Lazuli
Well-known member
Yes, this has been my point from the beginning. A raid made up of good casters can complete modern raids without problems (in more time than an equivalent group of weapon dpsers), but in a pug, you don't usually get great builds all the time.It doesn't work that way.
2 days ago I joined a random DoV: 3 casters, 2 players had 1300 and 1500 HP circa. The 2 low-hp players died over 4 times each, the DPS was low, we almost wiped. I had to refill lanterns 4 times and take care of 2-3 snakes at the same time on my own.
The group went to ToN afterwards, I left, a guy I know got my spot. About 45 minutes later I started filling my own ToN - they were still inside, and finished at about the 55m mark.
I didn't have a good experience in DoV, he didn't in ToN. This shows how in Pugs you must be stricter because you don't know what you gonna find. Going full DPS is just the minimum requirement because no one can guarantee that those DPS are actually good or not.
People join with their alts, with characters in the process of development, not always with the best gear and certainly not always with the best build. Which is perfectly fine; it would be ridiculous to expect that only veteran mains with meta builds could join pug raids. That would be the last straw.
But it is true that these so-called "normal" characters function better as weapon users than as casters. Therefore, the result of this is that in many pugs, having too many casters puts the raid completion at risk or even prolongs it unduly.
I'm also of the opinion that limiting entry to just two casters in LH is ridiculous, because the difficulty doesn't justify being so strict, even if your pug isn't good at DPS. But this is happening with many raid leaders, and it's something that bothers a lot of people, because this wouldn't be happening if raid design were correct.
I blame raid design for this, not the raid leaders, although I would call some leaders who are taking an overly extreme position to account, because this is starting to resemble an unnecessary anti-caster inquisition.
But yes. I don't set the bar so low for casters, but I also look at how many casters there are in the party and cut them off as soon as I think their weapon DPS is low. And if I see enough dpsers that I've already seen as good for the raid's difficulty, then I admit anyone without restrictions.
I hate doing this. I hate it. But my experience is that too many casters in modern raids leads to a high probability of a bad run.
And a small part of this is due to the fact that the DPS caster isn't what it should be, but a large part of it falls on the design of modern raids. Come on, don't tell me you think having bosses with inflated HP and gogo immunities for magic as the only challenge is intelligent raid design. Come on, devs, you can do much better.