So, this is due to having the largest playerbase. It's no secret that WoW is the largest MMORPG on the market. This is partially due to it's length of existence of the game. With this means that WoW gets the biggest publicity, causing the biggest hype, and media to focus on it, because the media gets more money for reporting on things people care about, not things they don't. Personally, EVE is a much stronger hardcore raiding community than WoW will ever have. It's simply a smaller game, and death can mean serious consequences, by having to start from square one. Size wise, smaller. Tool wise, it's largely a community base, and every player is in the competition, not just for the world first but a constant survival. Nuance, yup. Etc. Yup that too. But, the hardcore raiders that WoW began with, aren't necessarily still in the game. So, to state that it's the strongest hardcore raiding community as fact and not opinion is silly. And yes, you are still muddling together size for strength, and now adding in media hype. I'll let you argue this out with Jeremy Gaffney, as he wants to do one raiding difficulty, "hard." This is because there is other content in the game for the players that are less skilled. Limiting to 40 man raids and 20 man raids already ostracizes 90% of the player population due to not wanting the hassle and logistics of that many people. So, with that in mind you can assume that they're going to be willing forth to put forth the effort to make it through the content. WoW has a lot of players, yes, a good community, for the most part I'd argue no on this one. Try wiping once in a dungeon or a lfr raid, and see how many times you lose a player or two because they can't be bothered to teach their community. How many times have you been running content with other randoms and felt like you're just going to have to carry the group through the end to finish it? Also, no it takes much less time and effort to make the content which is balanced with a certain amount of ability in mind. Limiting players from getting through the content easily and quickly is a good thing. Giving players motivation to play is the only thing that matters in the end for the business line. If that means that players do not play one aspect of the game, fine. But that 1% of players that get the raiding done and say how amazing it is, and keep giving positive feedback will motivate a lot of the others. Exclusivity works as a business model, it makes people want it that much more, and they will have scrape and climb to the level of the Raiders to get in, instead of having the content dropped down for them so they get their fill and move on. Players do not want to have to run multiple difficulty levels, it's boring, time consuming, and not interesting gameplay. So, yes balancing for just hard content is much faster than having to re-balance for the players that give up easily but still want to be challenged. This means there's virtually no top end to the challenge, as long as it's possible. The hardcore skilled raiders will keep attempting until it's finished, as long as they know it's possible. And then they'll come back upon the next content. So, developers will not "screw over" 90% of the player base, because they're intelligent, and know what is and is not possible in the game. Disadvantages of multi-difficulty raiding: 1. It creates a caste system for raiders. If you've never done heroic content you're not likely to be able to do heroic content. Either you have to convince your raid group to go for it, or happen to be "around" when someone is farming heroic content and needs a warm body. 2. It creates player burnout. Players will attempt the harder raid for a bit, realize they've completed it on normal already (just for the gear mind you, so they can do hard mode) and go do something else. 3. It creates liars. Due to reason 1. If you lie about your experience you'll be taken into the next level and could get carried. 4. Get's players carried. It makes it so that raids can complete content if they have 7 or 8 skilled players, and 2-3 being carried. I've seen these types of teams down bosses, and it's not fun. But they do it because recruiting's impossible from the caste system. This is the lower-mid range of skill in players. The ones that are simply on normal in a lot of cases. Is it acceptable that unskilled players are getting carried through the content? I don't like the feeling, I doubt many people do. 5. It produces a "bring the gear not the player" mentality. This is because you have to have the gear from the previous raiding to be even considered for the next level, and to be brought into a raid group, it's generally close to the same as that of a mediocrely geared to highly geared player. Again this is for the mid ranged raiding guilds. Single difficulties should be possible with dungeon gear, so if you have a full set of dungeon gear, then you should be let into a guild. They will prefer a player that's better geared, but won't turn one down because they only have the lower set of gear.[/edit] Again, who says larger is better? True, all players who play Wildstar should have something to do. False, all players who play Wildstar should have raiding to do. Why does the whole player base have to like raiding? Why do they have to do raiding? Carbine has stated that a big portion of the player base does their gameplay solo, why not let that player base stay solo at endgame and be happier, instead of being forced into the mold of raiding? It's effectively what LFR did for WoW except that you actually are doing something unique and not just the dumbed down version of something someone more skilled does. I don't think Wildstar will need different difficulties of raiding because of their plan for end game. If a hardcore raid group finishes on the normal mode, but can't finish it on the hard mode, they'll be more likely to give up or bring in raiders that have finished the content to help boost them. This is because all the raiders have (generally) seen the content, and if their raid group finishes up the dungeon without them, that they can still say their raid group did it. Basically, once you've beaten the boss once, the motivation to do it again significantly decreases.