This post was from a user who has deleted their account.
So your thinking is that a small guild of less than 10 people should have the same perks as a guild of 100 people? Sorry, but that isn't the way things should work. If a guild takes the time and effort to grow, then they deserve to reap some benifit from that effort. The system allows all guilds to have the same perks, but the larger ones are going to get them faster. If you choose to be in a smaller guild, you will just have to work harder or longer to see the rewards.
My guild has been together for 10 years its not a fraction of a raid.And no, they should not be able to circumvent restrictions. But there should be scaling put in place so guilds level at the same rate.. you shouldn't be able to invite 100 people in Stormwind and level guilds faster.
People in big guilds of course! haha :P
I put up a post on the Customer Service Forums regarding this, and got politely ignored. So I'll try and keep it on the first page in hopes of getting a blue response.http://us.battle.net/wow/en/forum/topic/1406596398
I will have to admit, a lot of steam was taken out of my guild's morale recently with this nerf. I do hope we get some official word on exactly what the inside-out of it is.While I understand the "lrn2socialize" crowd that need to slam people to justify their own longing and to be part of a giant herd, I feel situations like mine have been a bit screwed.We are a core group of 7 people who have been playing together on and off since beta. Typically mid-expansion we get a couple of them dropping out for other gaming/etc. With cata, the band is finally back together, so to speak. Being one of the few who stuck through, I enjoyed WotLK progression and was looking to get a core 10 man group together. We are adults. We're not attention hungry young teenagers who need our guild to be another trade chat. We'd like a core group of 10 people to raid with 2x a week and move up to hardmodes. The problem is, we do have to recruit outside of our circle to fill out the roster. With the guild advancement system, we had the ability to stay competitive with other guilds and have soem perks for new members to stick around and build faction with us. With a weekly faction cap, it is hard to incentivize new recruits to commit to our guild if they can sign up to one of the 100's of member spam guilds and start grinding rep. For the people who say they can hit the cap even at 1/4 themselves, I say shenanigans. ~25mil xp? With most efficient questing/grinding the absolute cap i've hit has been around 2mil xp / hour, on a hub spike (6 handins at once). I'm not mr.questhead so i'm sure there are people who are more efficient. But even if they are 2x as efficient, 4mil xp would still be a full 8-hour shift for 1 person to hit, non-stop grinding. 4mil xp/hour is also extremely unrealistic.We'll deal with the cards we are dealt, understanding that there is a demo that this nerf works fine for. Alternate recruitment methods such as global help channels to fill out will work. It did knock the morale peg down a couple notches though.
First, I really hate your captchas Wowhead. Why are they always 1) ineligible 2) contain characters they shouldn't 3) in a different language 4) ridiculously long?What I wanted to say was deleted when my captcha was "incorrect" ven though I typed it just as it appeared.What i wanted to say was that as long as guilds have reasonably active members I don't see this being a problem, our small guild reached daily caps easily every day, but for guilds where it is only a few members (perhaps families or very close friens) this could be a problem.I don't like the idea that "bigger is better" but I can see this being exactly the line of though with guilds. More people means less work, and people want the perks without the work so they'll flock to bigger guilds and put up with any nonsense just to get the rewards. Giant corporation guilds scare me.I don't want to see guild rep do to guilds what dungeon finder did to pugs.We don't want people to be LESS social even if they are in a bigger group, just because there's a reward component now.
The issue here is not that larger guilds get something that smaller guilds don't. They just may get it quicker and with less individual effort than the smaller guilds. ANY dedicated guild will evenyually reach max level, just as any individual player will eventually get there, just some will get there faster. For perspective, I own a small construction company. I usually have between 3 and 5 employees, self included. In my trade there are huge companies in the same area. Those companies have shiny new pickups and equipment, great benefits, and nice shops. I have 2 company trucks with about 250,000 miles on em, limited benefits, and work out of a small shop at my house. I like running a small shop, and my employees like working for a small shop. Things are more personal, they have alot more job security here than they would at a large company. If one of them needs a day off to take care of a sick kid, not only do they get it, but I actually CARE if that child gets better. A big shop could care less....anyway, you get the point. Larger companies (guilds) are going to have bigger and better things, but some of the more personal issues are going to be lost. Same goes for this game. Stop QQing and play the game. It may take your small guild 3 days to hit a cap.....so what? Otherwise, like was mentioned, Blizz may as well just give every guild 60% of a level per day. And while they are at it, they may as well give everyone the same gear and max professions too, cause someone may have more time to play, and we can't have your pixels be better than mine.
Just wanted to add a factor most people aren't looking at. Lowbie guilds.Guild XP is a percentage of player XP, which is fine if you're getting 4000 XP per kill, but what about a group of friends who roll toons together on a new server because they want that close-knit feeling? 1:1 is bad enough when you're only getting 80 XP per kill. Slashing that by 75% is just severely disheartening. And that level 2 perk is just what a leveling guild needs to help keep people interested.
So after reading this thread, this is about what I'm seeing:Small guilds want an advantage over larger guilds. They want special treatment with XP curves so they can stay on par with larger guilds. This is basically the same thing as bads (not casuals, talking about bads here) asking for welfare epics because they can't or won't put in the same amount of work for heroic raiding. I do not raid, never have, never will. I have never had a single purple outside of one world drop that I got while grinding. This has never bothered me and also never will.I am in a somewhat active medium sized casual guild. We average 8-15 people online at peak hours and maybe 1-2 on off hours. We will more than likely never hit level 25 as a guild and yet we don't care. We have fun playing together, we have fun BSing, we have fun. That is what the game is all about right? Fun?If you want the best, make some effort and go out and join the best. If your just going to sit in the corner and pout until you get things your own way then your really not going to get very far. Also, since the 1/4 thing was not an announced change, it's entirely possible it's a bug (unless something changed since I last read about it) so you might just be crying for nothing anyway.
This really hurt my guild, as it's a pretty small one./prays Blizzard makes it scale with the amount of members in a guild.(I will admit the original 1:1 ratio was a tad high though.)
On the first character I played after cataclysm I hit the guild XP cap on day 1. Then it got changed and I played another character to level 83 without hitting a cap.So my second character is in a poorer situation, but not hitting a cap *FEELS* better. A nice piece of "progress control".