the 25 man night, we've locked ourselves out of doing the 10 man raid.
Once we actually kill something, we have to figure out loot. Loot drama is basically non-existent in our team. I have dibs on Plate tank stuff. Our main tank is a Monk. There's some contention over cloth gear with a Warlock, Mage, and a Priest. Our Resto/Elemental Shaman is our only mail wearer. We DE a lot of Agi Mail. Plate DPS is the most competitive loot with two Ret Paladins, and a Fury Warrior. Despite that, everything is just done with a /roll. I'm sure the fact we've been together so long helps too. Going to a 25 man, we'd need some sort of EPGP, or DKP system with the accompanying clerical work to support it. Maybe one suggestion would be for Blizzard to improve the native UI to support EPGP, Suicide Kings, DKP and other popular systems.
Another issue we would have to deal with is the tanks. Combining our teams gives us 4 tanks, 6 healers, and 10 dps. In order to do 25 mans, 2 of our tanks need to switch to either DPS or heals. Our tanks are tanks because (shockingly!) they LIKE tanking. If they preferred healing or dpsing, they would be those roles!
Just to reiterate for my guild mates - I am not asking for, nor am I suggesting in ANY way that we try 25 mans. I like the dynamic we have going (my fail tanking not withstanding).