Ok, I can see that, and generally have no problems with that. Actually the 2-4 drops per boss for a 40 man is too low. Due to gear being customizable with the circuit board crafting system, these 2-4 drops make this whole system obsolete. This is because there's going to be enough gear dropped that gives players not only the gear needed, but also the circuits needed. Not only that, but it would mean 10-24 pieces of gear per raid. This means new content patches will have to assume that half of your raid doesn't have the old raid's gear. This also means that the new raid can be done by players which didn't "learn" anything from the previous raid. This means that the devs will have to think about starting at square 1 each time they give a new raid, and cannot "teach" players through a progression of raids. On the other hand if there's a progression of raids, you can assume any players that finished raid 1 have successfully perfected certain mechanics, which can then be added to complicate the next raid. So, this gating mechanism actually can make raiding more interesting. Why? I mean I get not everyone's in the top 1% of skill level, but 40 man and 20 man content is completely different. The 20-man may be the easier version of it, and if a team wants to step up with the big boys, then they have to be big boys about it. With plenty of other things to do in the game, it's not necessary to make it accessible to all players, just the ones that are driven to keep working at it. Ah, that makes much more sense then... but still I think having a right of passage to the next raid and having new players having to go through the same right of passage makes it feel more "epic." They should be more challenging consecutively. Possibly release multiple raids at once to do what you're saying, but each tier of raiding should get more difficult, challenging, and more epic. That way the players who have defeated the newest big baddie are revered across the server, and players who just join the game go "Woah! That guy has different gear than the other ones and it looks way crazier." Then they have to figure out how much work they went through, mystery is formed around bosses, rumors start, and the "magic" that Mr. Gaffney talked about is made. Allowing fresh players that hit end game to go ahead and see the end tier detracts from that. New raiders shouldn't have a problem with seeing "old content," as it's new to them. One good thing that comes from normalizing raid difficulty, and catch-up mechanics in the game is so that raid groups can get new players without having to cannibalize lower tier raid groups or re-run the same content, just to gear one new player. For 40 mans this is an acceptable concern.